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This is the documentation for the Palm OS® version of The Incredible Machine® (aka TIM). In order to play this game, you will require a handheld device running the Palm OS.
To install TIM onto your handheld device, you will need to add the file: TIM*.prc (where * is mono or color) to your next syncronization operation. Next, you'll need to add Puzzle_Pack.pdb files. Each "Puzzle Pack" takes up memory on your PalmTM handheld, so keep an eye on how much memory you have left.
Were going to keep this short and sweet, yet provide enough detail to get you on your way toward solving puzzles. Well also show you how to create puzzle collections for yourself. Were not going to tell you how every puzzle object works. Youll discover how each object works as you move along because thats half the fun!
There are two versions of TIM for the Palm OS® that
you can choose from: a color version and a monochrome version. The color version
of TIM can be played on PalmTM
IIIc and HandspringTM VisorTM Prism handhelds only. A monochrome version of TIM is available for monochrome and
gray-scale devices. The graphics routines have been optimized for each platform
to make playing The Incredible Machine® as enjoyable as possible.
**NOTE: When installing the application to your Palm handheld, make sure you choose
the correct version for your needs. They are located in "Color" & "Monochrome"
folders, under the "Handheld" folder on the CD.
When The Incredible Machine® first starts up, the introduction screen appears, which is actually an animation of a puzzle that youll see in "Puzzle Pak 1". Tap on the screen, or select "Play" from the menu. If you have been working on solving a puzzle, or if you have been creating a new puzzle, the initial screen will not appear. Instead, TIM takes you directly to the gameboard. If you have been working on solving a puzzle, the goal of the puzzle will appear to remind you of what you need to do.
If TIM has never been installed on your PalmTM handheld, a help dialog will appear when you leave the intro screen. We are trying to give first-time users some idea of how to use the puzzle list that will appear when the user plays the game for the very first time. This help screen is available at any time from the puzzle list by selecting "Help" from the "Options" menu. More detailed information is available by pressing the "i" icon in the upper right corner of the dialog.
The puzzle list shows the names of the puzzles in the current puzzle database. If youre loading TIM for the first time, and you installed the "Tutorial Puzzles" database, your display will look like this: The name of the puzzle database appears in the upper right corner of the display. The first puzzle is selected, and can be played by pressing the "Play" button.
The Incredible Machine® displays the name and goal of the puzzle when a puzzle is selected for "Play". Read the goal of the puzzle carefully to determine whats required for the puzzle to be considered "solved". In this case, we must activate a pulley (a small box that is pressure-sensitive). If a ball (or other object) lands on top of the pulley, the pulley will begin to rotate. Notice that most dialog boxes in TIM have a small icon in the upper right hand corner of the dialog (the "i" symbol). You can press on the "i" to get more information about the dialog.
The puzzle gameboard is divided into two areas: the playing area and the toolbar area. The playing area contains objects that are not moveable or selectable. These objects are the starting point of the puzzle. The toolbar area contains one or more objects that are to be added to the puzzle to accomplish the goal(s) of the puzzle. In this case, the toolbar contains one ball. If there were two balls available, the number below the ball would indicate "2". If there are more than three different types of objects available on the toolbar, you can press the left or right arrow icons to scroll other toolbar objects into view. There are two ways to move an object from the toolbar to the playing area: "drag" or "tap and drop". You can "drag" an object to the playing area by pressing on the object and moving the stylus, without lifting the stylus. You can also "tap" an object to select it, then tap anywhere in the playing area to drop the object into place.
When an object is first moved from the toolbar to the playing area, or when an existing object in the playing area is selected by tapping on the object with the stylus, the object becomes "selected". When an object is selected, a rectangle appears around the object, and one or more icons appear around the edges of the selection rectangle. In our example, a ball has been moved from the toolbar to the playing area. The ball is selected, and a trashcan appears in the lower right hand corner of the selection box. Tapping on the trashcan icon will return the object to the toolbar. Dragging the object to the toolbar will also return the object to the toolbar. The object can be dragged to a new position in the playing area by pressing on the object and moving the stylus to a new location. Some objects can be "nudged" precisely into position by using the stylus in the Graffiti® writing area on your device. To nudge an object left, stroke the stylus to the left in the Graffiti area. To nudge an object right, stroke the stylus to the right in the Graffiti area. The only tricky direction is up. To nudge an object up, you must stroke the stylus up and down in the Graffiti area.
At any time, you can tap on the "Go!" button to activate the puzzle. When the puzzle is activated, all objects that can move begin to do whatever it is that they do. If the puzzle goal(s) are not accomplished, the puzzle will run until manually stopped by you. You can stop the puzzle at any time by pressing anywhere on the screen. While you are working on a puzzle, you may find it necessary to switch to another PalmTM application. When you return to TIM, the gameboard area will appear exactly the way you left it. This feature allows you to work on a puzzle while being interrupted by "real" work!
If you arrange objects from the toolbar in such a way as to solve the goal(s) of the puzzle, a dialog will appear that allows you to replay the solution or continue to the next puzzle in the current database. If you tap the "Replay" button, your solution will be played again. If you tap the "Continue" button, you will be presented with the goal of the next puzzle. You may also tap on the screen during a replay, which will stop the puzzle.
There are many objects in The Incredible Machine® that interact with each other when placed near each other in the playing area of the gameboard. In our example, the pulley object interacts with the conveyor object. When the pulley is placed near the conveyor, a fan belt automatically appears that connects the pulleys of each object. If the pulley rotates, the fan belt will cause the conveyor to also rotate. If the pulley is moved too far from the conveyor, the fan belt will automatically be removed, which means the pulley will no longer "drive" the conveyor. Notice that when the pulley is selected, an "orientation" icon appears in the lower left corner of the selection rectangle. Tap the icon to cause the pulley to rotate in the opposite direction. Other objects have orientation icons. A flashlight, for example, can shine light to the left or right, depending on the orientation.
If the author of a puzzle
database has specified that puzzles must be played sequentially, the puzzle
list will indicate which puzzles have been solved by displaying a *
to the left of the puzzle name. A puzzle with a * next to the name
can be played at any time. Puzzles that do not have a * next to the
name cannot be played until the previous puzzle has been solved.
If the author has specified
that puzzles can be played in any order, the puzzle list will not display
* next to the puzzle names, and any puzzle can be played at any
time.
To select another puzzle database, tap on the database name
in the upper right corner of the puzzle list. A dialog will appear that will
list all TIM puzzle databases present on
the device. Select a database from the list, and then press "Ok" to make
the database active.
When a database is selected, information about the author of the
database will appear in a dialog.
Help is available from the
puzzle list display, as well as the gameboard display. Select "Help
"
from the "Options" menu to get help for the current screen. Remember
to press the "i" icon in the upper right corner of the help dialog
for more detailed help and tips.
Beaming a TIM database must be done from within the TIM application. The TIM application must already be present on your friends PalmTM handheld, but the application does not need to be running. Select "Beam" from the "Database" menu. The current database will be sent to the other device. To beam another database, tap on the database name in the upper right corner of the puzzle list. Select another database from the list to make the database the currently active database. Select "Beam" again from the "Database" menu.
If you wish to send a TIM puzzle database to a friend, and your friend in not within beaming
distance (you live in Australia, she lives in Amsterdam), you may wish to
e-mail the database. Heres how to do it:
Using a recent version of the HotSync® software,
perform a HotSync operation with your device. The HotSync process will put the
TIM application and any TIM
databases in a "Backup" folder of your user ID folder within the HotSync data
folder. What? Ok, its not as bad as it sounds, but lets look at a
real example to clear up any confusion.
Lets say my HotSync software is installed on my
laptop at C:\Palm. When I perform a HotSync operation on my PalmTM for the very first time,
the HotSync software created a user folder for my data. The user folder name is
automatically generated using a combination of my last and first name. My user
data is stored under the folder C:\Palm\SmithJ. Applications and/or databases
that are not handled by a specific desktop HotSync conduit of some sort are
stored in a "Backup" folder. My "Backup" folder is located at
C:\Palm\SmithJ\Backup. My "Backup" folder contains TIMmono.prc and
Tutorial_Puzzles.pdb, among other things. If I want to e-mail a copy of the tutorial puzzles to a
friend, I just send an e-mail with the files "attached" to the
e-mail.
If a TIM database author has produced a puzzle database that has the registration option set, a specified number of puzzles will be playable as a "demo" of the database. After the demo puzzles have been played, a dialog will appear that indicates that the database is shareware. Purchase the database to receive a registration code for the puzzles. Once you have received your registration code, select "Register Database " from the "Database" menu. Enter the registration code exactly is it appears from your software distributor.
Check the TIM
web site at http://www.theincrediblemachine.net/
now and then for new puzzle packs.
New puzzle packs can be installed on your Palm OS® handheld just
as you installed the puzzle packs that came with the game. You may load
as many puzzle packs as the memory on your device permits.
Puzzles in The Incredible Machine® are organized as puzzle databases, with each puzzle database containing a collection of individual puzzles. We will create a small puzzle database to illustrate the process of creating a new puzzle database.
To create a new database, select "New " from the "Database" menu. A dialog will appear that will contain the name of the current database. Replace the name with any desired database name. For our example, we will create a puzzle database called "My Puzzles". Press "Ok" to create the database on the device.
Notice that the name of our
new database, "My Puzzles", appears in the upper right corner of the
puzzle list display. A new puzzle database is created with a single puzzle,
"<new puzzle>". The puzzle is an empty puzzle, containing no
objects, and simply serves as a starting point for our puzzle collection.
We will start our puzzle
collection by editing the "<new puzzle>" entry to create our
first puzzle. Select "Edit" from the "Puzzle" menu.
The puzzle editor looks just like the puzzle gameboard that we saw earlier. The "Edit" menus are slightly different than the "Play" menus, and there are tiny little arrows next to the object quantities on the toolbar. As you can see, our puzzle is not very challenging at this point. Lets make it a little more exciting by building a working mechanism.
Every puzzle starts out in life as a working mechanism. Drag objects from the toolbar to build a complete mechanism of some kind. In this example, we will drop a ball on a pulley, which activates a conveyor, which drops a ball on another pulley. We can test the mechanism by tapping the "Go!" button at any point during the design of our mechanism. Some objects can be "nudged" precisely into position by using the stylus in the Graffiti® writing area on your device. To nudge an object left, stroke the stylus to the left in the Graffiti area. To nudge an object right, stroke the stylus to the right in the Graffiti area. The only tricky direction is up. To nudge an object up, you must stroke the stylus up and down in the Graffiti area.
To convert a mechanism to a puzzle, we must define the goal of the mechanism. Notice that most objects have a "G" icon that is visible when the object is selected. The "G" icon indicates whether the object is part of the goal of the puzzle. The goal of our mechanism is to activate the pulley on lower right hand portion of the mechanism. Tap the "G" icon to make the pulley part of the goal. For this mechanism, there is only one goal, so we are done with the mechanism. Tap on the "Go!" button to activate the mechanism. When The Incredible Machine® determines that all goals have been satisfied, a dialog will appear that indicates that fact. Tap the "Continue" button to continue editing the puzzle. To see all objects that have been "goal-enabled", select "Show Goal Enabled Objs" from the Puzzle menu. All objects that have been selected to participate in the puzzle goal will be displayed with a flashing box around them.
To convert a mechanism into a puzzle, we must delete one or more objects from the mechanism. As we delete an object from the playing area, we tap on the quantity arrow under the object on the toolbar to INCREASE the number of objects that will be available to the player. In our example, we have deleted the pulley object and the conveyor object. We have set the number of pulleys and the number of conveyors available to "1". When the puzzle is played, the toolbar will contain one pulley and one conveyor. Since all other objects on the toolbar have a "0" for the quantity, they will not appear on the toolbar when the puzzle is played. Notice that we did NOT remove the pulley that had the goal set ("G" icon). Objects that have the goal set must remain on the playing area. If the object is returned to the toolbar, the object will not participate in the puzzle goal. Now, we could have removed the balls from the playing area, instead of removing the pulley and conveyor. If we had done that, however, the player could simply position a single ball over the existing pulley on the playing area, and the goal of the puzzle would be accomplished, even though the mechanism was not re-created by the player. The secret to building a good puzzle is to ensure that your original mechanism must be re-created to solve the puzzle. Experimentation will teach you a great deal about building good puzzles.
Now that the puzzle mechanism has been defined, its time to give the puzzle a name and goal description.
When youre building your collection of puzzles, it is often helpful to begin the next puzzle by using the previous puzzle as a starting point. To help with that activity, the "Puzzle" menu has several "clipboard" type functions that are available to manipulate puzzles in the puzzle list. Use "Cut" to remove the selected puzzle from the list and place it on the clipboard. Use "Copy" to put a copy of the selected puzzle on the clipboard. Use "Paste" to paste the clipboard puzzle ahead of the selected puzzle. Use "Replicate" to perform a copy plus paste operation. The replication function duplicates the current puzzle and leaves a copy of the puzzle on the clipboard. Use "Delete" to delete a puzzle without disturbing the contents of the clipboard. Finally, use "New" to create a new puzzle at the end of the puzzle list. The puzzle editor is automatically launched as a result of "New".
Once you have completed your
puzzle collection, its time to enter your author information and database
information.
Select "Edit Author
Info
" from the "Options" menu. Enter your name, company name,
or other information to describe yourself. The author information is displayed
every time the user selects your database from the list of puzzle databases.
Select "Edit Database
Info
" from the "Options" menu. The Database Info dialog
appears. Select the "Force sequential play" option to force the user
to play or puzzles in sequence, from first to last. If you have created a
series of puzzles that build upon each other, you probably want to force the
user to play them in order. If your puzzles are of random layout and
complexity, then this option should probably be disabled.
Select "Reg code
required after
" option to enable only a certain number of puzzles to be
played before requiring the user to get a registration code from you, the
author. The number in the "demo puzzles" field indicates how many
puzzles you want to make available for free, as a "demo" of your
puzzle database. Even with the registration code, the user will not be allowed
edit/cut/copy/paste access to your database. You should select this option if
you plan to make your database available as shareware on any web sites offering
PalmTM software. When the user downloads your database, he will
have access to the number of puzzles that you have specified. After that, the
user will need to purchase the database from their favorite Palm web site. If
the web site does not support automatic generation of custom registration
codes, the site will e-mail the user information to you. You will need the
users HotSync® ID to generate a registration code. You can email the
registration code to the user, and the user will enter the registration code to
gain access to the puzzles in your database.
If you choose to disable
this option, the user will have access to play all puzzles in your database.
The user will also have edit/cut/copy/paste access to all puzzles in your database.
If thats fine with you, its fine with us.
If the "Reg code
required after
" option is enabled for your database, the user will need a
registration code to unlock the puzzles in your database. Make sure that your
database is the current database. From the puzzle list, select "Edit
Puzzle" from the "Puzzle" menu. From the gameboard, select
"Calculate Reg Code
" from the "Options" menu to enter a
users HotSync® ID. Enter the HotSync ID exactly as sent to you by the user or
Web site where the user purchased your database. Tap the "OK" button
to view the registration code.
The registration code is
generated based on the users HotSync ID, the name of your puzzle database, and
the number of puzzles in your database. As an example, for "My
Puzzles", which contains only one puzzle, the registration code for
"John Smith" is 431464.
**NOTE: You must not
change the name of your database, or the number of puzzles it contains, after
you have made the database available to others. The "Calculate Reg
Code
" will generate a code based on the database in your device. If your
user has a different version of your database, the generated registration code
will not work for them. You can edit any of the puzzles in your database to
correct problems that users might find, but do not change the name or quantity
of puzzles in your database. After you make a database available to others as
shareware, you really should isolate a "gold" version of the database.
When a user needs a registration code, use the "gold" version to
generate the code.
You might be wondering at this point why YOU are allowed to
play or edit your database without entering a registration code based on your
name. TIM automatically calculates and enters your "author"
registration code into the database header of your database. TIM can then identify your
device as the author of the database. The author of the database is always
allowed access to the database. This means, however, that the database is tied
to your HotSync ID on your device. If you were to change your HotSync ID on
your device, or beam the database to another device, you will not be allowed to
edit the database.
The objects that "move" in The Incredible Machine® use highly
simplified physics math models to control their behavior, especially when it
comes to free motion, as in the case of bouncing balls, falling rockets and
candles, etc. If you play The Incredible Machine
long enough, you will occasionally see some strange behavior between two moving
objects. Theres not much we can do about it now, because existing puzzle
databases rely on specific math models that are in place, bugs and all. If we
make any significant changes in the physics models for the existing objects, we
run the risk of breaking our puzzles and those that you might be working on. We
did the best job we could at flushing out the really obvious problems, but
eventually, we had to ship the product. Now that its shipped, we can
concentrate on getting some cool puzzle packs out there to go with the game.
That brings us to what we really wanted to say: we dont create puzzles that
exploit strange behavior of some object. We think that would be bad form. We
hope that you will adopt a similar philosophy when designing your puzzle
creations.
The "Database"
menu supports manipulation of puzzle databases. Databases can be created,
renamed, deleted, beamed, registered, replicated, and reset.
Any modification of any kind to a puzzle database will be
picked up on the next HotSync® operation. The databases are stored in the
"Backup" folder of
your user ID in the HotSync software folder structure. Be careful about deleting
puzzle databases in TIM.
The next time you perform a HotSync operation, the database will also be deleted from the "Backup"
directory. With recent versions of the HotSync software, the deleted
database is copied to the "Archive" folder by the HotSync manager.
The moral: MAKE BACKUP COPIES OF DATABASES!
Use "New " to create a new database. The new database will become the currently active database. You must choose a name that does not conflict with another database.
Use "Rename " to change the name of the current database. You must choose a name that does not conflict with another database.
Use "Replicate " to make a complete copy of the currently active database. A dialog will prompt to confirm that you really want to make a copy of the database. The name for the new database will automatically generated using a numbered suffix on the original name.
Use "Delete " to remove a database from the device completely. As the dialog suggests, the delete is permanent. There is no "undo" to recover from deleting a database accidentally. The next time you perform a HotSync® operation, the database will also be deleted from the HotSync "Backup" folder. With recent versions of the HotSync software, the deleted database is copied to the "Archive" folder by the HotSync manager. The moral: MAKE BACKUP COPIES OF DATABASES!
Use "Reset " to force all puzzles to be solved from the beginning. If the database author has specified that the puzzles can be played in any order, this function has no practical effect.
We have been creating puzzle databases for a while now, and we think we can give you a general outline for a process that works nicely:
We hope you enjoy the Palm OS® version of The Incredible Machine® as much as we do!