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OS/2 Help File
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1993-06-13
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12KB
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314 lines
ΓòÉΓòÉΓòÉ 1. Help for MineSweeper Help ΓòÉΓòÉΓòÉ
Use these choices to find out how to use help, to get extended help, to go to a
list of keys, or to go to the help index.
Help for help
Provides detailed information on the kinds of help available and how to
use help.
Extended help
Displays general help.
Keys help
Displays a list of keys.
Help index
Displays the help index.
ΓòÉΓòÉΓòÉ 2. Help for Help ΓòÉΓòÉΓòÉ
Use this choice to obtain information on how to use the Help facility.
ΓòÉΓòÉΓòÉ 3. Help for Extended Help ΓòÉΓòÉΓòÉ
Use this choice to obtain general information on the tasks you can perform
while you are viewing a help window.
ΓòÉΓòÉΓòÉ 4. Help for Help Index ΓòÉΓòÉΓòÉ
Use this choice to display the help index.
The help index lists the titles of the help information that is available.
ΓòÉΓòÉΓòÉ 5. Help for Keys ΓòÉΓòÉΓòÉ
Use this choice to see a list of keys and a description of the function of the
keys.
ΓòÉΓòÉΓòÉ 6. How to Play MineSweeper ΓòÉΓòÉΓòÉ
MineSweeper is a game of luck and strategy. The object is to clear every tile
on the grid. To clear a tile, either "step" on it by clicking with mouse
button 1, or "mark" it by clicking with mouse button 2. You step on tiles that
you believe have no mine, and you mark tiles that you believe DO have mines.
(Note that you can unmark a marked tile by reclicking mouse button 2.)
Cleared tiles are indicated with either an , which means that you've marked
that tile as containing a mine, or with a digit (such as or ) which means that
you've stepped on that tile.
These digits are key. They indicate how many of the eight adjacent tiles
contain mines. A tile has only one mine adjacent to it, for example.
A blank tile () indicates that NO adjacent tiles contain mines. If you step on
one of these, the surrounding eight tiles are "stepped on" automatically also,
as a convenience. If one of those eight tiles is also blank, the process
repeats recursively. This is the cause of those exciting cascades that happen
now and then.
The first few moves of a game depend on luck. After them, however, strategy
comes in to play: deduce the contents of tiles from the surrounding,
already-exposed ones. To get you started, the 1st move of the game always
succeeds.
For example: If the grid had the following sequence of tiles:
,
you could deduce that the blank tile was in fact safe to step on, since the one
adjacent mine was already accounted for by the marked tile.
If you enable the "Mark with 3 states, not 2" option (in the Options... dialog
box), MB2 will toggle among three states, instead of merely "marked" and
"unmarked". The new state is "questionable", and can be used to indicate a
tile you aren't sure about. A "questionable" tile is the same as a "marked"
tile in that you can't step on it and die. However, you can not win if any
"questionable" tiles exist; you must eventually resolve them all.
If you die, your wrong move will be highlighed by , and the rest of the board
will (optionally) be exposed: unmarked tiles will be indicated by , and tiles
incorrectly marked will be indicated by .
Your final score depends on the length of time you take to solve the puzzle.
The top scores in each difficulty level are saved.
ΓòÉΓòÉΓòÉ 7. Mouse Operations ΓòÉΓòÉΓòÉ
The 1st mouse button (usually the left one) "steps" on a tile. The 2nd mouse
button (usually the right one) toggles a tile among the "marked" and "unmarked"
(and optionally "questionable") states.
Clicking either button on an already-cleared tile clears the surrounding 8
tiles, but only if you've marked any surrounding mines correctly. If you've
marked other than the indicated number of mines, the command is ignored. If
you've marked enough tiles, but any are wrong, you die. A questionable tile is
counted as marked.
After dying, you can restart a new game by clicking on the play grid. This
shortcut is equivalent to selecting "Restart" from the Game menu.
ΓòÉΓòÉΓòÉ 8. High score name entry ΓòÉΓòÉΓòÉ
Type in your name, and press Enter, or click OK.
ΓòÉΓòÉΓòÉ 9. High score display ΓòÉΓòÉΓòÉ
Up to 15 high scores are displayed per difficulty level. Press Enter or click
OK to dismiss the dialog.
ΓòÉΓòÉΓòÉ 10. About dialog ΓòÉΓòÉΓòÉ
Tells about me. Press Enter or click OK to dismiss it.
ΓòÉΓòÉΓòÉ 11. Hidden dialog ΓòÉΓòÉΓòÉ
Congratulations, you found it! Press Enter or click OK to dismiss it.
ΓòÉΓòÉΓòÉ 12. You Win dialog ΓòÉΓòÉΓòÉ
This lets you know you won. Press Enter or click OK to dismiss it.
ΓòÉΓòÉΓòÉ 13. Game Options ΓòÉΓòÉΓòÉ
Several aspects of the game's operation are configurable. These options are
saved, and so are remembered for future games.
Difficulty
Three levels are available. Harder levels include larger boards and
greater density of mines. High scores for each level are maintained
separately.
When this option is changed, the game is reset, without warning.
Sound
When checked, sound is enabled.
Hiscores at Death
When checked, the high score table will be displayed after you die, even
if you don't make the high score list. Most people find this behavior
annoying. When not checked, the table will be displayed only when you get
a high score, and when requested via the "High Scores..." menu option.
Mark with 3 states, not 2
When checked, the 2nd mouse button (usually the right button) will rotate
among , , and , rather than just and . The "questioned" state provides
a way of visualizing tile configurations, while reminding you that you
aren't certain...
Large Bitmaps
When checked, larger tiles are used for the board. This can help, for
example, people with high resolution monitors on which the smaller tiles
are hard to see and play.
Expose all at Death
When checked, the whole board will be exposed when you die. The location
of all the tiles, and your errors, will be revealed. Some people prefer to
try to figure out their errors for themselves, however; hence, this
option.
ΓòÉΓòÉΓòÉ 14. Credits ΓòÉΓòÉΓòÉ
The game was written by Bill Warner, with the core game logic by Al Liss.
The game was compiled with IBM's beta C/C++ compiler, with their PM resource
tools.
Some of the Container code (for the high-score display) was taken from an "OS/2
Monthly" magazine article (issue six).
Thanks to the following people for comments and suggestions: Al Liss, John
Love, John Haritos, Gregory Bailey, J. P. Fagerback, Kenneth Porter, David
Weston, Diane Reese, David Birnbaum.
ΓòÉΓòÉΓòÉ 15. Scoring ΓòÉΓòÉΓòÉ
Your score depends on how fast you clear the grid. Lower scores, obviously,
are better. The top several scores in each difficulty level are stored.
ΓòÉΓòÉΓòÉ 16. Help for Key Assignments ΓòÉΓòÉΓòÉ
The list of keys is arranged in groups.
ACCELERATOR KEYS
Alt-o
Bring up game options dialog
Alt-s
Bring up list of high scores
Alt-p
Pause the game
Alt-r
Restart the game, using current settings
Alt-x
Exit program
HELP KEYS
F1
Get help
F2
Get extended help (from within any help window)
Alt+F4
End help
F9
Go to a list of keys (from within any help window)
F11
Go to the help index (from within any help window)
Esc
Previous Help Panel, or End help if only one panel
Alt+F6
Go to/from help and programs
Shift+F10
Get help for help
SYSTEM KEYS
Alt+F6
Switch to the next windowed program
Alt+Esc
Switch to the next program, including full-screen programs
Ctrl+Esc
Switch to the Task List
WINDOW KEYS
F3
Close a window
F10
Go to/from the action bar
Arrow keys
Move among choices
End
Go to the last choice in a pull-down
Esc
Cancel a pull-down or the system menu
Home
Go to the first choice in a pull-down
PgUp
Scroll the contents of the window up one page
PgDn
Scroll the contents of the window down one page
Underlined letter
Move among the choices on the action bar and pull-downs
Alt+F10
Go to/from the action bar
Alt+F4 or F3
Close the window
Alt+F5
Restore the window
Alt+F7
Move the window
Alt+F8
Size the window
Alt+F9
Minimize the window
Alt+F10
Maximize the window
Ctrl+PgDn or Shift+F8
Scroll the contents of the window right one page
Ctrl+PgUp or Shift+F7
Scroll the contents of the window left one page
Shift+Esc or Alt+Spacebar
Go to/from the system menu
Shift+Esc or Alt
Go to/from the system menu of a text window