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OS/2 Shareware BBS: 7 Games
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OS/2 Help File
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1996-03-18
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32KB
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951 lines
ΓòÉΓòÉΓòÉ 1. Extended help ΓòÉΓòÉΓòÉ
This is a new variation of the original game "Mine" or "Minesweeper".
o What's new in this variation?
o Object of the game
o Rules of the game
o The playing window
o Getting started
o Customizing the game
o I'm stuck!
o Recovering from errors
o Saving games
o Use of the mouse
o Use of the keyboard
o About the program structure
ΓòÉΓòÉΓòÉ 1.1. What's new in this variation? ΓòÉΓòÉΓòÉ
There are several new concepts in this variation of Minesweeper:
o The most important new concept is that ALL the games are solvable with the
information on the screen and logic. Each randomly generated game is first
"played" by the program, to test whether it is possible to be solved without
guessing. Based on the solution, assuming it was solvable, it is assigned a
level of difficulty. If this level of difficulty is acceptable, based on the
settings of minimum and maximum level of difficulty, it is saved and later
retrieved through the menuitem New. A point of interest: it can take several
hundred games to find one that is truely solvable.
o A 3 dimensional matrix is used for playing. Although this takes some time to
get used to, it is worth the effort. The games are much more challenging than
the original 2 dimensional ones. The 2 dimensional version is also available
in the settings dialog. It can be useful for learning to solve the games
without guessing.
o The object of this version is to identify all the mines in the matrix; not to
find your way through the mine field.
o Cells surrounding an opened cell that has no mines surrounding it will be
opened automatically. This always happens at the beginning of the game;
because, the upper left cell never has a mine in the surrounding cells.
Otherwise it wouldn't be solvable.
o It is possible to get a hint from the program, as to one or more cells that
contain a mine or are free. This can be useful in learning the logic of the
game.
o The current game and state is saved and restored across program starts. You
don't have to solve a game within one sitting.
ΓòÉΓòÉΓòÉ 1.2. Object of the game ΓòÉΓòÉΓòÉ
The object of the game is to identify all the mines in the matrix. This can be
done without guessing. All you need is the information already presented in the
"opened" cells and the location of the mines that you have already identified.
If you identify the last mine, you win.
If you falsely try to identify a mine or if you try to open a cell that
actually contains a mine, you lose.
ΓòÉΓòÉΓòÉ 1.3. Rules of the game ΓòÉΓòÉΓòÉ
The rules of the game are pretty simple.
You are first presented with a matrix, where all the unkwown cells look like
buttons. The upper left cell never has any mines surrounding it, so it and all
its surrounded cells are already "opened". This automatic opening continues for
any opened cells that also don't have any mines surrounding them.
An "opened" cell appears flat and contains a number. This is the number of
mines in the surrounding cells. If this number of mines have already been
identified in the surrounding cells, then the rest of the unknown cells must be
free and can be opened, for additional information. Don't forget the
surrounding cells in adjacent levels in the 3 dimensional version of the game!
If you think that a cell contains a mine, try to identify it by clicking on the
cell with mouse button 2. If you're right, you reduce the number of mines that
are left. If you're wrong, you lose. Alternatively you can move to the cell
with the arrow keys and then press the M key.
If you think that a cell does not contain a mine, try to open it by clicking on
the cell with mouse button 1. If you're right, you've got some more information
to work with. If you're wrong, you lose. Alternatively you can move to the cell
with the arrow keys and then press the Enter key.
If you identify all the mines in the matrix, you win.
ΓòÉΓòÉΓòÉ 1.4. The playing window ΓòÉΓòÉΓòÉ
The game is played on a matrix of cells. The matrix has one level in the 2
dimensional games. 3 dimensional games have three levels. They are labeled Top,
Middle and Bottom; although they are actually presented left to right. Cells at
the same place in adjacent levels are also "next" to each other. The largest
possible block of cells in the 3 dimensional game is 27!
o Unknown cells look like raised buttons, with nothing written on them.
o Opened cells look flat and have a number written in them. This is the number
of mines in the immediately surrounding cells. The current position is
colored cyan. The other already opened cells are colored yellow.
o A correctly identified mine looks like a raised button with a green smiley
written on it.
o If you make a mistake and lose the game, the cell where you incorrectly
guessed is marked with a black X. The unidentified mines are displayed as
raised buttons with red smilies written on them.
o If you use the arrow keys to move around, the current position is designated
with a small dark blue box within the cell.
o If you turn on the area box or if you ask the program to count the mines
within the total area, all the cells surrounding the current cell (the one
colored cyan) will be inclosed in one or more dark blue boxes. There is only
one box in the 2 dimensional game. There are two or three boxes in the 3
dimensional game.
o If you are playing the 3 dimensional version and ask the program to count the
mines on a level, all the cells surrounding the designated cell on the same
level will be inclosed in a red box, slighty smaller than the area box.
o If you request a hint from the program, the cells that contain a mine are
marked with a red X. The cells that do not contain a mine are marked with a
blue X.
ΓòÉΓòÉΓòÉ 1.5. Getting started ΓòÉΓòÉΓòÉ
The menuitem new is used to load a new game.
This function is automatically started at the start of the program, if a game
wasn't already in progress at the time of the last program exit, and after
changing the game settings.
After a game, you have to select this function yourself.
If a game is available, it will be immediately displayed. You can then begin to
solve the game. As a matter of interest, the actual difficulty of the game is
displayed at the beginning of the game (1 is the least difficult and
corresponds to difficulty levels 1 to 3, 2 corresponds to difficulty level 4
and 3 or greater corresponds to difficulty level 5). The minimum and maximum
acceptable levels of difficulty can be specified in the settings dialog.
If a game is not yet available, a message to this affect will be displayed and
a "stop" button will be displayed at the bottom of the window. You can stop the
waiting process by clicking on this button or by pressing the Esc key. (This
doesn't stop the generation process; but, the menuitem New will have to be
reselected later in order to load a generated game.) If the waiting process is
stopped, a message will be displayed showing the current generation statistics:
the number of generated games that were not solvable, the number that were
rejected because they were too easy and the number that were rejected because
they were too difficult. If it appears difficult to find an acceptable game,
try adjusting the settings. Don't worry about the unsolvable games (unless you
have specified an extremely large number of mines), they are always high.
Other possibilities for loading a game from the games menu:
o Restarting a lost game
o Loading a saved game from the INI file
o Loading a saved game from a seperate file
ΓòÉΓòÉΓòÉ 1.6. Customizing the game ΓòÉΓòÉΓòÉ
There are several ways to customize the game in the options menu:
o The sound can be turned on/off.
o The displaying of the area box, showing the cells that surround the current
cell, can be turned on/off.
o The displaying of the numbers in the already opened cells, other than the
current cell, can be turned on/off. An interesting and much more difficult
version of the game!
o The learn mode can be turned on/off. In learn mode you can't lose; you will
just be asked to try recounting.
o The option for the background game generator to use less resources can be
turned on/off. This option drastically reduces the resources used by the
program; but also reduces the average difficulty of the generated games.
o The game specifications can be changed in the setting dialog. These include:
- 2 or 3 dimensions
- horizontal size of matrix or level
- vertical size of matrix or level
- number of mines in matrix
- minimum acceptable level of difficulty
- maximum acceptable level of difficulty
These settings are saved at each program end and restored at each program
begin.
ΓòÉΓòÉΓòÉ 1.7. I'm stuck! ΓòÉΓòÉΓòÉ
If you're sure that there isn't a solution to the game, you've simply
overlooked some relationship. Sometimes it helps just to turn on the area box.
You should try reducing blocks of unknwown cells with other smaller blocks of
unknown cells until you have a block that must be completely free or filled
with mines.
There are also several helper functions in the assistance menu:
o You can ask the program to count the mines within the total area surrounding
the current cell (the one colored cyan).
o If you are playing the 3 dimensional version, you can ask the program to
count the mines on a level surrounding a designated cell. This cell doesn't
have to be opened. It can even contain a mine. It does have to have opened
cells at the same position in two other levels in the matrix. Its actually a
simple matter of subtraction.
o As a last resort, you can request a hint from the program. The program starts
with your current state and reports the first group of cells with a known
status that it finds. You can then try to reconstruct the logic required to
identify these cells. The marks stay on the matrix until you appropriately
click on them or until you press the Esc key.
All of these functions use the same information that is available to you on the
screen. Its just that the program doesn't overlook anything.
ΓòÉΓòÉΓòÉ 1.8. Recovering from errors ΓòÉΓòÉΓòÉ
If you make a mistake and lose the game, you can load a new game or restart the
lost game. You have a choice between restarting at the end of the game (at the
point before the error) or at the beginning of the game.
If your "mistake" was actually at the end of a series of moves based on a false
assumption, you can then undo the "lucky guesses". They were also based on the
false assumption and you don't need that information to solve the game.
ΓòÉΓòÉΓòÉ 1.9. Saving games ΓòÉΓòÉΓòÉ
The current game, if one is in progress, is always saved at the end of the
program and restored at the beginning of the program.
If you want to save the state of the game before trying a series of moves that
you're not sure about, you can use the menuitem save. The game and current
state will be saved in the INI file. This game can be reloaded with the
menuitem load. A saved game can be reloaded from the point of the save or from
the beginning, and it remains available until another game is saved or until
the game settings have been changed.
If you want to share an interesting game with someone else, you can use the
menuitem "save as...". The game and current state will be saved in a seperate
file with the name that you specify. This game can be loaded by anyone with the
same game settings using the menuitem "load from...". The game can be loaded
from the point of the save or from the beginning.
ΓòÉΓòÉΓòÉ 1.10. About the program structure ΓòÉΓòÉΓòÉ
This is a native OS/2 PM program, using a multithreaded structure. It is a
completely new implementation of a DOS version that was written in 1989, but
never released.
The main thread handles the playing window and the dialog boxes.
A second thread is the game manager. It is associated with an object window and
manages the game generation process. This thread is actually started before the
initialization of the playing window. It manages a reserve of up to 5 generated
games, so that the player doesn't have to wait for a new game. It is normally
generating new games as long as the program is running. If there are already 5
games in reserve, it will compare the difficulty of a newly generated game with
the difficulty of the games that are already in reserve. If the new game
appears more difficult than one that is already in reserve, it will replace the
seemingly easier game. When the main thread requests a new game, it is given
the reserve game that appears to be the most difficult. The longer the program
runs, without changing the settings (this causes the reserve games to be
deleted), the more difficult the games are; at least in theory. The actual
difficulty is mostly a matter of perception. Only solvable games that fall
within the specified minimum and maximum levels of difficulty are accepted in
the reserve list. The list of reserve games is retained in the INI file across
program starts.
A third thread that actually generates and tests each game is created and
controlled by the game manager thread. It receives a specification from the
game manager thread and works until a solvable game with an acceptable level of
difficulty is found or until the current generation is stopped by the game
manager thread. This could happen because the current game settings have been
changed. This is a real number cruncher and can take up a lot of processor
resources. It is run at a normal priority until there is more than 1 game in
reserve. It is then reduced to an idle priority. This can still be too much
demand, if there are other processes that are also running in background. In
this case there is an option to use less resources. With this option the
generation thread will only be started when there are no games in reserved.
This drastically reduces the resources. The disadvantage is that the player
always gets the next acceptable game that is generated. It becomes a matter of
luck as to the difficulty of the game. The most difficult games come very
seldom.
A fourth thread is used to play the melody at the end of the game.
At the end of the program the current game (if a game is in progress), the
current game settings, the current reserve games and the window size, position
and maximize status are saved in the INI file. These are reloaded at the
beginning of the program.
ΓòÉΓòÉΓòÉ 2. Mouse help ΓòÉΓòÉΓòÉ
A single click with Button 1 (normally left) is used to:
o open a free cell,
o move to an already opened free cell or
o to point to any cell in response to the question about which cell in the
menuitem "Mines on a level"
A double click with Button 1 (normally left) is used to:
o turn the display of the area box on and off. The mouse pointer must be
positioned over a free cell.
A single click with Button 2 (normally right) is used to:
o identify a cell with a mine in it or
o point to an already opened free cell where you want to have the "Mines in
the total area" counted
A single click with Button 3 (middle) is used to:
o point to any cell where you want to have the "Mines on a level" counted
Alternative: Use the Ctrl+L keys or menuitem "Mines on a level" to start
the counting process. Then click on the desired cell with any mouse
button.
ΓòÉΓòÉΓòÉ 3. Keys help ΓòÉΓòÉΓòÉ
The following keys can be used during a game:
Arrow keys
To move arround in the matrix. The movement will be designated with a small
blue box within the cell.
PgUp (3D only)
To move up a level in the matrix. The movement will be designated with a
small blue box within the cell.
PgDn (3D only)
To move down a level in the matrix. The movement will be designated with a
small blue box within the cell.
Enter or Spacebar
To open a free cell, position on an already opened free cell or for 3D
games to designate a cell for menuitem "Mines on a level". The action is
taken at the location of the small blue movement box.
M
To identify a mine at the location of the small blue movement box.
T
To count the unmarked mines within the total area around the location of
the small blue movement box.
L (3D only)
To count the unmarked mines on the same level surrounding the location of
the small blue movement box.
Esc
To erase a hint that is currently being displayed.
The following keys can be used while waiting for a new game to be generated:
Esc, Enter or Spacebar
To abort the waiting process. Statistics will be shown concerning the
current state of the game generation. The generation continues in
background. The time required for game generation is dependent on the
settings.
The following keys can be used as shortcuts to menuitems:
F2
To load a new generated game.
F3
To undo a move.
Ctrl+F3
To redo an undone move.
F4
To restart a lost game from the point of the error.
Ctrl+F4
To reatart a lost game from the beginning.
F5
To load a game that has been saved in the INI file from the point of the
save.
Ctrl+F5
To load a game that has been saved in the INI file from the beginning.
F6
To save the current game in the INI file.
F7
To load a game from a seperate file from the point of the save.
Ctrl+F7
To load a game from a seperate file from the beginning.
F8
To save the current game as a seperate file.
Ctrl+X
To exit the program.
Ctrl+O
To turn the sound on and off.
Ctrl+S
To turn the showing of the area box on and off.
Ctrl+N
To turn the displaying of the numbers in already opened free cells, other
than the current cell, on and off.
Ctrl+M
To turn the learn mode on and off.
Ctrl+R
To turn the use of less resources on and off.
F12
To change the settings of the game.
Ctrl+T
To count the mines within the total area surrounding the current cell.
Ctrl+L (3D only)
To count the mines on the same level surrounding the current cell.
Ctrl+H
To get a hint as to a group of cells that are free or mines.
ΓòÉΓòÉΓòÉ 4. "Game" menu ΓòÉΓòÉΓòÉ
This menu is used for loading, saving, reloading and restarting games.
ΓòÉΓòÉΓòÉ 4.1. Menuitem "New" ΓòÉΓòÉΓòÉ
A game manager is always running in background, generating new games. An array
of up to 5 games are stored, even over program starts. Each newly generated
game is compared with the currently stored games. If there are already 5 games
stored and the new game appears to be more challenging than one of those
already stored, then that one will be replaced with the new one.
This menuitem is used for loading the most challenging of the already generated
games.
If there are no currently stored games, a message is shown to indicate that the
program is waiting for a game. A stop button is also displayed. You can stop
the waiting process by clicking on the stop button or by pressing the Esc,
Enter or Spacebar key. You will then be presented with the generation
statistics up to that point. These include number of unsolvable games, number
of games that were too easy and number of games that were too difficult. These
factors are influenced by the game settings.
Stopping the waiting process does not stop the generation process.
As a new game is being loaded, the level of difficulty will be displayed at the
bottom of the window.
If this menuitem is activated during a game, you will first be asked if you
want to quit the current game. A postive response results in the destruction of
the current game. A negative response results in the cancelling of the new
function and you are returned to the current game.
This function is automatically started at program start, if a game wasn't in
progress at the time of the last program end, and after changing the game
settings.
ΓòÉΓòÉΓòÉ 4.2. Menuitem "Undo" ΓòÉΓòÉΓòÉ
This menuitem is used for undoing a previous move.
Sometimes you will make a mistake (it happens to the best of us). Perhaps you
will press the wrong mouse button or just count wrong. If you have "luck", your
wrong button or wrong count will be "right"; but, you have information that you
shouldn't have and don't really need to solve the game. You can undo that move
with this function.
If your error was "wrong", you lost the game. You can use the restart function
to restart the game at the point before the error. If your error included a
series of moves, you can then use the undo function to also remove the "lucky"
moves that actually were also wrong.
Undo and redo chains are not saved with games.
ΓòÉΓòÉΓòÉ 4.3. Menuitem "Redo" ΓòÉΓòÉΓòÉ
This menuitem is used for redoing a previous move that was undone.
This function can be used to redo a move if you mistakenly undo too many moves.
It is only available immediately after an undo or series of undo's.
The first new move eliminates the possible redo chain.
Undo and redo chains are not saved with games.
ΓòÉΓòÉΓòÉ 4.4. "Restart" submenu ΓòÉΓòÉΓòÉ
This submenu is used for restarting a game that ended with an error. You have
two choices:
Restart at end (default)
The game will be restarted at the point before the error. If the error was
actually within a series of moves, you should also use the undo function to
also remove any "lucky" moves that you made before the error. Those moves
were also based on incorrect logic and you don't need that information to
solve the game.
Restart at beginning
The game will be restarted at the beginning. The undo/redo chain will also
be destroyed.
ΓòÉΓòÉΓòÉ 4.5. "Load" submenu ΓòÉΓòÉΓòÉ
This submenu is used to load a game that has previously been saved in the INI
file, with the save function. You have two choices:
Load as saved (default)
The game will be reloaded at the point at which the save was made. The
undo/redo chain is no longer available. This can be used to save a snapshot
of the game, before trying a series of moves for which you are not sure. It
saves the need to restart and undo a series of false moves.
Load from beginning
The game will be reloaded from the beginning. The undo/redo chain will also
be destroyed.
If this menuitem is activated during a game, you will first be asked if you
want to quit the current game. A postive response results in the destruction of
the current game. A negative response results in the cancelling of this
function and you are returned to the current game.
A saved game can always be reloaded until a new game is saved or until the game
settings have been changed, so that the saved game doesn't match the new
settings.
ΓòÉΓòÉΓòÉ 4.6. Menuitem "Save" ΓòÉΓòÉΓòÉ
This menuitem is used for saving the current game and state in the INI file.
This game can then be loaded at a future time.
A saved game can always be reloaded until a new game is saved or until the game
settings have been changed, so that the saved game doesn't match the new
settings.
ΓòÉΓòÉΓòÉ 4.7. "Load from..." submenu ΓòÉΓòÉΓòÉ
This submenu is used to load a game that was previously saved in a seperate
file, with the save as... function. You have two choices:
Load as saved (default)
The game will be reloaded at the point at which the save was made. The
undo/redo chain is no longer available.
Load from beginning
The game will be reloaded from the beginning. The undo/redo chain will also
be destroyed.
After selecting this function, you will be presented with a standard dialog box
for specifying a file name. The default directory is always the one where the
program is located. The default extension for the filename is M3D. The saved
game must match the current game settings in the program that is doing the
loading.
This function can be used to exchange interesting games between players.
If this menuitem is selected during a game and you select a saved game that
matches the current game settings, you will first be asked if you want to quit
the current game. A postive response results in the destruction of the current
game. A negative response results in the cancelling of this function and you
are returned to the current game.
ΓòÉΓòÉΓòÉ 4.8. Menuitem "Save as..." ΓòÉΓòÉΓòÉ
This menuitem is used to save the current game and state in a seperate file.
After selecting this function, you will be presented with a standard dialog box
for specifying a file name. The default directory is always the one where the
program is located. The default extension for the filename is M3D.
This function can be used to exchange interesting games between players.
The saved game must match the current game settings in the program that is
doing the loading.
ΓòÉΓòÉΓòÉ 4.9. Menuitem "Exit" ΓòÉΓòÉΓòÉ
This menuitem is used to exit the program. The current game, settings, window
position and currently generated games will be saved in the INI file. These
items will be retored at the next program start. Only the undo/redo chain will
be lost.
ΓòÉΓòÉΓòÉ 5. "Options" menu ΓòÉΓòÉΓòÉ
This menu is used for changing the behavior of the program.
ΓòÉΓòÉΓòÉ 5.1. Menuitem "Sound" ΓòÉΓòÉΓòÉ
This menuitem is used to turn the sounds on and off.
False keys are normally noted with a beep and the end of a game results in the
playing of one of two different melodies, depending on whether the game was
correctly solved or an error was made. This can be disturbing in certain
environments. This function allows these sounds to be turned off and on.
ΓòÉΓòÉΓòÉ 5.2. Menuitem "Show area" ΓòÉΓòÉΓòÉ
This menuitem is used to turn the area box on and off.
It is sometimes not obvious, which cells "surround" a certain cell. This is
especially true in the 3D version. It's easy to overlook something important.
The area box, which this program turns on and off, draws a blue box around all
the cells that are "next to" the current position.
This can also be achieved by double clicking with the mouse button 1 on an
already opened free cell.
A temporary area box will be displayed when the function to count the "mines
within total area" is used.
ΓòÉΓòÉΓòÉ 5.3. Menuitem "Show numbers" ΓòÉΓòÉΓòÉ
This menuitem is used to turn the numbers in the known cells on and off.
This mode of playing actually goes back to an earlier version of Minesweeper.
The number of surrounding mines is only shown for the current cell. This makes
the game much more challenging; because, you have to remember the other
information. It is actually only playable in the 2D version. If you want to try
it, you can use the function to turn the numbers on and off.
One use in 3D games is to temporarily see the pattern of unknown cells, without
being distracted by all the numbers. This can be useful in identifying corners
of unknown blocks, which can be isolated with a certain cell that is known.
ΓòÉΓòÉΓòÉ 5.4. Menuitem "Learn mode" ΓòÉΓòÉΓòÉ
This menuitem is used to change between normal and learn mode.
In learn mode errors do not result in the loss of the game. You will only be
reminded to try counting again. This can be helpful for beginners, to avoid
frequent restarts and undo's.
ΓòÉΓòÉΓòÉ 5.5. Menuitem "Use less resources" ΓòÉΓòÉΓòÉ
This menuitem can be used to reduce the resources used by the background game
generation.
A game manager is always running in background, generating new games. An array
of up to 5 games are stored, even over program starts. Each newly generated
game is compared with the currently stored games. If there are already 5 games
stored and the new game appears to be more challenging than one of those
already stored, then that one will be replaced with the new one.
The game generation thread normally runs with idle priority as long as more
than 1 game in reserve exists. This can still be an unacceptable burden on the
system resources, if there are other things that are also trying to run in
background. If this is the case, then you can modify the game manager with this
function, so that only one game will be kept in reserve. The game generation
thread will not be restarted as long as a reserve game exists. In this case,
there are no resources used except those required by the user interface and
occasionally the generation of 1 reserve game.
This function drastically reduces resources used, but also reduces the
difficulty of the games that are generated. It becomes a matter of luck whether
the next acceptable game will be particularly challenging or not.
ΓòÉΓòÉΓòÉ 5.6. Settings dialog ΓòÉΓòÉΓòÉ
This dialog allows you to change the parameters of the game:
Matrix type
o 2 Dimensional
o 3 Dimensional
Matrix size
o Horizontal (x)
o Vertical (y)
Difficulty
o Number of mines
o Minimum level of difficulty
o Maximum level of difficulty
The "Change" button is used to change the settings to those specified in the
dialog box. Changes may result in the loss of of the current game and some or
all of the games that have already been generated. If the changes would result
in the loss of the current game, you will first be asked if you want to quit
the current game. A negative response to this question will result in
cancelling any changes made in the settings dialog.
The "Cancel" button is used to exit the dialog without changing any parameters,
regardless of any changes which have actually been made.
The "Default" button can be used to restore the default values for each type of
matrix. This can be helpful after a lot of playing around with the different
parameters.
Caution: Certain combinations of matrix size, number of mines and accepted
levels of difficulty can result in specifications that are difficult,
if not impossible, to realize. The result is a long, sometimes
infinite, amount of time to generate a new game. If this happens, you
can abort the generation. You will get three statistics, showing the
current number of unsovlvable games and the number that were too easy
or too difficult.
A lot of games that were too easy means that you have specified too few mines
for the matrix size or that you want more difficult games than those that can
be generated with the current specification. Try increasing the number of mines
or reducing the minimum level of difficulty.
A lot of games that were too difficult means that you have specified too few
mines for the matrix size or that you want easier games than those that can be
generated with the current specification. Try reducing the number of mines or
increasing the maximum level of difficulty.
No games that were too easy or too hard means that the number of mines is too
high for this matrix size. Try reducing the number of mines or having more
patience with the game generation.
Don't worry about the number of unsolvable games. This is always high. It
usually takes several hundred attempts, sometimes a thousand or more, before a
solvable game is generated.
ΓòÉΓòÉΓòÉ 5.6.1. "2 dimensional matrix" ΓòÉΓòÉΓòÉ
This is the matrix from the original version of Minesweeper. There is only one
level, with a variable number of horizontal and vertical cells. This is the
easiest version of the game.
ΓòÉΓòÉΓòÉ 5.6.2. "3 dimensional matrix" ΓòÉΓòÉΓòÉ
This is a 3D version of Minesweeper, using three levels of cells: a top, middle
and bottom level (although they are actually presented next to each other).
This version is much more challenging. There are up to 27 cells that are next
to each other. It is also much easier to overlook combinations, which indicate
the location of mines and free cells. Much more complicated "calculations" are
required to solve this type of game.
ΓòÉΓòÉΓòÉ 5.6.3. "Horizontal (x)" ΓòÉΓòÉΓòÉ
This is the number of cells in a row for the matrix or level.
Range: From 4 to 10 cells per row for 3 dimensional and 4 to 30 for 2
dimensional games.
Caution: Too many cells per row can result in an unreadable display, depending
on the resolution of your monitor.
ΓòÉΓòÉΓòÉ 5.6.4. "Vertical (y)" ΓòÉΓòÉΓòÉ
This is the number of cells in a column for the matrix or level.
Range: From 4 to 10 cells per column for 3 dimensional and 4 to 30 for 2
dimensional games.
Caution: Too many cells per column can result in an unreadable display,
depending on the resolution of your monitor.
ΓòÉΓòÉΓòÉ 5.6.5. "Number of mines" ΓòÉΓòÉΓòÉ
This is the number of mines that will be placed in the matrix.
Range: From 1 to 1/3 the number of cells in the matrix.
Recommendation: Approximately 1/4 the number of cells is a good starting
point.
Caution: Too few mines in combination with a high minimum level of difficulty
or too many mines in combination with a low maximum level of difficulty can
result in a specification that is difficult, or even impossible, to generate.
See cautions for settings dialog.
ΓòÉΓòÉΓòÉ 5.6.6. "Minimum level of difficulty" ΓòÉΓòÉΓòÉ
This is the lowest level of difficulty that will be accepted by the game
generater.
Range: From 1 (easiest) to the maximum level of difficulty
Caution: Too few mines in combination with a high minimum level of difficulty
can result in a specification that is difficult, or even impossible, to
generate. See cautions for settings dialog.
ΓòÉΓòÉΓòÉ 5.6.7. "Maximum level of difficulty" ΓòÉΓòÉΓòÉ
This is the highest level of difficulty that will be accepted by the game
generater.
Range: From minimum level of difficulty to 5 (most difficult).
Caution: Too many mines in combination with a low maximum level of difficulty
can result in a specification that is difficult, or even impossible, to
generate. See cautions for settings dialog.
ΓòÉΓòÉΓòÉ 6. "Assistance" menu ΓòÉΓòÉΓòÉ
This menu contains several functions to assist you in solving the game.
ΓòÉΓòÉΓòÉ 6.1. Menuitem "Mines within total area" ΓòÉΓòÉΓòÉ
This menuitem is used to count all the cells surrounding the current cell, in
order to determine if all the unknown cells are mines, all free or a number of
unidentified mines exists within a larger number of unknown cells.
A temporary area box will be displayed, showing the cells which are included in
the count; if the "show area" function has not already been turned on. A
message will be displayed at the bottom of the window to show the results of
the counting:
o All unknown cells are free
o All unknown cells are mines
o There are so many unidentified mines within so many unknown cells
o There are no unknown cells surrounding the current position
This function uses the same information that is available to you on the screen.
This function can also be selected by clicking with the mouse button 2 on an
already opened free cell.
ΓòÉΓòÉΓòÉ 6.2. Menuitem "Mines on a level" ΓòÉΓòÉΓòÉ
This menuitem is used to count the surrounding cells on a single level, in
order to determine if all the unknown cells are mines, all free or a number of
unidentified mines in a larger number of unknown cells.
You will first be asked to identify the cell that you mean. This is necessary
because the cells on a level can be counted without knowing the status of the
cell in the center. The desired cell can be designated by clicking on the cell
with any mouse button or by moving to the cell with the arrow keys and then
pressing the Enter key. A red box is then drawn around the cells, which are
included in the count. A message will be displayed at the bottom of the window
to show the results of the counting:
o All unknown cells are free
o All unknown cells are mines
o There are so many unidentified mines within so many unknown cells
o There are no unknown cells surrounding the current position
o There is not enough information known, in order to count for the requested
cell
This function uses the same information that is available to you on the screen.
This function is only available in 3 dimensional games.
This function can also be selected by clicking with the mouse button 3 on any
cell. In this case, the question about which cell you mean will be skipped. If
you don't have a mouse with 3 buttons, you can move to the desired cell with
the arrow keys and then press the L key.
ΓòÉΓòÉΓòÉ 6.3. Menuitem "Hint" ΓòÉΓòÉΓòÉ
This menuitem is used to receive a hint from the program, as to a group of
cells that are free, mines or a combination of both.
Free cells are marked with a blue X. Mines are marked with a red X.
This function can be useful for beginners, if they use the hints to try and
indentify the logic that was used to arrive at the hint. This can be done with
the help of the counting functions mines within total area and mines on a
level.
The hints remain displayed until they are replaced with actual moves or until
they are removed by pressing the Esc key.
This function uses the same information that is available to you on the screen.
ΓòÉΓòÉΓòÉ 7. "Help" menu ΓòÉΓòÉΓòÉ
This menu is used for obtaining help on using the system.
ΓòÉΓòÉΓòÉ 7.1. Menuitem "Using help" ΓòÉΓòÉΓòÉ
This menuitem is used for obtaining help on using help itself.
ΓòÉΓòÉΓòÉ 7.2. Menuitem "General help" ΓòÉΓòÉΓòÉ
This menuitem is used for obtaining general help about the game.
ΓòÉΓòÉΓòÉ 7.3. Menuitem "Mouse help" ΓòÉΓòÉΓòÉ
This menuitem is used for obtaining help on using the mouse to play the game.
ΓòÉΓòÉΓòÉ 7.4. Menuitem "Keys help" ΓòÉΓòÉΓòÉ
This menuitem is used for obtaining help on using the keyboard to play the
game.
ΓòÉΓòÉΓòÉ 7.5. Menuitem "Help index" ΓòÉΓòÉΓòÉ
This menuitem is used for obtaining an index of the topics in help.
ΓòÉΓòÉΓòÉ 8. Product information ΓòÉΓòÉΓòÉ
This is information about the copyright for the product.
ΓòÉΓòÉΓòÉ 9. Quit game dialog ΓòÉΓòÉΓòÉ
You have requested a function that would require that the current game be
replaced.
You have the following choices:
o "Yes" - the requested function will be carried out and the current game will
be replaced with the new game.
o "No" - the requested function will be cancelled and the current game will be
retained.