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-
- 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.
-