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- 000
-
- Crazy-paving minesweeper
- © A.W.Garrard 1994
-
- Welcome to crazy paving minesweeper.
-
- This software is public domain. It may be copied
- freely, so long as all the files (including this
- help file) are copied with it.
-
- This was written as a piece of software to be
- bundled with 3-D Minesweeper (also PD) and maybe
- also some other variants on minesweeper. If you
- have not tried 3DMine (which has had rather more
- time devoted to it than this has), why not give
- it a go?
-
- Instructions
- ~~~~~~~~~~~~
- If you are used to the traditional version of
- minesweeper, this game will have few surprises.
- Select clears cells, select flags/unflags cells,
- and menu queries/unqueries cells. If you are not
- familiar with minesweeper, the game will be
- described below in more detail. This section
- will concentrate on features specific to this
- implementation.
-
- To run Crazymine, double-click on the !CrazyMine
- icon. If you are in a 16 colour mode, you will
- be asked whether you would like to run the game
- in your current mode. If, for some reason, you
- find yourself unable to use the screen mode
- to which the game defaults, simply start it from
- a 16-colour mode and answer ‘Y’ to this query.
- If you do not start from a 16 colour mode, as
- default the game will start in mode 12, but once
- you have chosen a screen mode for the game, it
- will always start in that mode unless you again
- choose to change it. To ensure that you will use
- a mode which you can display, it is suggested
- that the first time you play the game you run it
- from a suitable 16-colour screen mode and choose
- to run the game in that mode. If you usually use
- the mode in which you want to run the game for
- your desktop, you will not be asked whether you
- want to change mode, so if you don't like being
- asked, choose your desktop mode as the default
- mode for the game. Note that large screen modes
- require more to be drawn, so the game will be
- slightly less responsive in a large mode.
-
- You will next be asked whether you would like to
- generate a new grid. Generating a grid is *SLOW*
- even on quite fast machines. Try answering ‘N’
- first - the game will then load a default grid.
- If for some reason this file has got deleted,
- the game will crash, so you will have to run it
- again and this time choose ‘Y’. A 20-cell grid
- takes over 30 seconds to generate on a Risc PC,
- and the time is related in a cubic manner to the
- number of cells, so for your first game it is
- suggested that if you have to generate a grid,
- choose one with only 10 or so cells.
-
- The next thing the game does is to ask you how
- many mines you would like to place in the grid.
- If you are not used to minesweeper, try having
- the number of mines equal to the square root of
- the number of cells (or thereabouts); e.g. 3
- mines on a 10 cell grid. If the number of mines
- is less than the number of cells minus 4, you
- have the option of forcing all the corner cells
- to be safe. You must have at least one mine,
- and cannot have more mines than there are cells.
-
- The computer will then draw the grid and, after
- a short pause, you will see a mouse pointer, and
- a display will appear at the top of the screen
- to tell you about the cell under the pointer and
- let you know how many flags you have left. As
- the mouse pointer is moved, the cell under the
- pointer will be lit up brightly, and the cells
- in contact with it will be lit up slightly less
- brightly - since it is not always clear whether
- two cells are connected, this feature was put in
- in an attempt to help. Note that it isn't always
- clear whether a cell is in the corner (which, if
- you have corner cells forced to clear, may be
- important). Sorry - that feature just makes the
- game more interesting. :-)
-
- Blue cells have not yet been uncovered. Green
- cells have been cleared - if there are any mines
- next to that cell, then the number of adjacent
- mines will be written on the cell in red. If no
- number is present, there are no adjacent mines.
- There is no auto-clear feature - sorry for that.
- Queried cells are a brownish-amber, and flagged
- cells are red.
-
- From then on, it's just like normal minesweeper.
- If you win the game, a star will be displayed
- telling you that you have won, and giving the
- amount of time it took you to play. If you lose,
- the display at the top of the screen will change
- to tell you some details of how well you did,
- and all the mines will be marked on the grid by
- an ‘M’ - in flashing red if you have not flagged
- them.
-
- Press a mouse button to play again.
-
- To quit the game, press <Esc> at any time, but
- if you do so while a grid is being calculated
- you should choose to generate a new grid next
- time you play (or use an alternate file - see
- below).
-
- Minesweeper the game
- ~~~~~~~~~~~ ~~~ ~~~~
- Minesweeper is a game dating back at least to
- the early days of microcomputers. The game is
- played on a grid of cells, some of which contain
- a ‘mine’ (there can only be one mine per cell).
- You can clear a cell to find out its contents,
- or flag a cell if you think it contains a mine.
-
- The aim is to place flags on all the cells which
- contain mines. If you clear a cell which has a
- mine in it, you lose. If you clear a cell which
- does not contain a mine, the cell will tell you
- how many mines are in the cells adjacent to that
- cell (including cells connected only corner-to-
- corner). Optionally, the cells in the corner of
- the grid may always be safe, so you have a safe
- starting point. When you place all your flags,
- if there are any mines left unflagged (i.e. you
- have got a flag wrongly placed), you lose; but
- before that point, you can unflag a cell which
- you have flagged if you realise you have made a
- mistake. You cannot clear a cell which contains
- a flag.
-
- This implementation also provides a query
- facility - you can query as many cells as you
- like (so long as they are not flagged or clear)
- and unquery them again, and they are then
- marked as such. This facility sometimes comes in
- useful for working out which cells are mined in
- more complex arrangements - the query makes no
- difference to the game itself, and is only a
- memory aid.
-
- The best thing to do to get the hang of these
- instructions is to set up a grid with only one
- mine in it, and then try it out to see how the
- program responds to your actions.
-
- Note that some versions of minesweeper (not this
- one) will automatically clear cells which are
- adjacent to a cell which is cleared and has no
- adjacent mines. Because the cells next to such
- a cell do not contain a mine, it is always safe
- to clear the cells around it, so the program
- does it for you. If you are trying another
- variation on minesweeper, you may find this
- happening.
-
- Using multiple saved grids
- ~~~~~ ~~~~~~~~ ~~~~~ ~~~~~
- The !CrazyMine directory contains a few files
- which are updated when the program is run. For
- this reason, these files should not be write
- protected in any way - if you wish to ensure
- there are no changes made, copy the program to
- the RAMDisc before you run it).
-
- ‘Modefile’ keeps note of your preferred screen
- mode (with A-series and Risc PC/RISC OS 3.5
- style modes stored separately). If this is not
- present, the game will default to mode 12,
- which should be displayable on all monitors in
- some form - note that this will also be the
- case if <CPM$Path> is not set.
-
- More important are the files entitled ‘points’
- and ‘vertices’, which between them store the
- grid. Points contains a list of all the points
- used to define the cells, and vertices contains
- the points which make up the boundaries of each
- region. If these files are not present, or are
- corrupt, you should choose to generate a new
- grid when prompted at the start of the program.
-
- However, since the program takes a long time to
- generate new grids, it may be worth keeping
- copies of old grid files. A 64-cell grid is
- included in the ‘!CrazyMine.Old’ directory. To
- install the grid from this directory, first
- delete the ‘points’ and ‘vertices’ files from
- the !CrazyMine directory. Then drag the files
- from the !CrazyMine.Old.64 directory into the
- !CrazyMine directory. Other grids can be saved
- by simply creating a suitable directory and
- dragging the ‘points’ and ‘vertices’ into it;
- they can be restored by dragging them back.
- If you are not familiar with the operations
- needed to do this, please refer to your Risc
- OS reference manual.
-
- Disclaimers
- ~~~~~~~~~~~
- This is Crazymine version 0.01, and that’s as
- high as the version number is likely to get.
- Hence, it’s not very well written, it’s very
- slow, and may not be worth playing on the older
- machines (if it is anyway). But it’s different,
- and that’s the aim. Hope somebody out there
- enjoys it. And if it does horrible things to
- your computer, (a) it shouldn’t, (b) I’m not
- responsible, and (c) you have my sympathy.
- There wasn’t a virus in it when it left me, so
- if there’s one when you get it, it’s not my
- fault.
-
- This ought to work on Risc OS 2, but I haven’t
- tested it; it would probably work on Arthur if
- the hourglass code is removed. It hasn’t been
- tested on anything other than a Risc PC.
-
- If you don’t enjoy this game, it’s probably my
- fault. I apologise, but do not take any legal
- responsibility for damage caused due to the
- enhanced boredom levels which this game may
- induce. The author offers the following
- advisory note:
- If you don’t like it, don’t play it.
-
- Yours after a great deal of waffle,
-
- Andrew Garrard, da awfuh
-
- If this scrolled by too fast to read, hold
- down <Ctrl> to slow down scrolling and
- <Ctrl>+<Shift> to stop the text scrolling, or,
- preferably, load the file into an editor (e.g.
- !Edit in the RISC OS 3 Apps folder or on the
- RISC OS 2 applications discs, or !Zap -
- available in the public domain).
-