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Amiga CD-Sensation: Golden Games
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Amiga CD-Sensation - Ausgabe 2 - Golden Games (1996)(GTI - Schatztruhe)(DE)[!].iso
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Brain Activity
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Minefield
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Minefield.doc
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1992-09-02
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* */
/* OOOOOOO (tm) */
/* OOOOOOOOOOO Copyright (c) 1993 Engineering Ideas */
/* OOOOOOOOOOOOO All Rights Reserved. */
/* OOOOOOOOOOOOO */
/* OOOOOOOOOOO OOO This program may not be distributed */
/* OOOOOOO OOOOOOO without prior permission from the */
/* OOOOOOOOO author(s): Richard Bemrose BSc. */
/* OOOOOOO */
/* OO OOO Engineering Ideas, */
/* OOOOOO 22 Keppel View Road, Kimberworth, */
/* OO Rotherham, S. Yorks., S61 2AS, */
/* ENGLAND */
/* Internet: R.Bemrose@shu.ac.uk */
/* */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
M I N E F I E L D V1.0
~~~~~~~~~~~~~~~~~~~~~~~~~
by
Richard Bemrose BSc
Copyright (c) 1993 Engineering Ideas
Feature list:
Various screen resolutions inc. HR, HRL, SHR and SHRL,
Countup and Countdown timer option,
Nice WB2+ GUI feel for all Amiga,
Custom minefield (100 rows max., unlimited columns),
Hi-score table,
checks size of system font.
This program is SHAREWARE.
If you are a regularly user of this program,
please consider sending a donation of £5 (sterling).
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Disclaimer
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The author(s) cannot be held liable for the accuracy of both the
program and/or manual. The loss of data, in any form, directly or
indirectly caused by the use of this program is the
responsibility of the user.
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Copyright and Distribution
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Minefield V1.0, Copyright (c) 1993 Engineering Ideas. All rights
Reserved. This program is SHAREWARE. However, the copyright of
both the executable and source code remains with Engineering
Ideas.
Permission is whereby given to freely distribute the program
provided:
1. No charge is made for its use or distribution
2. This manual is distributed along with the executable module
3. No modifications are made to the executable module
The following files *must* be distributed or achieved together:
Minefield/Minefield_A - WB2.+ colour scheme
Minefield/Minefield_A.info
Minefield/MField_A
Minefield/Minefield_B - WB1.3 colour scheme
Minefield/Minefield_B.info
Minefield/MField_B
Minefield/Minefield.doc - Document
Minefield/Minefield.doc.info
Minefield/Minefield.pic - Document figures
Minefield/Minefield.pic.info
Minefield/Fonts/Minefield/11 - Minefield font
Minefield/Fonts/Minefield.font
Minefield/InstallFont - Script file to copy
Minefield/InstallFont.info Minefield font to fonts:
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Playing the Game
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The object of the game is simple, to discover all the hidden
mines in the shortest time possible. You are presented with a
minefield with a known number of mines shown in the upperleft of
the window. The timer in the upper-right of the window starts
with your first action.
The game can be re-started any time by pressing the face.
To reveal a square, click the LEFT MOUSE BUTTON over any of the
unrevealed squares. This will lead to one of three possible
cases:
1) The square is blank and the computer performs a flood
fill of all the surround blanks.
or 2) A number in the range of 1 to 8 appears. This means that
there is that number of mines to be found in the
surrounding eight squares.
or 3) A small cross appears and the screen flashes. The game is
over.
By logical deduction (and sometimes with a bit of luck) mines can
be located. Refer to the next section and Minefield.pic. Once a
mine has been found it can be marked by clicking the RIGHT MOUSE
BUTTON over the square ('X'). This will reduce the mines still to
be found by one. Clicking the left mouse button over any marked
square will have no effect.
If you have any doubts over a square, a marked square can be
converted to a question mark by again clicking the RIGHT MOUSE
BUTTON over the square ('?'). The number of mines still to be
found will remain the same, but the game can not be finished.
It is possible to mark too many mines. In this case, the number
of mines to be found will show a negative number. A square can be
cleared from a marked square or question mark by once again
clicking the RIGHT MOUSE BUTTON over a marked square.
Once all the mines have been found and correctly marked then the
game has been successfully completed. Notice the face in the
upper-middle of the window now wears shades! If you are using the
preset 'Beginner', 'Intermediate' or 'Expert' games and have
completed the game in record time, you will be prompted to enter
your name to be saved in the hi-score table.
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A Quick Guide to Understanding the Rules
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At this point it would be useful to simultaneously read this
document and view the supplied 'Minefield.pic' using WDisplay,
PPShow or DPaint etc.
Refer to:
Fig. 1 shows the very simplest case of discovering a mine. All
the squares marked with '1' denotes that there is one mine to be
found in the adjacent squares. Therefore, the mine is in the
middle and can be marked (not on the picture) by clicking the
RIGHT MOUSE BUTTON over it.
Fig. 2 shows a very common situation. The marked mine was found
by looking at the square one to the right of it and down one. The
square directly beneath the marked square shows that there is '1'
mine in the adjacent squares. But considering that you have
already found that mine, the square left of the marked square is
not a mine and can be cleared by clicking LEFT MOUSE BUTTON over
that square. The revealed square will reveal at least '2' because
the bottom left unrevealed square is a mine. But do not take
anybodys word for it... A further definite mine is the top right
square.
Fig. 3 shows an 'island' of unrevealed squares. One can quickly
see that all the corner squares are mines. How many mines are
left? There are several approaches to determine the remaining
mine(s). Probably the simplest method is to start above the
pre-marked top left square. Here there are '2' mines in the
adjacent squares. Therefore, the square next to top pre-marked
mine has to be a mine and can be marked. Now referring to the
square below showing '3', all of these mines have been found and
thus the remaining adjacent unrevealed squares can be revealed.
If you continue to reveal the remaining unrevealed squares you'll
soon come to the conclusion that there was only one additional
mine to be found excluding the corner squares.
Fig. 4 shows no corners, but the 3 mines can be easily found.
Watch out for this situation, it can be a life saver!
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Menu and Game Options
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NOTE: The hi-score table only records the three fastest times
~~~~ from the 'Beginner', 'Intermediate' and 'Expert' game
levels.
NOTE: The keyboard short-cuts can only be accessed DURING a
~~~~ game if the mouse is above the menu bar. At the END OF
THE GAME, these short-cuts can be accessed normally.
Beginner - 10 by 10 minefield with 10 mines (10%).
Hi-score option.
Intermediate - 15 by 15 minefield with 35 mines (15%).
Hi-score option.
Expert - 22 by 18 minefield with 80 mines (20%).
Hi-score option.
Suicidal - Automatically scales the minefield to the
largest minefield that can be displayed on the
current screen mode with 20% mines. For
Superhi-res-laced screen mode this takes
approximately 10 seconds to lay 500 mines.
WARNING: Be careful of this option! Although the program checks
~~~~~~~ for memory allocation errors, the programmer and
Engineering Ideas can not be held responsible for any
reason. See Disclaimer.
Custom... - Allow a custom minefield to be specified. The
program has a limit of 100 rows but can have
unlimited columns (but not recommended!)
A novel feature is the optional countdown
timer. Once enabled, the object is to find all
the mines in the allocated time otherwise they
will self destruct!!!!!
Prefs... - The size of the minefield squares can be
altered to accommodate various screen
resolutions including Hi-res, Hi-res-laced,
Super-hi-res and Super-hi-res-laced. Therefore,
no more squinting!!!!! I thank you.
:-) :-> :-) :-> :-) :->
The 'save enable' option once selected
automatically saves the hi-score table and
preferences on entering a name into the
hi-score table. The program creates the file
's:minefield.prefs'. This option informs the
user which program is currently writing to the
disk. Otherwise, the 'Save' button has to be
manually selected.
Hall of Fame... - Show the hi-score table in all its glory. The
hi-score can be reset by selecting the 'Reset'
button.
About... - Credits/programmers address. Please read... A
donation of any amount would be gratefully
accept.
QUIT - Quits the program.
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The Bit at the End
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Thanks must go out to all of the Beta testers whose help and
advise was invaluable in creating this program:
Ian Deaville
Jean Desplat
Derek Howe
Dave Schofield
Steve Welsh
and of course my family for putting up with me.
Cheers!
Finally, any comments, bug reports, improvements (WB2.+), mail,
email, postcards, money, etc.
To,
Richard Bemrose BSc
22 Keppel View Road
Kimberworth
Rotherham
S. Yorks
S61 2AS
ENGLAND
email: R.Bemrose@shu.ac.uk <- preferred
or R.Bemrose@sheffield-hallam.ac.uk