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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).
-
-
-
- »»»»»»»»»»
- Disclaimer
- »»»»»»»»»»
- 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.
-
-
- »»»»»»»»»»»»»»»»»»»»»»»»»»
- Copyright and Distribution
- »»»»»»»»»»»»»»»»»»»»»»»»»»
- 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:
-
- »»»»»»»»»»»»»»»»
- Playing the Game
- »»»»»»»»»»»»»»»»
- 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.
-
-
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- A Quick Guide to Understanding the Rules
- »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- 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!
-
-
- »»»»»»»»»»»»»»»»»»»»»
- Menu and Game Options
- »»»»»»»»»»»»»»»»»»»»»
- 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.
-
-
- »»»»»»»»»»»»»»»»»»
- The Bit at the End
- »»»»»»»»»»»»»»»»»»
- 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
-
-