Provided by: sgt-puzzles_6452-5_i386 bug

NAME

       mines - game based on Minesweeper

SYNOPSIS

       mines  [--generate  n]  [--print  wxh  [--with-solutions]  [--scale  n]
       [--colour]] [game-parameters|game-ID|random-seed]

       mines --version

DESCRIPTION

       You have a grid of covered squares, some of which  contain  mines,  but
       you  don’t  know  which. Your job is to uncover every square which does
       not contain a mine. If you uncover a  square  containing  a  mine,  you
       lose.  If  you  uncover a square which does not contain a mine, you are
       told how many mines are contained within the eight surrounding squares.

       This  game needs no introduction; popularised by Windows, it is perhaps
       the single best known desktop puzzle game in existence.

       This version of it  has  an  unusual  property.  By  default,  it  will
       generate  its  mine positions in such a way as to ensure that you never
       need to guess where a mine is: you will always be  able  to  deduce  it
       somehow. So you will never, as can happen in other versions, get to the
       last four squares and discover that there are two mines  left  but  you
       have no way of knowing for sure where they are.

Mines controls

       This game is played with the mouse.

       If you left-click in a covered square, it will be uncovered.

       If  you  right-click  in  a  covered square, it will place a flag which
       indicates that the square is believed to be a mine. Left-clicking in  a
       marked  square  will  not  uncover  it, for safety. You can right-click
       again to remove a mark placed in error.

       If you left-click in an uncovered square, it will  "clear  around"  the
       square. This means: if the square has exactly as many flags surrounding
       it as it should have mines, then all the covered  squares  next  to  it
       which are not flagged will be uncovered. So once you think you know the
       location of all the mines around a square, you can use this function as
       a  shortcut  to  avoid having to click on each of the remaining squares
       one by one.

       If you uncover a square which has no mines  in  the  surrounding  eight
       squares,  then  it  is obviously safe to uncover those squares in turn,
       and so on if any of them also has no surrounding mines.  This  will  be
       done  for  you automatically; so sometimes when you uncover a square, a
       whole new area will open up to be explored.

       All the actions described below are also available.

       Even Undo is available, although you might consider it cheating to  use
       it.  If  you  step  on a mine, the program will only reveal the mine in
       question (unlike most other implementations, which reveal all of them).
       You can then Undo your fatal move and continue playing if you like. The
       program will track the number of times you  died  (and  Undo  will  not
       reduce  that  counter), so when you get to the end of the game you know
       whether or not you did it without making any errors.

       (If you really want to know the full layout of the  grid,  which  other
       implementations  will  show  you  after you die, you can always use the
       Solve menu option.)

Mines parameters

       The options available from the "Custom..." option on  the  "Type"  menu
       are:

       Width, Height
              Size of grid in squares.

       Mines  Number  of  mines in the grid. You can enter this as an absolute
              mine count, or alternatively you can put a % sign on the end  in
              which  case  the  game  will  arrange for that proportion of the
              squares in the grid to be mines.

              Beware of  setting  the  mine  count  too  high.  At  very  high
              densities,  the  program  may  spend  forever  searching  for  a
              solvable grid.

       Ensure solubility
              When this option is enabled (as it is by  default),  Mines  will
              ensure  that  the entire grid can be fully deduced starting from
              the  initial  open  space.  If  you  prefer  the  riskier  grids
              generated  by  other  implementations,  you  can switch off this
              option.

Common actions

       These actions are all available from the "Game" menu and  via  keyboard
       shortcuts, in addition to any game-specific actions.

       (On  Mac  OS  X,  to conform with local user interface standards, these
       actions are situated on the "File" and "Edit" menus instead.)

       New game ("N", Ctrl+"N")
              Starts a new game, with a random initial state.

       Restart game
              Resets the current game to  its  initial  state.  (This  can  be
              undone.)

       Load   Loads a saved game from a file on disk.

       Save   Saves the current state of your game to a file on disk.

              The  Load  and  Save operations should preserve your entire game
              history (so you can save, reload, and still Undo and Redo things
              you had done before saving).

       Print  Where  supported (currently only on Windows), brings up a dialog
              allowing you to print an arbitrary number  of  puzzles  randomly
              generated  from the current parameters, optionally including the
              current puzzle. (Only for puzzles which make sense to print,  of
              course   -   it’s   hard   to  think  of  a  sensible  printable
              representation of Fifteen!)

       Undo ("U", Ctrl+"Z", Ctrl+"_")
              Undoes a single move. (You can undo moves back to the  start  of
              the session.)

       Redo ("R", Ctrl+"R")
              Redoes a previously undone move.

       Copy   Copies  the  current state of your game to the clipboard in text
              format, so that you can paste it into (say) an e-mail client  or
              a  web  message board if you’re discussing the game with someone
              else. (Not all games support this feature.)

       Solve  Transforms the puzzle instantly into its solved state. For  some
              games  (Cube) this feature is not supported at all because it is
              of no particular use. For other games  (such  as  Pattern),  the
              solved  state  can be used to give you information, if you can’t
              see how a solution can exist at all or you want  to  know  where
              you  made  a  mistake.  For still other games (such as Sixteen),
              automatic solution tells you nothing about how  to  get  to  the
              solution,  but it does provide a useful way to get there quickly
              so  that  you  can   experiment   with   set-piece   moves   and
              transformations.

              Some  games  (such as Solo) are capable of solving a game ID you
              have typed in from elsewhere. Other games (such  as  Rectangles)
              cannot  solve  a  game  ID they didn’t invent themself, but when
              they did invent the game ID  they  know  what  the  solution  is
              already.  Still  other  games  (Pattern) can solve some external
              game IDs, but only if they aren’t too difficult.

              The "Solve" command adds the solved state to the end of the undo
              chain  for the puzzle. In other words, if you want to go back to
              solving it yourself after seeing the answer, you can just  press
              Undo.

       Quit ("Q", Ctrl+"Q")
              Closes the application entirely.

Specifying games with the game ID

       There  are  two  ways  to save a game specification out of a puzzle and
       recreate it later, or recreate it in somebody else’s copy of  the  same
       puzzle.

       The  "Specific"  and "Random Seed" options from the "Game" menu (or the
       "File" menu, on Mac OS X) each show a piece of text (a "game ID") which
       is sufficient to reconstruct precisely the same game at a later date.

       You can enter either of these pieces of text back into the program (via
       the same "Specific" or "Random Seed" menu options) at  a  later  point,
       and  it  will  recreate the same game. You can also use either one as a
       command line argument (on Windows or Unix); see below for more  detail.

       The difference between the two forms is that a descriptive game ID is a
       literal description of the initial state of the game, whereas a  random
       seed  is  just a piece of arbitrary text which was provided as input to
       the random number generator used to create the puzzle. This means that:

       o      Descriptive game IDs tend to be longer in many puzzles (although
              some,  such  as   Cube   (cube(6)),   only   need   very   short
              descriptions).  So  a random seed is often a quicker way to note
              down the puzzle you’re currently  playing,  or  to  tell  it  to
              somebody else so they can play the same one as you.

       o      Any  text  at  all  is  a  valid  random seed. The automatically
              generated ones are fifteen-digit numbers, but anything will  do;
              you  can type in your full name, or a word you just made up, and
              a valid puzzle will be generated from it. This  provides  a  way
              for  two or more people to race to complete the same puzzle: you
              think of a random seed, then everybody types it in at  the  same
              time,  and  nobody  has  an  advantage  due  to  having seen the
              generated puzzle before anybody else.

       o      It is often possible to convert puzzles from other sources (such
              as  "nonograms"  or  "sudoku"  from newspapers) into descriptive
              game IDs suitable for use with these programs.

       o      Random seeds are not guaranteed to produce the  same  result  if
              you  use  them  with  a different version of the puzzle program.
              This  is  because  the  generation  algorithm  might  have  been
              improved  or  modified  in  later versions of the code, and will
              therefore  produce  a  different  result  when  given  the  same
              sequence  of  random  numbers.  Use a descriptive game ID if you
              aren’t sure that it will be used on  the  same  version  of  the
              program as yours.

              (Use  the  "About" menu option to find out the version number of
              the program. Programs with the same version  number  running  on
              different platforms should still be random-seed compatible.)

       A  descriptive  game  ID  starts with a piece of text which encodes the
       parameters of the current game (such as grid size).  Then  there  is  a
       colon, and after that is the description of the game’s initial state. A
       random seed starts with a similar string of  parameters,  but  then  it
       contains a hash sign followed by arbitrary data.

       If  you  enter  a  descriptive game ID, the program will not be able to
       show you the random seed which generated it, since it wasn’t  generated
       from  a  random  seed. If you enter a random seed, however, the program
       will be able to show you the descriptive  game  ID  derived  from  that
       random seed.

       Note  that  the game parameter strings are not always identical between
       the two forms. For some games, there will be  parameter  data  provided
       with  the random seed which is not included in the descriptive game ID.
       This is because  that  parameter  information  is  only  relevant  when
       generating  puzzle grids, and is not important when playing them. Thus,
       for example, the difficulty level in Solo (solo(6)) is not mentioned in
       the descriptive game ID.

       These additional parameters are also not set permanently if you type in
       a game ID. For  example,  suppose  you  have  Solo  set  to  "Advanced"
       difficulty  level,  and  then a friend wants your help with a "Trivial"
       puzzle; so the friend reads out  a  random  seed  specifying  "Trivial"
       difficulty,  and you type it in. The program will generate you the same
       "Trivial" grid which your friend was having trouble with, but once  you
       have  finished  playing  it,  when  you  ask  for  a  new  game it will
       automatically go  back  to  the  "Advanced"  difficulty  which  it  was
       previously set on.

The "Type" menu

       The  "Type"  menu,  if  present,  may  contain  a  list  of preset game
       settings. Selecting one of these will start a new random game with  the
       parameters specified.

       The  "Type" menu may also contain a "Custom" option which allows you to
       fine-tune game parameters. The parameters  available  are  specific  to
       each game and are described in the following sections.

Specifying game parameters on the command line

       (This section does not apply to the Mac OS X version.)

       The  games in this collection deliberately do not ever save information
       on to the computer they run on: they have no high score tables  and  no
       saved  preferences.  (This  is because I expect at least some people to
       play them at work, and those people will probably appreciate leaving as
       little evidence as possible!)

       However, if you do want to arrange for one of these games to default to
       a particular set of parameters, you can specify  them  on  the  command
       line.

       The  easiest  way to do this is to set up the parameters you want using
       the "Type" menu (see above), and then to select "Random Seed" from  the
       "Game"  or  "File" menu (see above). The text in the "Game ID" box will
       be composed of two parts, separated by a hash. The first of these parts
       represents  the  game  parameters  (the  size  of the playing area, for
       example, and anything else you set using the "Type" menu).

       If you run the game with just that parameter text on the command  line,
       it will start up with the settings you specified.

       For  example:  if  you run Cube (see cube(6)), select "Octahedron" from
       the "Type" menu, and then go to the game ID selection, you will  see  a
       string  of  the  form "o2x2#338686542711620". Take only the part before
       the hash ("o2x2"), and start Cube with that text on the  command  line:
       "cube o2x2".

       If  you  copy  the entire game ID on to the command line, the game will
       start up in the specific game that was described. This is  occasionally
       a  more convenient way to start a particular game ID than by pasting it
       into the game ID selection box.

       (You  could  also  retrieve  the  encoded  game  parameters  using  the
       "Specific"  menu  option  instead  of "Random Seed", but if you do then
       some options, such as the difficulty level in Solo,  will  be  missing.
       See above for more details on this.)

Unix command-line options

       (This section only applies to the Unix port.)

       In  addition  to  specifying  game  parameters on the command line (see
       above), you can also specify various options:

       --generate n
              If  this  option  is  specified,  instead  of  a  puzzle   being
              displayed, a number of descriptive game IDs will be invented and
              printed on standard output. This is useful for gaining access to
              the  game  generation  algorithms  without necessarily using the
              frontend.

              If game parameters are specified on the command-line, they  will
              be  used  to  generate  the game IDs; otherwise a default set of
              parameters will be used.

              The most common use  of  this  option  is  in  conjunction  with
              --print,  in which case its behaviour is slightly different; see
              below.

       --print wxh
              If  this  option  is  specified,  instead  of  a  puzzle   being
              displayed,  a  printed  representation  of  one or more unsolved
              puzzles is sent to standard output, in PostScript format.

              On each page of puzzles, there will be w across and h  down.  If
              there  are  more  puzzles  than  wxh, more than one page will be
              printed.

              If --generate has also been specified,  the  invented  game  IDs
              will  be  used to generate the printed output. Otherwise, a list
              of game  IDs  is  expected  on  standard  input  (which  can  be
              descriptive  or  random  seeds;  see  above), in the same format
              produced by --generate.

              For example:

              net --generate 12 --print 2x3 7x7w | lpr

              will generate two pages of printed Net puzzles  (each  of  which
              will  have  a 7x7 wrapping grid), and pipe the output to the lpr
              command, which on many systems  will  send  them  to  an  actual
              printer.

              There  are  various  other  options  which  affect printing; see
              below.

       --version
              Prints version information about the game, and then quits.

       The following options are only meaningful if --print is also specified:

       --with-solutions
              The  set  of pages filled with unsolved puzzles will be followed
              by the solutions to those puzzles.

       --scale n
              Adjusts how big each puzzle is when printed. Larger numbers make
              puzzles bigger; the default is 1.0.

       --colour
              Puzzles  will  be  printed  in  colour, rather than in black and
              white (if supported by the puzzle).

SEE ALSO

       Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.