This is one of the first things I ever put on my Android phone, and it has followed me ever since. 34 of them were ported to Android by Chris Boyle. Each has a puzzle generator for " unlimited" levels. Simon Tatham (The PuTTy guy) wrote implementations of many different generic logic puzzles. If you prefer the riskier grids generated by other implementations, you can switch off this option.For Nikoli-style games, I can't really imagine a more fitting app. 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. At very high densities, the program may spend forever searching for a solvable 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.īeware of setting the mine count too high. The options available from the ‘Custom.’ option on the ‘Type’ menu are: (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.) 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. You can then Undo your fatal move and continue playing if you like. If you step on a mine, the program will only reveal the mine in question (unlike most other implementations, which reveal all of them). Pressing the return key in a covered square uncovers it, and in an uncovered square will clear around it (so it acts as the left button), pressing the space bar in a covered square will place a flag (similarly, it acts as the right button).Īll the actions described in section 2.1 are also available.Įven Undo is available, although you might consider it cheating to use it. You can also use the cursor keys to move around the minefield. This will be done for you automatically so sometimes when you uncover a square, a whole new area will open up to be explored. 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. 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. 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. If you left-click in an uncovered square, it will ‘clear around’ the square. You can right-click again to remove a mark placed in error. Left-clicking in a marked square will not uncover it, for safety. If you right-click in a covered square, it will place a flag which indicates that the square is believed to be a mine. If you left-click in a covered square, it will be uncovered. 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. 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. This version of it has an unusual property. This game needs no introduction popularised by Windows, it is perhaps the single best known desktop puzzle game in existence. If you uncover a square which does not contain a mine, you are told how many mines are contained within the eight surrounding squares. If you uncover a square containing a mine, you lose. Your job is to uncover every square which does not contain a mine. You have a grid of covered squares, some of which contain mines, but you don't know which. Previous | Contents | Index | Next Chapter 12: Mines
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