diff --git a/xtrn/minesweeper/minesweeper.hlp b/xtrn/minesweeper/minesweeper.hlp index d6640ce18e7b42411dec684b28a51ec6ceb8cb33..a7f408fab94e9312c3b5be0ae6c0755c5ff4a826 100644 --- a/xtrn/minesweeper/minesweeper.hlp +++ b/xtrn/minesweeper/minesweeper.hlp @@ -1,44 +1,70 @@ -n4hy Synchronet Minesweeper Help n +nyhe4 Synchronet Minesweeper Help n The classic game, revisited for this Synchronet BBS! https://en.wikipedia.org/wiki/Minesweeper_(video_game) -The object of the game is to uncover all safe cells without uncovering -(detonating) any mines (rhën), within the allowed time! +The object of the game is to uncover all the safe areas (cells) on the game +board without uncovering (detonating) any mines (rhën), within the allowed time! hControlsn: -* Move the cell selector h< >n around the game board using the arrow keys, +ù cMoven the cell selector h<i_nh>n around the game board using the arrow keys, home/end/page-up/down or the numeric keypad (i.e. for diagonal movement). -* Uncover a cell (reveal its contents) using the 'R' key or the space-bar. - If you reveal a mine (rhën), sorry: you lose, game over, try again! +ù cUncovern a cell (reveal its contents) using the 'hRn' key or the hspace-barn. + If you reveal/detonate a mine (rhi*n), sorry, game over: you lose, try again! + The first cell you uncover is guaranteed to be empty (safe). If you reveal an empty cell, then all adjacent empty cells will also be uncovered (a depth-first search algorithm popular in coding interviews)! - Uncovered cells with a mine in any surrounding/adjacent cells will have the - total number of adjacent mines displayed (a digit, from 1 to 8). + Uncovered safe cells with a mine in any surrounding/adjacent cells will have + the total number of adjacent mines displayed (a digit, from 1 to 8). These digits are your clue where the next mine or empty cell may be located. When all empty cells are uncovered, the game is won! -* Flag a covered cell as having a suspected mine with the 'F' key. When the - game is over, incorrectly-flagged cells are marked with '!'. +ù cFlagn a covered cell as having a suspected mine with the 'hFn' key. + You can also remove a flag with the 'F' key (it's a toggle). + If the game is lost, incorrectly-flagged safe cells are indicated with a 'rh!n'. -* Display a list of previous game-winners with the 'W' key. +ù cDisplayn a list of previous game-winners with the 'hWn' key. -* Start a new game with the the 'N' key. A new difficulty level may be chosen. +ù cStartn a new game with the the 'hNn' key. A new difficulty level may be chosen. Larger user terminals can support larger game boards for greater challenges! -* Quit the game with the 'Q' key. +ù cQuitn the game with the 'hQn' key. + +ù cRedrawn the game board with the hCtrl-Rn key combination. If some of the navigation keys (e.g. arrow keys, home, end) do not work for your terminal, you can try using these alternatives: - * Up Arrow: Ctrl-^ - * Down Arrow: Ctrl-J - * Left Arrow: Ctrl-] - * Right Arrow: Ctrl-F - * Home: Ctrl-B - * End: Ctrl-E - * Page-Up: Ctrl-P - * Page-Down: Ctrl-N + ù Up Arrow: Ctrl-^ + ù Down Arrow: Ctrl-J + ù Left Arrow: Ctrl-] + ù Right Arrow: Ctrl-F + ù Home: Ctrl-B + ù End: Ctrl-E + ù Page-Up: Ctrl-P + ù Page-Down: Ctrl-N ... or use the numeric keypad. + +hDifficulty Leveln: + +The difficulty level may be chosen when a new game is started (level 1 being +the lowest / easiest). The density of mines is increased with each level and +the game board is increased in dimensions, if possible (depending on terminal +size, in columns and rows). + +cLevel Target Grid Mines Densityn + h1 10 x 10 10 10% n + h2 15 x 15 28 12% n + h3 20 x 20 60 15% n + h4 25 x 25 109 17% n + h5 30 x 30 180 20% n + +If the target grid height cannot be achieved, a wider game board will be +generated / used. If the total target grid size (in cells) cannot be +generated, fewer mines will be deployed to maintain the indicated mine density +(percentage) and the calculated difficulty level will be discounted +accordingly. + +$Id$ \ No newline at end of file