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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE article PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN" "http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd" [
<!ENTITY legal SYSTEM "legal.xml">
<!ENTITY appversion "2.14">
<!ENTITY manrevision "2.9">
<!ENTITY date "January 2006">
<!ENTITY app "<application>Mines</application>">
<!ENTITY appname "Mines">
<!ENTITY version "2.14">
]>
<!--
(Do not remove this comment block.)
Maintained by the GNOME Documentation Project
http://developer.gnome.org/projects/gdp
Template version: 2.0 beta
Template last modified Feb 12, 2002
-->
<!-- =============Document Header ============================= -->
<article id="index" lang="oc">
<!-- please do not change the id; for translations, change lang to -->
<!-- appropriate code -->
<articleinfo>
<title><application>Mines</application> Manual V2.9</title>
<abstract role="description">
<para>
GNOME Mines is a variation of the popular logic puzzle minesweeper.
</para>
</abstract>
<copyright>
<year>2006</year>
<holder>Callum McKenzie</holder>
<!-- Based on an earlier manual by <holder>Tim Riehle</holder> -->
</copyright>
<!-- translators: uncomment this:
<copyright>
<year>2002</year>
<holder>ME-THE-TRANSLATOR (Latin translation)</holder>
</copyright>
-->
<!-- An address can be added to the publisher information. If a role is
not specified, the publisher/author is the same for all versions of the
document. -->
<publisher>
<publishername>Projècte de documentacion de GNOME</publishername>
</publisher>
<legalnotice id="legalnotice">
<para>
This document is dual-licensed. You may either distribute
and/or modify it under the terms of the <ulink type="help" url="gnome-help:gpl">GNU General Public License</ulink>,
which the <link linkend="license">program is licensed</link>
under, or you can distribute it under the terms of the GNU
Free Documentation License. A copy of this follows.
</para>
<para>
Permission is granted to copy, distribute and/or modify this
document under the terms of the GNU Free Documentation
License (GFDL), Version 1.1 or any later version published
by the Free Software Foundation with no Invariant Sections,
no Front-Cover Texts, and no Back-Cover Texts. You can find
a copy of the GFDL at this <ulink type="help" url="ghelp:fdl">link</ulink> or in the file COPYING-DOCS
distributed with this manual.
</para>
<para> This manual is part of a collection of GNOME manuals
distributed under the GFDL. If you want to distribute this
manual separately from the collection, you can do so by
adding a copy of the license to the manual, as described in
section 6 of the license.
</para>
<para>
Many of the names used by companies to distinguish their
products and services are claimed as trademarks. Where those
names appear in any GNOME documentation, and the members of
the GNOME Documentation Project are made aware of those
trademarks, then the names are in capital letters or initial
capital letters.
</para>
<para>
DOCUMENT AND MODIFIED VERSIONS OF THE DOCUMENT ARE PROVIDED
UNDER THE TERMS OF THE GNU FREE DOCUMENTATION LICENSE
WITH THE FURTHER UNDERSTANDING THAT:
<orderedlist>
<listitem>
<para>DOCUMENT IS PROVIDED ON AN "AS IS" BASIS,
WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR
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YOU (NOT THE INITIAL WRITER, AUTHOR OR ANY
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SERVICING, REPAIR OR CORRECTION. THIS DISCLAIMER
OF WARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS
LICENSE. NO USE OF ANY DOCUMENT OR MODIFIED
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</para>
</listitem>
<listitem>
<para>UNDER NO CIRCUMSTANCES AND UNDER NO LEGAL
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</orderedlist>
</para>
</legalnotice>
<!-- This file contains link to license for the documentation (GNU FDL), and
other legal stuff such as "NO WARRANTY" statement. Please do not change
any of this. -->
<authorgroup>
<author role="maintainer">
<firstname>Callum</firstname>
<surname>McKenzie</surname>
<affiliation>
<address> <email>callum@spooky-possum.org</email> </address>
</affiliation>
</author>
<!-- This is appropriate place for other contributors: translators,
maintainers, etc. Commented out by default.
<othercredit role="translator">
<firstname>Latin</firstname>
<surname>Translator 1</surname>
<affiliation>
<orgname>Latin Translation Team</orgname>
<address> <email>translator@gnome.org</email> </address>
</affiliation>
<contrib>Latin translation</contrib>
</othercredit>
-->
</authorgroup>
<revhistory>
<revision>
<revnumber>Mines Manual V2.9</revnumber>
<date>Genièr de 2006</date>
<revdescription>
<para role="author">Callum McKenzie <email>callum@spooky-possum.org</email></para>
<para role="publisher">Projècte de documentacion de GNOME</para>
</revdescription>
</revision>
</revhistory>
<releaseinfo>This manual describes version 2.14 of Mines.
</releaseinfo>
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section altogether -->
<legalnotice>
<title>Feedback</title>
<para>To report a bug or make a suggestion regarding the <application>Mines</application> application or
this manual, follow the directions in the
<ulink url="http://bugzilla.gnome.org">GNOME bug reporting database.</ulink>.
</para>
<!-- Translators may also add here feedback address for translations -->
</legalnotice>
</articleinfo>
<indexterm zone="index">
<primary>GNOME Mines</primary>
</indexterm>
<!-- ============= Document Body ============================= -->
<!-- ============= Introduction ============================== -->
<sect1 id="intro">
<title>Introduccion</title>
<para>
<application><application>Mines</application></application> is a puzzle game where you
locate mines floating in an ocean using only your brain and a
little bit of luck.
</para>
<para>
You start the game with a grid of covered squares and no idea what is in them. Clicking on a square reveals
what is in it: either empty ocean or a mine. If you
find a mine bad things happen and the game is over. If you
uncover an empty square, you survive and get to try again. We do
give you a bit of help; if you find an empty piece of ocean
a number is printed there telling you how many mines are in the
adjacent squares (or no number if there are no nearby
mines). Once you find a few clear squares you can start to
deduce which squares have mines in them and which don't. You win
the game once you have revealed all the un-mined squares and
marked all the mined squares.
</para>
<figure id="main-window">
<title>The stages of the game: the start, playing, losing,
and winning.</title>
<mediaobject><imageobject>
<imagedata fileref="figures/main-window.png" format="PNG"/>
</imageobject></mediaobject>
</figure>
<para>
To mark a square as having a mine you right-click on it and a
flag is placed there. If you click on a square with a number and
you have placed precisely that number of flags on adjacent
squares then the remaining squares are revealed. If you didn't
mark the mines correctly then an explosion will occur and the game
is over. Squares with no adjacent mines (i.e. blank squares)
have their adjacent squares automatically cleared.
</para>
<figure id="status-bar">
<title>Important information.</title>
<mediaobject><imageobject>
<imagedata fileref="figures/statusbar.png" format="PNG"/>
</imageobject></mediaobject>
</figure>
<para>
You are being timed. To be good at this game you have to work
both quickly and correctly. Once you have found all the mines
and revealed all the un-mined squares the clock is stopped. Your
score is the time you took; the shorter the better.
</para>
<para>
The time you have taken is displayed on the bottom right of the
window. Beside it, on the left, is a count of the number of mines
you have cleared and the total number hidden on the board.
</para>
<figure id="faces">
<title>The yellow face shows you how well you are going.</title>
<mediaobject><imageobject>
<imagedata fileref="figures/faces.png" format="PNG"/>
</imageobject></mediaobject>
</figure>
<!-- Face graphics image. -->
</sect1>
<sect1 id="details">
<title>The Details</title>
<para>
This section provides information on the controls and the
important menu items. If you need help figuring where the
mines are, see the <link linkend="strategy">strategy section</link>.
</para>
<sect2>
<title>La tòca</title>
<para>
Starting from an ocean of squares with unknown contents
you must mark all the squares with mines and reveal all the
clear squares. You don't actually have to mark the squares with mines,
but it is a lot easier if you do. Once you have cleared all
the un-mined squares, any remaining mined squares will be
marked for you.
</para>
<para>
If you left click on a mine, or auto-clear a square with a mine
in it you lose. To help prevent accidents, you aren't allowed
to auto-clear around a square unless the number of marked
mines equals the number given in the square.
</para>
</sect2>
<sect2>
<title>Using the Mouse</title>
<informaltable>
<tgroup cols="2">
<!-- FIXME: proper headers. -->
<thead>
<row>
<entry>Accion</entry><entry>Resulta</entry>
</row>
</thead>
<tbody>
<row>
<entry>Left click on an un-revealed square.</entry>
<entry>Reveals the contents of that square. For better or for
worse.</entry>
</row>
<row>
<entry>Left click in a revealed square.</entry>
<entry>Auto-clear. Reveals the unmarked squares around
the clicked square,
but only if enough squares have been marked to match the
number in the square.</entry>
</row>
<row>
<entry>Right click on an un-revealed square.</entry>
<entry>Marks the square as a mine. If it is already
marked, the mark will be removed.</entry>
</row>
</tbody>
</tgroup>
</informaltable>
<tip><para>If you are used to the more traditional mouse controls,
don't worry, they still work.</para></tip>
</sect2>
<sect2>
<title>Game Size and Difficulty</title>
<para>
By choosing <menuchoice><guimenu>Settings</guimenu><guimenuitem>Preferences</guimenuitem></menuchoice> from the
menu you can
change the size of the games. Larger sizes obviously take longer
and require more concentration. Smaller games are more
frantic. We provide Small, Medium, Large and Custom
sizes.
</para>
<figure id="preferences-img">
<title>The preferences dialog.</title>
<mediaobject><imageobject>
<imagedata fileref="figures/preferences.png" format="PNG"/>
</imageobject></mediaobject>
</figure>
<para>
On the right hand side of the dialog there are three
parameters for controlling the custom size. Horizontal and
Vertical are the width and height of the desired grid in
squares. The number of mines is - obviously - the number of
mines you need to find. If this number is set too high or too
low then the game becomes very easy. The number of mines is
limited to slightly less than the total number of squares.
</para>
</sect2>
<sect2>
<title>"I'm not sure" Flags</title>
<informalfigure id="imnotsureflagsimg">
<mediaobject><imageobject>
<imagedata fileref="figures/imnotsureflagscheckbox.png" format="PNG"/>
</imageobject></mediaobject>
</informalfigure>
<para>
There is a check-box in the properties dialog entitled
Use "I'm not sure" flags. If you enable this then, when
right-clicking on a square, it cycles between the normal flags
used to mark the square as mined, a flag with a question mark
on it and no flag. This new flag is to help you with your
reasoning, to mark mines you think might be a mine but aren't
sure about. These
flags have no effect on the game; you still have to use the
appropriate number of red marker flags to be able to clear
around a numbered square.
</para>
<figure id="flags-img">
<title>The sequence of flags when "I'm not sure" flags are enabled.</title>
<mediaobject><imageobject>
<imagedata fileref="figures/flags.png" format="PNG"/>
</imageobject></mediaobject>
</figure>
</sect2>
<sect2>
<title>Use "Too many flags" warning</title>
<para>
The other check-box in the properties dialog is entitled
Use "Too many flags" warning. This feature will show you a
warning when you have placed too many flags. This is disabled
by default, as it provides so much hint that it could be
considered "cheating".
</para>
</sect2>
<sect2>
<title>Hints</title>
<para>
If you get stuck - it is reasonably common to end up with two
options that you can't logically resolve - then you can either
guess, or ask for a hint. When you choose
<guimenuitem>Hint</guimenuitem> from the <guimenu>Game</guimenu>
menu a single square is revealed (plus surrounding
squares if it is blank). The choice of square is random, but
should be helpful. There is 10 second penalty added to your
time whenever you use a hint.
</para>
</sect2>
<sect2>
<title>High Scores</title>
<para>
If your score is in the top ten you will be shown the list of top scores and have an
opportunity to change the name recorded in the high score table. You can
also review the scores later by choosing
<guimenuitem>Scores</guimenuitem> from the <guimenu>Game</guimenu>
menu. The drop-down menu at the top of the dialog lets you
look at the scores for other board sizes.
</para>
<figure id="high-score-img">
<title>The high scores dialog.</title>
<mediaobject><imageobject>
<imagedata fileref="figures/highscores.png" format="PNG"/>
</imageobject></mediaobject>
</figure>
<tip>
<para>The high score for the custom size is usually meaningless. Any
other player can make the game size smaller and get a better time. If
you only ever play one custom size then it will tell you how
well you are doing. This is the only reason it is still recorded.</para>
</tip>
</sect2>
<sect2>
<title>Window Size</title>
<para>Resizing the window makes the squares bigger or smaller to
suit. If you want to make maximum use of the screen then there is a
<guimenuitem>Fullscreen</guimenuitem> option under the
<guimenu>Settings</guimenu> menu. You can
also use the <keycap>F11</keycap> key to toggle full-screen mode.
</para>
</sect2>
<sect2>
<title>Pausing the Game</title>
<para>
The game can be paused automatically when you start using another
window, or paused by choosing <guimenuitem>Pause</guimenuitem>
from the <guimenu>Game</guimenu> menu. The playing area is
blanked so you can't think ahead while the clock is stopped. To
start playing again press the button labelled "Press to Resume".
</para>
</sect2>
</sect1>
<!-- ================ Usage ================================ -->
<sect1 id="strategy">
<title>Strategy</title>
<para>
The first half of this section explains the very basics of
deducing where mines are. If you are familiar with how to play the
game skip down to the <link linkend="advanced">Advanced Situations</link> subsection.
</para>
<sect2>
<title>The Basics</title>
<para>
These are a few basic situations which should be incredibly
obvious, but if you're struggling with how to play the game,
they should be useful. The first case is where you have an
isolated covered square and most of the squares around it read
1. That covered square is a mine.
</para>
<figure>
<title>The simplest case.</title>
<mediaobject><imageobject>
<imagedata format="PNG" fileref="figures/easy-hints-1.png"/>
</imageobject></mediaobject>
</figure>
<para>
The next simplest case is where you have two covered squares
adjacent to each other and both squares on one side are marked
with a 2. If they have no other uncleared neighbors, then
both squares are mines.
</para>
<figure>
<title>The two mine case.</title>
<mediaobject><imageobject>
<imagedata format="PNG" fileref="figures/easy-hints-2.png"/>
</imageobject></mediaobject>
</figure>
<para>
Finally, when there are three uncovered squares in a row and
the clear square beside the middle one is a 3 (once again this
square should have no other neighbors) then all three are mines.
</para>
<figure>
<title>The three mine case.</title>
<mediaobject><imageobject>
<imagedata format="PNG" fileref="figures/easy-hints-3.png"/>
</imageobject></mediaobject>
</figure>
<para>
These are the simplest cases. Other permutations on these
simple situations are possible, for example the three squares
in the previous example could be in an L shape.
</para>
<para>
Simple analysis will solve most of the
puzzle, but not all. Before going on to the next sections,
where we give you more advanced hints, you should play
for a bit and see what you can work out for yourself.
</para>
</sect2>
<sect2 id="advanced">
<title>Advanced Situations</title>
<para>
These are some more complicated situations. They are a bit of
a step up from the last section, so we hope you took our
advice and played for a bit first.
</para>
<para>
In the example below the mines are to the left of
the ones. We figure this out by a process of elimination. If the
square to the left of the 2 was a mine then the 1s
would both have their maximum number of mines leaving no free square for
the second mine adjacent to the 2 (since they would also be
adjacent to the 1s). Having eliminated the middle square we are
left with two squares we require for the 2 so they are both mined.
</para>
<figure>
<title>A not-so-obvious pattern.</title>
<mediaobject><imageobject>
<imagedata format="PNG" fileref="figures/hard-hints-1.png"/>
</imageobject></mediaobject>
</figure>
<para>
This situation can be disguised, for example consider the figure
below. It is the same situation, but the extra mined square on
the right has increased all the numbers by 1.
</para>
<figure>
<title>The extra mine disguises a copy of the previous example.</title>
<mediaobject><imageobject>
<imagedata format="PNG" fileref="figures/hard-hints-2.png"/>
</imageobject></mediaobject>
</figure>
<para>
Now we're going to try a complicated example. It illustrates two
points. The first is that even if you aren't sure which squares are
mined, restricting the possibilities is helpful. The second is that
knowing which squares aren't mined is nearly as good as knowing which
are mined.
</para>
<para>
Assume that, in the figure below, we start off knowing that the top
left square is mined and so the two squares marked 2 on the left only
require one more mine. Next observe that the left-most 2 implies that
one of the covered squares beneath it is mined, but we don't yet know
which one. Since at least one of these squares is mined and they are
both neighbors of the second 2 then we know that that 2 is also
satisfied by one of these two squares (we still don't know which
one). This means that the square beneath the 4 is clear because it is
also a neighbor of the second 2 and not one of the two squares we
identified previously.
This one blank square now leaves the 4 with only four neighbors - all
of which must be mines. Not only does it tell us which mines surround
the 4, it now tells us which of the squares beside the 2 is mined!
</para>
<figure>
<title>As tricky as it gets.</title>
<mediaobject><imageobject>
<imagedata format="PNG" fileref="figures/hard-hints-3.png"/>
</imageobject></mediaobject>
</figure>
<para>
This sort of situation is tricky. In all the other examples you can
learn to look for patterns and avoid thinking hard. Situations like
the one in the figure don't crop up easily or in easily recognisable
places. Often it is easier to just ignore them and keep playing
elsewhere in the hope that you can start clearing the squares from the
other side.
</para>
</sect2>
<sect2>
<title>Tips</title>
<para>
Remember, the edge of the board is just the same as a large
cleared area (but without the numbers). Often working
at the edge of the board is the easiest way forward.
</para>
<para>
Sometimes you end up in a situation where there is no way to
deduce what the configuration is. In these cases you either have
to guess or use the hint function
(<menuchoice><guimenu>Game</guimenu><guimenuitem>Hint</guimenuitem></menuchoice>).
Sometimes it isn't a 50/50 situation and instead of taking a hint
you might like to gamble on the most likely outcome.
</para>
<para>
One final hint: remember the counter on the bottom left of the window
that tells you how many mines you have left? Often, near the end
of the game, this number can help you figure out what possible
places mines can be. How to do this is up
to you to figure out.
</para>
</sect2>
</sect1>
<sect1 id="authors">
<title>Autors</title>
<para>
<application>GNOME Mines</application> was written by Pista
(<email>szekeres@cyberspace.mht.bme.hu</email>). This manual was written by Callum McKenzie
(<email>callum@spooky-possum.org</email>) with help from Vincent
Povirk and based on an earlier manual by Tim Riehle
(<email>tkriehle@citilink.com</email>).
To report a bug or make a suggestion regarding this application or
this manual, follow the directions in this
<ulink url="ghelp:gnome-feedback" type="help">document</ulink>.
</para>
</sect1>
<!-- ============= Application License ============================= -->
<sect1 id="license">
<title>Licéncia</title>
<para>
This program is free software; you can redistribute it and/or
modify it under the terms of the <citetitle><ulink type="help" url="gnome-help:gpl">GNU General Public License</ulink></citetitle> as
published by the <ulink type="http" url="http://www.fsf.org">Free Software Foundation</ulink>;
either version 2 of the License, or (at your option) any later
version.
</para>
<para>
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
<citetitle><ulink type="help" url="gnome-help:gpl">GNU General Public License</ulink></citetitle> for more details.
</para>
<para>
A copy of the <citetitle><ulink type="help" url="gnome-help:gpl">GNU General Public License</ulink></citetitle> is
included as an appendix to the <citetitle>GNOME Users
Guide</citetitle>. You may also obtain a copy of the
<citetitle><ulink type="help" url="gnome-help:gpl">GNU General Public License</ulink></citetitle> from the Free
Software Foundation by visiting <ulink type="http" url="http://www.fsf.org">their Web site</ulink> or by writing to
<address>
Free Software Foundation, Inc.
<street>59 Temple Place</street> - Suite 330
<city>Boston</city>, <state>MA</state> <postcode>02111-1307</postcode>
<country>USA</country>
</address>
</para>
</sect1>
</article>
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