About Clever Torus Minesweeper
A superclassic game deserves more than weak remakes. You can buy this one or try a limited version for free.
Tired of uninventive (and often ugly) clones just bombarding you with ads and/or spying on you (as you have agreed a lot of suspicious permissions during install)? Want something that radically and consequently extends the original game keeping its essence?
Guess-free Torus Minesweeper - with excellent, native OpenGL 2D/3D graphics - evidently lets you play the classic game, but also extends it in a very consequent way with a number of significant improvements:
- torus/cylinder topology
- initial recover
- alternative neighbour conditions
- shields for unsolvable situations
- blocks and locked cells to diversify gameplay
- logic hints (to learn, and/or to avoid random mistakes - as required)
- first-level logic robot (to help concentrate on more complex constellations)
- guess-free option: you always get a shield in unsolvable situations, but never otherwise
Torus/cylinder topology
Torus and cylinder are geometric objects, but here even more a structure. These topologies can be represented in 3D, or in the plane. This structures influence neighbour relations, since distant places can get close to each other - difference between center and edge disappears.
Playing on torus eliminates the frustrating edge-effect.
Blocks
However, against eliminating edge-effect by torus topology, when you like harder situations, you can even scatter unmoveable blocks on the table ('artificial edge-effect'). These blocks contain neither mines, nor information about neighbours - so diversifying gameplay.
Locked cells
Locked cell (marked with a padlock) is also a new feature. You can never recover this kind of cell, but against block, it may contain a mine. You will never blow up on it, but also you will never get information from this cell. You can flag it, or mark it safe, but it stays covered, you can't get information from it on its neighbours.
Shields
There is no guarantee - particularly on harder boards - that you can always avoid logically unsolvable constellations. Here can help - a limited number of - shields: you can remove a cover safely and carry on, even if cell contains a mine. Optimally use them is a next level of strategy.
Initial recover
Remember: playing the classic game you always begin with some random recovery, until state seems to be enough for begin serious work. For that time nothing saves you of blowing up (except the first touch - it's a particularly stupid thing). It is more consenquent, when computer recovers a desired amount of cells initially.
Hints and robot
You can get hints for safe conclusions (separated first-level and indirect logic). Note that hints do not tell secrets -just reveal facts you could determine by yourself.
You can even start a robot taking steps concluded from first-level logic.
Guess-free option
Algorithm giving you hints is able to determine if there is any logical solution. Enabling guess-free option you will always get a shield when there is no safe conclusion, but never oterwise - even in hard situations.
Alternative neighbour conditions
You can set, which neighbour cells (of habitual 8) are counted as neigbours. Edge or diagonal neighbours count only, or other ones? You get more, relevantly different game-flows. If you try them, after a few minutes you will be familiar with the new strategies, and I think you will enjoy them!
For example, playing with diagonal neighbours (only) is quite interesting: there are actually two independent games on classic finite table (consider black and white cells of chess-board), but when you play it on a torus, game-flows are different depending on parity (even/odd) of table size dimensions. Try it!