Hi guys, thanks for watching! A couple FAQs: “50/50s were allowed in the original game. Doesn’t that mean 8s are necessary?” Yes, if you’re talking about the classic version of minesweeper. At the time, I genuinely didn’t know the original game allowed 50/50s. My entire career of playing minesweeper consisted of playing the google version a few times, of which I never ran into a 50/50, so I wrongly assumed the random generation will just avoid it. This is also why I gave up on random generation. Probably should've played a few more games / done more research lol “Can’t you cheese the win detection logic by flagging every cell?” Nope! The logic is based on the open signal and the mine signal, not the flag signal. The “Face” column is a bit misleading, whoops!
For anyone wondering, the logic gate animations he used are from Sebastian Lague's Digital Logic Sim, it's a great watch. I definitely recommend. edit: correcting grammar
I knew you were gonna do some 3-dimensional redstone to fit the circuits in the cells, but MAN this staircase signal strength arrangement is sweet. congrats
No way!! I’ve been obsessed with Minesweeper recently and got my mom hooked on it too! Did you read my mind or something???? I can’t wait to see this!!
I used to be so confused about how the first computers were made because don't you need a computer to code a computer but your videos really helped me understand how that was possible. Your videos are so interesting and entertaining, thanks for making them.
The first computers were actually incredibly big! Usually taking up most of a room in fact! They'd compute complex mathematical operations, and even basic simulations. They were programmed and given inputs via punch cards, which would then be processed, and depending on the operation, would either install whatever simple program you punched out, or would display an output via lamps, printer, or electric typewriter. The IBM 350 RAMAC is a great example of such a system. Capable of storing 62,500 punched cards worth of data (roughly 3.75Mb) which was incredibly impressive in 1956!
^ So big that literal bugs could easily make their way inside and then mess up the system, which is where the programming term "bugs" comes from in the first place
@@1mariomaniac it would be really funny to have a giant cabinet computer that is that big because the entire code is just if-statements for every input
Amazing. Saw your post on Reddit and thought, “this looks like something Matt would do” then I checked the user and sure enough! I was kinda hoping hitting the mine would blow the whole game up in the showcase, we gotta raise the stakes 😂. It would also be nice to see a mine counter, as well as a question mark marker for the cells you’re not too sure about, but that last one isn’t too important. Additionally I would be very interested in a series that serves as an in depth guide to each of these machines starting from more basic games and gradually becoming more difficult. I think I’d learn a lot more that way! Love the content! You never let me down. Can’t wait to see what you come up with next!
I coded one on my TI-82 calculator almost 20 years ago, i'm amazed to see a Redstone version of this game ! The zero spreading is really elegant, well done !
I know I'm a bit late, but now 1.21 has released, you could use the crafter to store 'mines' (TNT maybe) and generate mines like that (have the 'mine' reps flow in through hoppers)
You forgot the most crucial part!!! You should've made a map where the lose condition activates tnt that's spread all over the circuit That's like... The most fun thing to watch in minesweeper
I was expecting the board to blow up when you found a mine in the showcase hahaha. Awesome stuff! This was a really fun video to follow along, and some super neat tricks I wouldn't have thought of :)
Nice video! This is such a fun project too, I remember building my own in the past. It's perfect for not being too difficult, yet still being fun and satisfying to play, even if it's quite slow due to redstone's speed limitations.
but if you do that, you have to guess what cell outside of the 3x3 surrounding it doesn't have a mine, and he wanted to avoid boards where you need to make a 50/50 guess
@@Waluigiredstone you're absolutely right. Furthermore you don't have to flag all the mines in order to win, they just need to remain closed, so the correct win condition is not "all the cells are either open and not mines, or flagged", but "all non-mine cells are open"
No you can't get an 8 on the first click. Infact you can't get any number on first click. In the game first click always results in a zero. Otherwise you would need to guess for the next cell
Don’t think we didn’t notice you used Sebastian Lague’s Digital Logic Sim for those truth table graphics I’d recognize those colored boxes and red wires anywhere
I had to code Minesweeper as a final project in my programming class. Detecting adjacent mines really was as simple as a for loop. As I was watching I was thinking about how it would be possible to do each step in redstone, and each time you revealed a step my mind was blown and I audibly said "that's so cool" or "that's so smart." I kinda wanna try it out myself now even if I know I won't be able to do it
You should share this video with Xumavoid on Hermitcraft, he's been cracking away at trying to build a more elaborate version of minesweeper (The mine sweeper game despenses TNT when you click a mine).
12:50 - IKR! In the end it's like you do your stuff and tell others if you've done it so they can see if they have to do as well. it's the event pattern, very efficient and one thing to use a lot in game dev.
matt i dare you to use the "more red" mod, aswell as one of the many redstone circuit/gate mods and make something that would usually be massive with vanilla redstone
14:42 this logic seems to imply that you could win via flagging everything which is what i assume actually happens unless u have it ALSO lose if u try to flag a nonmine
You went a lot further than I would've thought already, but my favorite convenience feature is missing: in most versions, clicking an unlocked tile will unlock all the neighbors that aren't flagged. I bring it up because I actually think it's pretty easy to implement, at least logic wise: send the same signal that zero-spreading does to its neighbors, block that signal when it's flagged. The hardest part would probably be finding space for that wiring.
This is incredible. I made minesweeper in Javascript afew years ago and it took me like 2 months... no way I would have the dedication to make it in redstone
One time I was playing Minesweeper in normal difficulty. When I just clicked a random cell all the safe cells opened due to zero spreading and I instantly won!!!
I don't know what I'm more impressed by: the fact that you were able to code all this in redstone, or that you even knew how to beat minesweeper in the first place
If you use a hopper based T-Flip flop, you can guarentee a full reset by disabling the universal block and briefly inputting a specific side block. This forces the item to always be in a given position.
This is really cool. Theoretically, you could add a difficulty level where you just multiple the size of the table, and use the old cells as new individual redstone lamps.
8:57 Aha! I was spot on, I figured you were just subtracting one for each of the nearby mines then subtracting that result from eight to get the number of mines! Of course, if I continue watching only to find out that that's not actually what you did...
it's insane to me how people are able to adapt to a new universe with new laws of physics (ie redstone wires having a strength meter built-in to them vs real life wiring would take such complicated systems to implement the same thing that it wouldn't be worth it) and come up with such creative solutions to take advantage of them! This is on the same level as early pinball machines to me... just an amazing feat of electromechanic engineering and code done within a different universe.
As awesome as this build is, far more impressive than I could ever do, I think rigging the game to explode when you lose would've been the cherry on top.
You should have added a third button hooked up to the zero spreading circuit so you could do a common trick to use the ‘all mines around are safe’ trick
Btw in the official game at least there was not zero spread thing (I don’t remember it’s name) and also there were not tables guaranteed that won’t have any 50/50
Fun fact, wich goes hand in hand with board generation. In the official game the board actually isn't generated until the first click. This is because your first click will ALWAYS be a 0/empty space.
50/50's occur in most minesweeper games; unless you look for a version to filter those out. With vanilla the statistical best you can do is win around 30% of games; I'm steady at just above 21% with a min time of 120s for expert (over 10,700 games). I'd want to use a counter to set the number of mines, an x & a y randomizer to select the positions, and a return signal to try again if the attempted mine placement already had a mine. Remaining unflagged mines count is also a critical number to determine if certain areas are safe, especially on larger boards. A timer wouldn't be too hard to add either. Glad to see the vid but also having a strong dejavu moment; almost like this was a re-upload but I know it's not.
For randomising the mines if you were building a 9x9 you can just use 2 droppers and an item sorter and get a signal strength from there and set them to the mine selection area and each item in the droppers will say like “6,3” to map along 6 and up 3 like cords in math
A couple comments: 1. Most minesweeper implementations don’t go out of their way to avoid making you guess, which would make game generation easier but means an 8 is necessary. Similarly even if you do avoid that, you usually know the mine count even if there isn’t an up-to-date counter of that minus the number of flags, so again, 8 is useful. 2. If you’re willing to make the game one-time only, or you’re willing to use command blocks for reset, you could make the lose state much more thematic in a way most minesweeper implementations cannot.
There are absolutely situtations where an 8 is findable without guessing. Zero mine count comes to mind, or a fully accounted for mine count. Its also pretty easy to display mine count for something like this, it doesnt even need to constantly update.
Maybe you could also do the convenience trick where if you open an already open cell it can open all the neighbors that aren't flagged. this could be done in a similar fashion to the 0 propagation.
I like the face for win/lose as its like windows minesweeper but would've been cool to have an X or O to show up on the entire board if you lost or won (although that would be more stuff to code)
Honestly I would have just left the zero spreading up the the player lol. However, your implementation of it is beautiful. Also, I once made a very different kind of redstone minesweeper that was much simpler but unfortunately a one time use device if you lost. Each cell was just one block and had some generic block like stone on top. You could "click" a cell by breaking the block or "flag" it by placing a carpet over it. Under the top layer would either be an iron block for a 0, blue concrete for a one, green concrete for a 2, etc, etc, so it was all color coded. If you clicked/broke a block with a mine under it, there would instead be an observer with a tnt block underneath which would then detonate. Each game had to be manually constructed and it generally killed you and also destroyed the whole board if you lost.
Idea for how to increase the chance of a random minesweeper board being winnable: Make a noise map using a maze generator, and then have the maze walls be weights for a higher chance of a mine. This is increases the chance that zeroes will be adjacent to eachother and decreases the chance of dense rectangles of mines. Use multiple layers of noise to give the field a larger (general) structure.
I was honestly expecting a randomized board, and I thought you were going to do something similar to Sethbling's roulette table, just with multiple of them. Still very impressive, loved the video, always a good day when you upload!
You mentioned that it's difficult to reset T flip-flops: pretty sure you can use a redstone lamp and an observer detecting it, and hook up an input to both the lamp and T flip-flop.
now with wind charges it's easier to play because you can stand over the board and shoot them at the noteblocks instead of flying and clicking on them manually
You are my new favourite Minecraft redstoner. I feel like you've picked up the torch from the likes of Sethbling and FVDisco. Magnificent job, I am looking forward to your next milestone project!
Really nice, its amazing what just redstone can do with a bit of clever thinking. however i think i've seen a colored redstone lamps mod somewhere, maybe that could be used to do something cool
11:30 Well, even though I just made a game of Minesweeper, not in Minecraft though, I still assumed zero spreading was surely some technical Redstone thing as opposed to a Minesweeper thing. Of course, I've never referred to it as zero spreading.
Hey uh, you should be able to unflag a cell if you're not actually sure it's a bomb. Now yes, you can just open it, but what if you don't want to open it yet?
Hi guys, thanks for watching! A couple FAQs:
“50/50s were allowed in the original game. Doesn’t that mean 8s are necessary?”
Yes, if you’re talking about the classic version of minesweeper. At the time, I genuinely didn’t know the original game allowed 50/50s. My entire career of playing minesweeper consisted of playing the google version a few times, of which I never ran into a 50/50, so I wrongly assumed the random generation will just avoid it. This is also why I gave up on random generation. Probably should've played a few more games / done more research lol
“Can’t you cheese the win detection logic by flagging every cell?”
Nope! The logic is based on the open signal and the mine signal, not the flag signal. The “Face” column is a bit misleading, whoops!
You are the Goat 🦇🟩
Is the designed to make you not lose if the one first open would’ve otherwise been a mine?
@@deleted-something the generation comes from an actual minesweeper website, which removes the possibilities of the first cell being a mine
I wonder if you could you a similar function as zero spreading to also allow for chording
Btw you basically made an xor gate for the closed sell thing 7:15
For anyone wondering, the logic gate animations he used are from Sebastian Lague's Digital Logic Sim, it's a great watch. I definitely recommend.
edit: correcting grammar
NOOO you stole my comment
I was so confused when he started using them and thought I was getting them switched
I was about to say! Sebastian lague ftw
Yeah would've been nice to see some credit to him in the video
@@Kaenguruu did you know you repeated the same comment 11 times?
I knew you were gonna do some 3-dimensional redstone to fit the circuits in the cells, but MAN this staircase signal strength arrangement is sweet. congrats
No way!! I’ve been obsessed with Minesweeper recently and got my mom hooked on it too! Did you read my mind or something???? I can’t wait to see this!!
Same😅
people always "read my mind"
how?
SAME
not obsessed but have been enjoying it
Prediction: the logic will be simple, the vertical number display will not, unless the display is horizontal in which case easy build.
Yeah pretty much, the majority of the build space is taken by the display, the actual game is quite small and simple
the vertical number display will not what ?
@@Prypak read it again bro. He means The logic WILL be simple, the number display WILL NOT (be simple)
@@pavelmatusu4457 you should be using square brackets not parentheses
@@Jiglias You're right , i just didn't care enough to find them on my android keyboard.
I used to be so confused about how the first computers were made because don't you need a computer to code a computer but your videos really helped me understand how that was possible. Your videos are so interesting and entertaining, thanks for making them.
The first computers were actually incredibly big! Usually taking up most of a room in fact! They'd compute complex mathematical operations, and even basic simulations. They were programmed and given inputs via punch cards, which would then be processed, and depending on the operation, would either install whatever simple program you punched out, or would display an output via lamps, printer, or electric typewriter. The IBM 350 RAMAC is a great example of such a system. Capable of storing 62,500 punched cards worth of data (roughly 3.75Mb) which was incredibly impressive in 1956!
^ So big that literal bugs could easily make their way inside and then mess up the system, which is where the programming term "bugs" comes from in the first place
@@1mariomaniac it would be really funny to have a giant cabinet computer that is that big because the entire code is just if-statements for every input
@@vampire_catgirl wrong, it comes from Thomas Edison, but a similar cause!
@@Tzelofachad Oh, interesting
This man is literally making the craziest contraptions ever built in mc, and somehow he just keeps on giving. Man you're a legened
Amazing. Saw your post on Reddit and thought, “this looks like something Matt would do” then I checked the user and sure enough! I was kinda hoping hitting the mine would blow the whole game up in the showcase, we gotta raise the stakes 😂. It would also be nice to see a mine counter, as well as a question mark marker for the cells you’re not too sure about, but that last one isn’t too important.
Additionally I would be very interested in a series that serves as an in depth guide to each of these machines starting from more basic games and gradually becoming more difficult. I think I’d learn a lot more that way!
Love the content! You never let me down. Can’t wait to see what you come up with next!
second the explosion! put some tnt under each of the mines!
I coded one on my TI-82 calculator almost 20 years ago, i'm amazed to see a Redstone version of this game ! The zero spreading is really elegant, well done !
I know I'm a bit late, but now 1.21 has released, you could use the crafter to store 'mines' (TNT maybe) and generate mines like that (have the 'mine' reps flow in through hoppers)
You forgot the most crucial part!!! You should've made a map where the lose condition activates tnt that's spread all over the circuit
That's like... The most fun thing to watch in minesweeper
I was expecting the board to blow up when you found a mine in the showcase hahaha. Awesome stuff! This was a really fun video to follow along, and some super neat tricks I wouldn't have thought of :)
Finally bro...took ya long enough
yea, it will prob be better than urs (joke i suck at redstone)
Nice video!
This is such a fun project too, I remember building my own in the past.
It's perfect for not being too difficult, yet still being fun and satisfying to play, even if it's quite slow due to redstone's speed limitations.
It's always a pleasure every time you explain how the game works and the components associated with it.
You’re the most impressive redstoner by far. Both because of the absurdity of your builds and the simplicity you explain things with
you should have kept 8, its a really small chance but sometimes you could get an 8 on the first cell you click
but if you do that, you have to guess what cell outside of the 3x3 surrounding it doesn't have a mine, and he wanted to avoid boards where you need to make a 50/50 guess
also he should make a flag counter or some from of flag spam detector. you can just win by flag all the blocks
@@Waluigiredstone you're absolutely right. Furthermore you don't have to flag all the mines in order to win, they just need to remain closed, so the correct win condition is not "all the cells are either open and not mines, or flagged", but "all non-mine cells are open"
@@Waluigiredstone check the pinned FAQ!
No you can't get an 8 on the first click. Infact you can't get any number on first click.
In the game first click always results in a zero. Otherwise you would need to guess for the next cell
This Guy is the Chuck Norris of Redstone
I love that you used the logic simulator by Sebastian Lague in the win/lose section (13:03)
Same Sebastian is how I learned digital logic, funny enough I watched the tru state logic video years before I watched the full series
Don’t think we didn’t notice you used Sebastian Lague’s Digital Logic Sim for those truth table graphics
I’d recognize those colored boxes and red wires anywhere
Same, he is where I learned digital logic
I had to code Minesweeper as a final project in my programming class. Detecting adjacent mines really was as simple as a for loop.
As I was watching I was thinking about how it would be possible to do each step in redstone, and each time you revealed a step my mind was blown and I audibly said "that's so cool" or "that's so smart." I kinda wanna try it out myself now even if I know I won't be able to do it
0:25 TYSM FOR TEACHING ME!!!!!
You should share this video with Xumavoid on Hermitcraft, he's been cracking away at trying to build a more elaborate version of minesweeper (The mine sweeper game despenses TNT when you click a mine).
12:50 - IKR! In the end it's like you do your stuff and tell others if you've done it so they can see if they have to do as well.
it's the event pattern, very efficient and one thing to use a lot in game dev.
matt i dare you to use the "more red" mod, aswell as one of the many redstone circuit/gate mods and make something that would usually be massive with vanilla redstone
14:42 this logic seems to imply that you could win via flagging everything
which is what i assume actually happens
unless u have it ALSO lose if u try to flag a nonmine
You went a lot further than I would've thought already, but my favorite convenience feature is missing: in most versions, clicking an unlocked tile will unlock all the neighbors that aren't flagged. I bring it up because I actually think it's pretty easy to implement, at least logic wise: send the same signal that zero-spreading does to its neighbors, block that signal when it's flagged. The hardest part would probably be finding space for that wiring.
This is incredible. I made minesweeper in Javascript afew years ago and it took me like 2 months... no way I would have the dedication to make it in redstone
One time I was playing Minesweeper in normal difficulty. When I just clicked a random cell all the safe cells opened due to zero spreading and I instantly won!!!
I don't know what I'm more impressed by: the fact that you were able to code all this in redstone, or that you even knew how to beat minesweeper in the first place
Cool that you used Sebastian Lague's logic sim!
I love digital logic sim I followed the series as I made it in the program last year
I swear next this guy is gonna make a supercomputer in minecraft
No he’s going to make google and a working WiFi router and then he’s going to add a supper computer so he can make his PC but better in Minecraft
@NuclearCentipede yeah what this guy said
A supper computer sounds delicious!
@@Aviation_RC737 fr
If you use a hopper based T-Flip flop, you can guarentee a full reset by disabling the universal block and briefly inputting a specific side block. This forces the item to always be in a given position.
This is really cool. Theoretically, you could add a difficulty level where you just multiple the size of the table, and use the old cells as new individual redstone lamps.
8:57 Aha! I was spot on, I figured you were just subtracting one for each of the nearby mines then subtracting that result from eight to get the number of mines! Of course, if I continue watching only to find out that that's not actually what you did...
it's insane to me how people are able to adapt to a new universe with new laws of physics (ie redstone wires having a strength meter built-in to them vs real life wiring would take such complicated systems to implement the same thing that it wouldn't be worth it) and come up with such creative solutions to take advantage of them! This is on the same level as early pinball machines to me... just an amazing feat of electromechanic engineering and code done within a different universe.
Lol I recognise that logic gate visualiser at 13:53. It's the one made by Sebastian Lague, right? It's so cool, I love that it exists!
Me too
Yeah I love Sebastian it’s how I learned digital logic
As awesome as this build is, far more impressive than I could ever do, I think rigging the game to explode when you lose would've been the cherry on top.
bro just pulled out the Sebastian Lague logic gate simulator
noice man
Also noticed that
Imagine living in a cube shaped universe and encountering a giant floating computer one day. Really brings to mind some trippy thoughts.
It is rare to see such a great and detailed explanation with this kind of builds… thanks!
You should have added a third button hooked up to the zero spreading circuit so you could do a common trick to use the ‘all mines around are safe’ trick
The "open redstone engineers" Minecraft server, or ORE, has a LOT of projects like this. Something to check out if you're interested.
I joined back in the 12k days. Fascinating to see how far you’ve come
Btw in the official game at least there was not zero spread thing (I don’t remember it’s name) and also there were not tables guaranteed that won’t have any 50/50
Funny how this one was one of the more simple ones despite looking like it should've been one of the most complicated ones
The fact this guy can code anything and then translate it to redstone is insane
I've gotta say, the problem solving and creativity on this one has been very impressive. Keep up the great work dude.
Fun fact, wich goes hand in hand with board generation. In the official game the board actually isn't generated until the first click. This is because your first click will ALWAYS be a 0/empty space.
Make a 2 color display! Black, white and mixed for each pixel and use it in a game
50/50's occur in most minesweeper games; unless you look for a version to filter those out. With vanilla the statistical best you can do is win around 30% of games; I'm steady at just above 21% with a min time of 120s for expert (over 10,700 games).
I'd want to use a counter to set the number of mines, an x & a y randomizer to select the positions, and a return signal to try again if the attempted mine placement already had a mine. Remaining unflagged mines count is also a critical number to determine if certain areas are safe, especially on larger boards. A timer wouldn't be too hard to add either.
Glad to see the vid but also having a strong dejavu moment; almost like this was a re-upload but I know it's not.
i like that every huge redstone game building looks like real micro scheme
For randomising the mines if you were building a 9x9 you can just use 2 droppers and an item sorter and get a signal strength from there and set them to the mine selection area and each item in the droppers will say like “6,3” to map along 6 and up 3 like cords in math
this is amazing. I would like to play this as minesweeper is amazing!
A couple comments:
1. Most minesweeper implementations don’t go out of their way to avoid making you guess, which would make game generation easier but means an 8 is necessary. Similarly even if you do avoid that, you usually know the mine count even if there isn’t an up-to-date counter of that minus the number of flags, so again, 8 is useful.
2. If you’re willing to make the game one-time only, or you’re willing to use command blocks for reset, you could make the lose state much more thematic in a way most minesweeper implementations cannot.
Good video.
The redstone is very complex, i’m happy to know the capabilities of redstone
The fact that you didn't blow it up with TNTs in the end was highly unsatisfying
(/j, this is impressive!)
bro you are so good
hats off
I'm amazed about how well it came out! Also thank so much for putting the music you used in the description.
This guy needs a trophy for all his redstone builds
I also made a minesweeper, but now I see that I could have done it much better. Nice project.
There are absolutely situtations where an 8 is findable without guessing. Zero mine count comes to mind, or a fully accounted for mine count. Its also pretty easy to display mine count for something like this, it doesnt even need to constantly update.
Maybe you could also do the convenience trick where if you open an already open cell it can open all the neighbors that aren't flagged. this could be done in a similar fashion to the 0 propagation.
I like the face for win/lose as its like windows minesweeper but would've been cool to have an X or O to show up on the entire board if you lost or won (although that would be more stuff to code)
Honestly I would have just left the zero spreading up the the player lol. However, your implementation of it is beautiful.
Also, I once made a very different kind of redstone minesweeper that was much simpler but unfortunately a one time use device if you lost. Each cell was just one block and had some generic block like stone on top. You could "click" a cell by breaking the block or "flag" it by placing a carpet over it. Under the top layer would either be an iron block for a 0, blue concrete for a one, green concrete for a 2, etc, etc, so it was all color coded. If you clicked/broke a block with a mine under it, there would instead be an observer with a tnt block underneath which would then detonate. Each game had to be manually constructed and it generally killed you and also destroyed the whole board if you lost.
i love how you make computer science concepts approachable for people
Idea for how to increase the chance of a random minesweeper board being winnable: Make a noise map using a maze generator, and then have the maze walls be weights for a higher chance of a mine. This is increases the chance that zeroes will be adjacent to eachother and decreases the chance of dense rectangles of mines. Use multiple layers of noise to give the field a larger (general) structure.
I actually understood and knew how to make the win and lose thingy, I feel so smart
The way you explained this made it look easy. Another great video!
Nice! I remember Sethbling's minesweeper, it's interesting how far things have come.
I feel like it would have been much funnier if the indication for a loss were to be a massive explosion; regardless, this is SO FCKING COOL!!!
Why not add a random mine generator? Normal minesweeper has 50/50 guesses all the time, you don't have to account for that
I tried adding it once to a minesweeper game I made and it was a hassle to say the least
Glad you went with guess-less minesweeper. Congrats on cool video 💜
woah i was just thinking of trying to make something like this! this is insane, holy shit. kudos to you!
Bro, that is insane. No words. You are literrary crazy.
You should’ve added some no luck needed to tell people when they won or lost I think that would be a really cool addition
I was honestly expecting a randomized board, and I thought you were going to do something similar to Sethbling's roulette table, just with multiple of them. Still very impressive, loved the video, always a good day when you upload!
Recently my friend made an MS game in 1C (Russian accountants' programm language) and this was really hard to build. Respect for your work!
Massive respect to this TH-camr.
Thats all i wanted somone to do
Ur first
You mentioned that it's difficult to reset T flip-flops: pretty sure you can use a redstone lamp and an observer detecting it, and hook up an input to both the lamp and T flip-flop.
now with wind charges it's easier to play because you can stand over the board and shoot them at the noteblocks instead of flying and clicking on them manually
This is possible one of the best illustrated videos Matt has made
Awesome vid matt
Really impressive and intuitive stuff, man! Keep up the great work! :D
“It’s quite simple really”
10:53 "after just 15 hours of work" More power to ya!
The showcase was Emotional 😭
You are my new favourite Minecraft redstoner. I feel like you've picked up the torch from the likes of Sethbling and FVDisco. Magnificent job, I am looking forward to your next milestone project!
This I agree with.
This video was the reason why I know now how to play Minesweeper, thank you!
this was amazing
i hope you make something revolutional to the Redstone community one day
12:56 kinda like @JeffreyVentrella's clusters! :D
15:30 in real minesweeper there are cases there is no way to tell if a tile is a mine or a blank space.
This is perfect, I appreciate your work, keep doing more of these!
Imagine, instead of showing a frowning face when you loose, the whole thing would just blow itself up
Really nice, its amazing what just redstone can do with a bit of clever thinking.
however i think i've seen a colored redstone lamps mod somewhere, maybe that could be used to do something cool
11:30 Well, even though I just made a game of Minesweeper, not in Minecraft though, I still assumed zero spreading was surely some technical Redstone thing as opposed to a Minesweeper thing. Of course, I've never referred to it as zero spreading.
Hey uh, you should be able to unflag a cell if you're not actually sure it's a bomb. Now yes, you can just open it, but what if you don't want to open it yet?
Absolutely amzing work
This is cool I made something similar to this but not in minecraft. Keep up the good work I like this stuff
Hippity hoppity, the spiral thing is now my property for my future projects