Yet Another Minesweeper Clone!

MineBorg is a quick (2-hour programming exercise) MineSweeper clone, with a "Borg" - an automatic (computer-controlled) player. I'll develop it further if I get expressions of interest (emails to talldad@kepl.com.au, and please say "MineBorg (CJA)" in the subject), but otherwise, this is it.

Human usage is simple: click to dig, popup (button two, also called "blip") to flag as mine. Death is by digging on a mine (*not* by incorrectly marking a space), and victory is by flagging the last mine (*not* by digging the last space).

Borg usage is simpler: click Borg Move on the menu bar. The Borg will scan the board, column by column, and look for one of the following patterns:
1) A dug space with a number in it, with precisely the right number of unexplored spaces to fill the number of mines; or
2) A dug space which already has sufficient flagged mines around it.
In the first case, all unexplored squares around the space are flagged as mines; in the second they are all dug.

Note: To start you off, the program always digs in the upper left corner, which is always guaranteed to have 0 mines in and around it.

This is a BETA release! MineBorg could well have some rather nasty bugs in it, and if it breaks, guess who gets to keep the pieces? :-/ A few bugs are suspected (and perhaps even /expected/, considering how little time I spent writing this program), such as:
1) REXX error "Control Stack Full" when clearing the empty space initially - only if there's lots and lots of it
2) Long delays at various times (I've tried to avoid this by showing progress information constantly)
3) A rather imperfect Borg!

In the words of Major General Stanley, as penned by Gilbert in "Pirates of Penzance", this Borg "knows a smattering of elemental strategy" - if that. And since it has very little "information vegetable, animal, and mineral", I think this Borg deserves a rank no higher than Sergeant. Perhaps later, if it behaves well, it might get a commission. <ear to ear grin>

To make the Borg's job easier, and therefore its antics more interesting, I have demanded that no mines be placed in _all_ of the first two rows and columns (instead of merely their intersection), and none in the last row or column. This feature will probably be removed later.

The New Game options start new games with the following characteristics:
Type	Size	Mines
~~~~~~	~~~~~	~~~~~
Easy	10x10	15
Medium	15x15	40
Hard	25x25	150
Tough	30x30	300

Custom games are set up by entering the width, height, and number of mines, separated by spaces. Sorry - I know this is crummy. I'll fix it if people want me to, otherwise I won't.
