''CHECKERM''" " "6. POSITION THE NEW TAPE TO" " "JUST AFTER ''CHECKERC''." O" " "7. PRESS 'RECORD' AND 'PLAY' ON" "THE TAPE RECORDER." D 'PLAY' ON" "8. TYPE 'CSAVEM ''CHECKERM''," " "7168,32767,22272 (ENTER)'." ," " " " 8,32767,22272 (ENTER)'." ," " " 18" " 19" "............CUT HERE..........." " " .........CUT HERE..........." " " .........CUT HERE..........." " COPY REQUEST FORM" ...." " " COPY REQUEST FORM" ...." "NAME OF ORIGINAL PURCHASER:" .." " " E OF ORIGINAL PURCHASER:" .." " " E OF ORIGINAL PURCHASER:" .." "SERIAL NUMBER OF ORIGINAL TAPE" "OR DISK:" BER OF ORIGINAL TAPE" " " DISK:" BER OF ORIGINAL TAPE" " " DISK:" BER OF ORIGINAL TAPE" "SERIAL NUMBER OF COPY:" L TAPE" " " IAL NUMBER OF COPY:" L TAPE" " " IAL NUMBER OF COPY:" L TAPE" "ADDRESS OF ORIGINAL PURCHASER:" " " RESS OF ORIGINAL PURCHASER:" " " RESS OF ORIGINAL PURCHASER:" " " RESS OF ORIGINAL PURCHASER:" " " RESS OF ORIGINAL PURCHASER:" " " RESS OF ORIGINAL PURCHASER:" "I HEREBY AFFIRM THAT I HAVE NOT" "ACCEPTED AND WILL NOT ACCEPT" T" "REIMBURSEMENT FOR MORE THAN" T" "$3.95 FROM MY FRIEND FOR THE" T" "CONSIDERATION OF A COPY OF THIS" "PROGRAM, INCLUDING THE DISK OR" "TAPE THAT THE PROGRAM IS ON, A" "COPY OF THE MANUAL, THE DOLLAR" "MENTIONED BELOW, AND MY TIME" " "AND EFFORT EXPENDED." Y TIME" " " " EFFORT EXPENDED." Y TIME" " "FURTHER, $1 IS ENCLOSED (CASH" "O.K.) IN RETURN FOR THE RIGHT" "TO MAKE A COPY FOR MY FRIEND." " " MAKE A COPY FOR MY FRIEND." "ORIGINAL PURCHASER'S SIGNATURE:" " " GINAL PURCHASER'S SIGNATURE:" " " GINAL PURCHASER'S SIGNATURE:" "DATE:" L PURCHASER'S SIGNATURE:" " " E:" L PURCHASER'S SIGNATURE:" " " E:" L PURCHASER'S SIGNATURE:" .#.*.#.#"m: " #.#.#.#. #.#.#.#."m\ " .#.#.#.# .#.#.#.#"m~† " #.#.#.#. #.#.#.#."mÆ " BLACK SQUEEZES WHITE"mĆ " "mņ "9. DIAGONAL DEVELOPEMENT:EARLY"mƆ "IN THE GAME, IT IS USUALLY BEST"n"ANDOMLY AND IS INTEDED" " "FOR CHILDREN. THE COMPUTER" " " "MOVES FAST DURING MEMORIZED" " " "OPENINGS, BECAUSE IT NEED NOT" " "CALCULATE MOVES; SLOWLY DURING" "THE EARLY MIDDLE GAME BECAUSE" "OF THE MANY MOVING AND JUMPING" "POSSIBILITIES; AND FASTER LATE" "IN THE GAME." AND FASTER LATE" " " THE GAME." AND FASTER LATE" "LIMITATIONS: THESE LIMITATIONS" "SHOULD NOT EFFECT NORMAL PLAY" " "BUT SHOULD BE CONSIDERED WHEN" " "WHEN SETTING UP (STRANGE)" EN" " "PROBLEMS. HEXTUPLE (6) AND" " " "HIGHER JUMPS ARE NOT ALLOWED" " "(ONLY 5 WILL BE JUMPED). AT" " "MOST TWENTY POSSIBLE MOVES ARE" "CONSIDERED." OSSIBLE MOVES ARE" " " SIDERED." OSSIBLE MOVES ARE" "RANDOMNESS: OPENING MOVES ARE" "CHOSEN RANDOMLY FROM LISTS OF" "OPENING MOVES UNTIL YOU VARY" "FROM THE LINES OF PLAY IN THE" "LISTS OR THE END OF THE LISTS" "IS REACHED. FURTHER RANDOMNESS" "IS PROVIDED THROUGHOUT THE REST" "OF THE GAME BECAUSE THE" E REST" "COMPUTER CHOOSES RANDOMLY" REST" "BETWEEN THE TWO BEST MOVES" EST" "UNLESS THE BEST MOVE IS TOO" ST" "MUCH BETTER THAN THE SECOND" ST" "BEST MOVE. THE MAXIMUM" ND" ST" "DIFFERENCE DOUBLES EACH TIME" T" "THE RANDOMNESS IS INCREASED" T" "WITH ' V'. WHEN THE" T" "RANDOMNESS IS AT LEVEL 8, THE" " "MAXIMUM DIFFERENCE IS ABOUT TWO" "THIRDS OF THE VALUE OF A" T TWO" "CHECKER. WITH RANDOMNESS AT 0" "(THE DEFAULT), THE MAXIMUM" 0" "DIFFERENCE IS ZERO." XIMUM" 0" " " FERENCE IS ZERO." XIMUM" 0" " 17" "THE TIME INDICATOR: THE HEIGHT" "OF THE TIME INDICATOR IS" EIGHT" "PROPORTIONAL TO THE NUMBER OF" " "MOVES YET TO BE CONSIDERED." " " " " ES YET TO BE CONSIDERED." " " "THE CONFIDENCE INDICATOR: THE" "CONFIDENCE INDICATOR IS TURNED" "ON AFTER THE MEMORIZED OPENINGS" "ARE FINISHED. IT IS SCALED" GS" "LIKE THE RANDOMNESS INDICATOR" " "EXEPT THAT IS SHOWS BOTH" TOR" " "POSITIVE AND NEGATIVE VALUES." " "IT SHOWS THE BACKED UP VALUE" " "FROM THE GAME TREE SEARCH." " " "IT'S UP WHEN YOU ARE WINNING" " "DOWN WHEN THE COMPUTER IS" G" " "WINNING." THE COMPUTER IS" G" " " " NING." THE COMPUTER IS" G" " " " NING." THE COMPUTER IS" G" " " MAKING COPIES" S" G" " " " MAKING COPIES" S" G" " "FOR YOUR CONVENIENCE, YOU MAY" " "MAKE UP TO 10 COPIES OF THIS" " "PROGRAM AND THIS MANUAL FOR" " "YOUR FRIENDS (WHO CAN ALSO MAKE" "UP TO 10 COPIES UNDER THE SAME" "RETRICTIONS, ETC.) FOR $1.00" " "PER PROGRAM BY FOLLOWING THESE" "STEPS:" RAM BY FOLLOWING THESE" " " PS:" RAM BY FOLLOWING THESE" "1. COPY THE DISK OR TAPE AND" " "THE MANUAL." ISK OR TAPE AND" " " " MANUAL." ISK OR TAPE AND" " "2. COPY THE SERIAL NUMBER ONTO" "THE LABEL OF THE NEW DISK," TO" "APPENDING YOUR FRIEND'S" ," TO" "INITIALS TO THE SERIAL NUMBER." " " TIALS TO THE SERIAL NUMBER." "3. FILL OUT AND SIGN THE 'COPY" "REQUEST FORM' IN THE BACK OF" " "THIS MANUAL (OR A COPY OF IT)" "AND SEND THE FORM PLUS $1.00" "(CASH O.K.) TO:" PLUS $1.00" " " SH O.K.) TO:" PLUS $1.00" " APPLIED MACHINE INTELLIGENCE" " P.O. BOX 358" E INTELLIGENCE" " SALIDA, CO" " E INTELLIGENCE" " 81201" INTELLIGENCE" " " 81201" INTELLIGENCE" "OF COURSE, YOU MAY MAKE BACKUP" "COPIES FOR PERSONAL USE. YOU" "MAY NOT ACCEPT REIMBURSEMENT" "FOR MORE THAN $3.95 (INCLUDING" "THE COST OF THE DISK OR TAPE" " "AND THE $1 SENT) IN RETURN FOR" "YOUR TIME, EFFORT, AND EXPENSE" "IF YOU CHOOSE TO CHARGE" PENSE" "ANYTHING AT ALL)." ARGE" PENSE" " " THING AT ALL)." ARGE" PENSE" "NOTE: TO COPY THE MACHINE CODE" "ROUTINE ''CHECKERM/BIN'',FOLLOW" "THESE STEPS:" KERM/BIN'',FOLLOW" " " SE STEPS:" KERM/BIN'',FOLLOW" "1. TYPE PCLEAR 1 (ENTER)." LLOW" "2. TYPE CLEAR 100,7167 (ENTER)." "3. POSITION THE ORIGINAL TAPE" " "JUST AFTER CHECKERC (USE" APE" " "SKIPF)." R CHECKERC (USE" APE" " "4. PRESS 'PLAY' ON THE TAPE" " " "RECORDER." LAY' ON THE TAPE" " " "5. TYPE 'CLOADM ''CHECKERM''" " "(ENTER)'." OADM"INDICATOR IS GREEN (GREY) WHEN" "THE SOUND IS ON AND BLUE" WHEN" "(BLACK) WHEN THE SOUND IS OFF." " " ACK) WHEN THE SOUND IS OFF." "INVERTING THE BOARD: TO INVERT" "THE BOARD SO THAT THE COMPUTER" "PLAYS FROM THE BOTTOM OF THE" " "SCREEN AND YOU PLAY FROM THE" " "TOP, PRESS ' I'. THIS" "IS USEFUL FOR COMPUTER VS." S" "COMPUTER GAMES." PUTER VS." S" " " PUTER GAMES." PUTER VS." S" " 15" "RANDOMNESS: TO MAKE THE" 15" "COMPUTER PLAY MORE RANDOMLY," 5" "PRESS ' V' (vARY). THE" "AMOUNT OF RANDOMNESS IS" THE" "INDICATED BY A COLUMN JUST TO" "THE LEFT OF THE SCREEN AND" O" "VARIES FROM 0 TO 8. THE" " O" "COMPUTER PLAYS ITS BEST ON A" "GIVEN LEVEL WHEN THE RANDOMNESS" "IS LOW. THE DEFAUL LEVEL IS 0" "BUT THE COMPUTER PLAYS SOMEWHAT" "RANDOMLY EVEN THEN, ESPECIALLY" "IN THE OPENING. ENTIRE GAMES" "SHOULD BE PLAYED ON LEVELS 0" "THROUGH 4." AYED ON LEVELS 0" " " OUGH 4." AYED ON LEVELS 0" "CHANGING THE CLOCK SPEED: WHEN" "THIS OPTION IS SET, THE" WHEN" "COMPUTER TAKES ONLY HALF AS" EN" "LONG TO DECIDE ON ITS MOVE BUT" "THE SCREEN IS BLANK WHILE THE" "COMPUTER IS CHOOSING ITS" THE" "MOVE. TO CHANGE THIS OPTION" "(WHICH MAY NOT WORK ON ALL" " "COMPUTERS), PRESS ' F'" "(FAST). THE ASSOCIATED" > F'" "INDICATOR IS NEAR THE TOP OF" "THE LEFT HAND EDGE OF THE" F" "SCREEN. IT IS YELLOW (WHITE)" "FOR REGULAR SPEED AND BLUE" )" "(BLACK) FOR DOUBLED SPEED." )" "THIS OPTION IS USEFUL WHEN" )" "PLAYING AT THE HIGHER SKILL" " "LEVELS." T THE HIGHER SKILL" " " " ELS." T THE HIGHER SKILL" " "SAVING A BOARD POSITION: TO" "SAVE (pUT) A BOARD POSITION IN" "THE COMPUTER'S MEMORY (RAM)," " "PRESS ' P'." Y (RAM)," " " " SS ' P'." Y (RAM)," " "RECALLING A BOARD POSITION: TO" "RACALL (gET) A SAVED BOARD" TO" "POSITION FROM THE COMPUTER'S" O" "MEMORY (RAM), PRESS 'G'." " " ORY (RAM), PRESS 'G'." "SAVING A GAME TO DISK: TO SAVE" "A GAME TO DISK, SAVE THE BOARD" "POSITION IN THE COMPUTER'S" RD" "MEMORY WITH ' P' AND" D" "IMMEDIATELY AFTER RETURNING TO" "BASIC (AND BEFORE PRESSING" TO" "' P' AGAIN), TYPE 'RUN" "''SAVE'' ' AND PRESS ''" "TO TRANSFER THE POSITION TO" '" "DISK." SFER THE POSITION TO" '" " " K." SFER THE POSITION TO" '" "RECALLING A GAME FROM DISK: TO" "RECALL A GAME, PRESS '" " "G' (gET) (BEFORE PRESSING" T>" " "' P'). (THE COMPUTER" " "AUTOMATICALLY LOADS THE LAST" " "POSITION SAVED TO THE DISK INTO" "TEMPORARY STORAGE IN THE" INTO" "COMPUTER'S MAIN MEMORY (RAM)" O" "WHEN THE PROGRAM LOADS." AM)" O" " " N THE PROGRAM LOADS." AM)" O" " " N THE PROGRAM LOADS." AM)" O" " 16" " TECHNICAL DATA" 16" " " TECHNICAL DATA" 16" "INTRODUCTION: THIS CHECKER" 16" "PROGRAM IS WRITTEN IN ASSEMBLY" "LANGUAGE. IT IS CONVENTIONAL" "IN THAT IT USES A MINIMAX" AL" "SEARCH WITH ALPHA-BETA PRUNING" "TO SEARCH A GAME TREE TO" NING" "DETERMINE ITS MOVES AND USES" " "MEMORIZED OPENINGS FOR THE" " " "FIRST FEW MOVES OF THE GAME." " "THE STATIC (OR BOARD)" GAME." " "EVALUATION FUNCTION CONSIDERS," "ROUGHLY, THE FACTORS IN THE" ," "'HINTS ON STRATEGY' SECTION OF" "THIS MANUAL." TEGY' SECTION OF" " " S MANUAL." TEGY' SECTION OF" "SEARCH: THE SEARCH IS DEPTH" " "FIRST AND IS CONTINUED TO A" " "DEPTH DETERMINED BY THE LEVEL" "OF PLAY. LEVEL 1 CONSIDERS THE" "RESULT OF EACH OF THE" DERS THE" "COMPUTER'S POSSIBLE MOVES." THE" "LEVEL 2 ALSO CONSIDERS EACH OF" "YOUR POSSIBLE COUNTER MOVES," " "ETC. SEARCH IS USUALLY" ES," " "CONTINUED IF PENDING JUMPS" " " "REMAIN UNTIL ALL PENDING JUMPS" "ARE RESOLVED. NOT ALL JUMPS" " "CONTRIBUTE TO THE CALCULATION" "OF SEARCH DEPTH. THE EVEN" N" "NUMBERED LEVELS (2,4,6, AND 8)" "GIVE THE BEST PLAY FOR THE TIME" "EXPENDED. LEVEL 0 CHOOSES" IME" "MOVES R" "BOARD. YOU HAVE THE MOVE IF" S" "AFTER YOUR TURN THERE ARE AN" S" "EVEN NUMBER OF CHECKERS ON" " S" "THE SQUARES MARKED WITH AN 'S'" "IN THE FOLLOWING DIAGRAM." 'S'" "HOWEVER, IF THERE ARE TWO" 'S'" "OPPOSING CHECKERS IN THE SAME" "DOUBLE CORNER THE OTHER PLAYER" "HAS THE MOVE. THE MOVE CAN" R" "ONLY BE CHANGED BY CERTAIN" R" "JUMPS (OR, AS MENTIONED, BY THE" "DOUBLE-CORNER TRICK). IF YOU" " "HAVE THE MOVE, YOU MAY BE ABLE" "TO PIN ALL OF YOUR OPPONENT'S" "CHECKERS AGAINST THE SIDE OF" "THE BOARD AND FORCE HER TO MOVE" "ONE." ARD AND FORCE HER TO MOVE" " " ." ARD AND FORCE HER TO MOVE" " .#.#.#.#" R TO MOVE" " S.S.S.S." R TO MOVE" " .#.#.#.#" R TO MOVE" " S.S.S.S." R TO MOVE" " .#.#.#.#" R TO MOVE" " S.S.S.S." R TO MOVE" " .#.#.#.#" R TO MOVE" " S.S.S.S." R TO MOVE" " A SYSTEM" R TO MOVE" " " A SYSTEM" R TO MOVE" " 13" "FOR MORE INFORMATION ON" 13" "CHECKERS STRATEGY, CONSULT" 13" "BOOKS ON CHECKERS AT YOUR LOCAL" "LIBRARY. FOR INSTANCE:" LOCAL" " " RARY. FOR INSTANCE:" LOCAL" "WISWEL, THOMAS, THE WONDERFUL" " "WORLD OF CHECKERS ANDDRAUGHTS." "SAN DIEGO, CALIF." NDDRAUGHTS." "PUB. A.S.BARNES, 1980." UGHTS." " " . A.S.BARNES, 1980." UGHTS." "GROVER, K.M. LET'S PLAY" GHTS." "CHECKERS. NEW YORK, N.Y." HTS." "PUB. DAVID MCKAY, C. 1940." S." " " . DAVID MCKAY, C. 1940." S." "ANOTHER GOOD BOOK IS BY HOPPER" "(MY FAVORITE). TWO IMPORTANT" "THINGS TO LEARN FROM SUCH BOOKS" "ARE HOW TO CARRY OUT BASIC" OKS" "SIMPLE ENDGAME WINS (TWO KINGS" "VS. ONE KING, THREE KINGS VS." "TWO KINGS, ETC.) AND THE" VS." "THE STANDARD OPENINGS ('SINGLE" "CORNER', 'CROSS', ETC.)." NGLE" " " NER', 'CROSS', ETC.)." NGLE" " 14" "THE MOST IMPORTANT THING TO" 14" "REMEMBER IS TO TAKE YOUR TIME" " "(A MINUTE OR TWO, AT LEAST) AND" "BE VERY CAREFUL. THINK" T) AND" "DEFENSIVELY. TEN GREAT" T) AND" "MOVES CANNOT MAKE UP FOR ONE" D" "BLUNDER. CAREFULLY CONSIDER" D" "EVERYTHING THAT YOUR OPPONENT" " "MIGHT DO. IN THE EARLY PART" " "OF THE GAME, THINK TACTICALLY -" "'I MOVE HERE - HE MOVES THERE" " "...' IN THE LATER PART OF THE" "GAME, WITH FEW CHECKERS AND" E" "KINGS ON THE BOARD, THINK" " E" "STRATEGICALLY - (' I'LL USE" E" "MY ONE KING TO PIN" 'LL USE" E" "HIS KING, THEN CROWN MY" SE" E" "REMAINING CHECKER AND PIN HIS" "OTHER CHECKER AFTER IT KINGS.)" "THIS KIND OF THINKING IS WHAT" "SEPERATES GOOD PLAYERS FROM" " "GREAT PLAYERS." LAYERS FROM" " " " AT PLAYERS." LAYERS FROM" " "FINALLY, WATCH HOW THE COMPUTER" "APPLIES THE 11 RULES ABOVE." ER" " " LIES THE 11 RULES ABOVE." ER" " " LIES THE 11 RULES ABOVE." ER" " ADVANCED OPTIONS" ." ER" " " ADVANCED OPTIONS" ." ER" "INTRODUCTION: THE FOLLOWING" R" "OPTIONS ARE PROVIDED: CLEARING" "THE BOARD, CHANGING THE" ARING" "CONTENTS OF SQUARES, INVERTING" "THE BOARD, ADJUSTING THE" TING" "RANDOMNESS OF THE COMPUTER'S" " "PLAY, CHANGING THE CLOCK SPEED," "AND SAVING POSITIONS AND GAMES." " " SAVING POSITIONS AND GAMES." "CLEAR: TO CLEAR THE BOARD," S." "HOLD THE SHIFT KEY DOWN AND" S." "PRESS THE 'CLEAR' KEY." AND" S." " " SS THE 'CLEAR' KEY." AND" S." "SUBSTITUTE: TO CHANGE" AND" S." "(sUBSTITUTE) THE CONTENTS OF" ." "ANY SQUARE, PRESS ' S'." "THE FIRST SPACE SHOULD BLINK." "IF YOU WANT TO CHANGE THE" K." "CONTENTS OF THIS SQUARE, PRESS" "'' UNTIL THE DESIRED" S" "CONTENTS APPEAR. THEN PRESS" " "THE '' TO PROCEED TO" "THE NEXT SPACE. WHEN YOU GET" "TO THE LAST SQUARE, PRESS THE" "SPACEBAR TO STOP SUBSTITUTING." " " CEBAR TO STOP SUBSTITUTING." "TURNING THE SOUND ON AND OFF:" "PRESS ' Q' TO TURN THE" "SOUND ON OR OFF. THE SOUND" " "INDICATOR IS ABOUT A THIRD OF" "THE WAY DOWN THE LEFT HAND EDGE" "OF THE BOARD. THE SOUND" EDGE" RE" DE" "WINNING LATE IN THE GAME, TRY" "TO PIN YOUR OPPONENT'S CHECKERS" "AGAINST THE SIDE OF THE BOARD" " "SO THAT WHEN YOUR OPPONENT," " " "EVENTUALLY, HAS TO MOVE IT," " " "YOU CAN JUMP IT." MOVE IT," " " " " CAN JUMP IT." MOVE IT," " " " .#.#.#.#" E IT," " " " #.#.#.#." E IT," " " " .k.#.k.K" E IT," " " " #.#.#.#." E IT," " " " .#.#.#.#" E IT," " " " #.#.k.#." E IT," " " " .#.#.#.#" E IT," " " " #.#.K.#." E IT," " " " BLACK PINS BOTH WHITE KINGS" " " " LACK PINS BOTH WHITE KINGS" " "7. DOUBLE CORNER: IF YOU ARE" " "LOSING LATE IN THE GAME, MOVE A" "KING INTO THE DOUBLE CORNER" A" "WHERE YOUR KING CANNOT BE" " A" "PINNED AND YOU CAN MOVE BACK" A" "FORTH. DO NOT LET YOUR" ACK" A" "OPPONENT MOVE A MAN INTO THE" A" "CORNER AND FORCE YOU UT." HE" A" " " NER AND FORCE YOU UT." HE" A" " .D.#.#.#" T." HE" A" " D.#.#.#." T." HE" A" " .#.#.#.#" T." HE" A" " #.#.#.#." T." HE" A" " .#.#.#.#" T." HE" A" " #.#.#.#." T." HE" A" " .#.#.#.D" T." HE" A" " #.#.#.D." T." HE" A" " DOUBLE CORNERS" HE" A" " " DOUBLE CORNERS" HE" A" " 11" "A KING THAT REACHES THE" 11" "DIAGONALS BETWEEN THE DOUBLE" 1" "CORNERS CAN USUALLY REACH A" 1" "DOUBLE CORNER, EVENTUALLY;" 1" "ESPECIALLY IF BOTH PLAYERS HAVE" "THE SAME NUMBER OF CHECKERS" VE" "AND KINGS PUT TOGETHER." RS" VE" " " KINGS PUT TOGETHER." RS" VE" " .D.#.#.#" ." RS" VE" " D.D.#.#." ." RS" VE" " .D.D.#.#" ." RS" VE" " #.D.D.#." ." RS" VE" " .#.D.D.#" ." RS" VE" " #.#.D.D." ." RS" VE" " .#.#.D.D" ." RS" VE" " #.#.#.D." ." RS" VE" " DOUBLE CORNER DIGONALS" VE" " " DOUBLE CORNER DIGONALS" VE" " 12" "SQUEEZE: THE SQUEEZE PLAY" 12" "INVOLVES THREATENING TO JUMP A" "CHECKER THAT CANNOT MOVE" MP A" "WITHOUT BEING JUMPED AND THAT" "CANNOT BE BACKED UP (THE" HAT" "JUMP-TO SPACE CANNOT BE" HAT" "OCCUPIED) WITH ANOTHER OF THE" "OPPONENT'S CHECKERS OR KINGS." " " ONENT'S CHECKERS OR KINGS." " .#.#.#.#b .#.#.#.#w" ." " #.#.#.#. #.#.#.#." ." " .O.#.#.# .O.#.#.#" ." " #.#.#.#. *.#.#.#." ." " .*.*.#.# .#.*.#.#" ." " #.#.#.#. #.#.#.#." ." " .#.#.#.# .#.#.#.#" ." " #.#.#.#. #.#.#.#." ." " BLACK SQUEEZES WHITE" ." " " BLACK SQUEEZES WHITE" ." "9. DIAGONAL DEVELOPEMENT:EARLY" "IN THE GAME, IT IS USUALLY BEST" "TO ADVANCE YOUR CHECKERS MAINLY" "ALONG THE DEVELOPEMENT" MAINLY" "DIAGONALS. THIS LEAVES THE" LY" "SIX CHECKERS THAT FORM THE" LY" "TRIANGLE AS A SOLID FORMATION" " "WITH FEW HOLES FOR YOUR" TION" " "OPPONENT TO JUMP INTO." TION" " " " ONENT TO JUMP INTO." TION" " " .#.#.#.#" " TION" " " #.#.#.#." " TION" " " .#.#.#.#" " TION" " " #.#.D.#." " TION" " " .#.D.D.#" " TION" " " #.D.*.D." " TION" " " .D.*.*.D" " TION" " " D.*.*.*." " TION" " " DEVELOPEMENT DIAGONALS ('D')" " " AND TRIANGLE ('*') FOR BLACK" " " " D TRIANGLE ('*') FOR BLACK" " "10. DOGHOLES: DO NOT GET YOUR" "CHECKERS stuck ON THE TWO" OUR" "'DOGHOLE' SQUARES." E TWO" OUR" " " GHOLE' SQUARES." E TWO" OUR" " .O.#.O.#" TWO" OUR" " *.#.#.#." TWO" OUR" " .#.#.#.*" TWO" OUR" " #.#.#.#." TWO" OUR" " .#.O.#.#" TWO" OUR" " #.#.#.#." TWO" OUR" " .#.#.#.#" TWO" OUR" " #.#.#.#." TWO" OUR" " BLACK STUCK IN BOTH DOGHOLES" " " ACK STUCK IN BOTH DOGHOLES" "THE HARD LESSON:" TH DOGHOLES" "11. THE MOVE: TRY TO GET AND" "KEEP THE MOVE WHEN BOTH PLAYERS" "HAVE THE SAME NUMBER OF" LAYERS" "CHECKERS AND/OR KINGS ON THE" S #.#.#.#." ND" " .O.O.#.# .O.O.#.#" ND" " #.#.#.#. #.*.#.#." ND" " .*.*.#.# .#.*.#.#" ND" " *.#.#.#. *.#.#.#." ND" " " *.#.#.#. *.#.#.#." ND" " A TWO FOR ONE SHOT BY BLACK" " " TWO FOR ONE SHOT BY BLACK" "IN THESE DIAGRAMS, '.' IS A" " "LIGHT SPACE, '#' IS A DARK" " "SPACE, '*' IS A BLACK CHECKER," "'O' IS A WHITE CHECKER, 'k' IS" "A BLACK KING, AND 'K' IS A" IS" "WHITE KING. BLACK PLAYS FROM" "THE BOTTOM OF THE BOARD AND" " "MOVES UP THE BOARD. THE LETTER" "TO THE UPPER RIGHT OF THE BOARD" "INDICATES WETHER BLACK ('b') OR" "WHITE ('w') IS TO MOVE." b') OR" " " TE ('w') IS TO MOVE." b') OR" "2. KINGS: OBTAIN KINGS AS SOON" "AS POSSIBLE (WITHOUT GIVING" ON" "AWAY ANY CHECKERS). THEN TRY" " "TO USE THEM TO SNEAK UP ON YOUR" "OPPONENT'S UNCROWNED CHECKERS." "THEN USE THE STRADDLE OR" ERS." "BREECHES. USUALLY, IT'S BETTER" "TO GET A KING THAT YOU ALREADY" "HAVE INTO ACTION VERY EARLY" Y" "THAN TO TRY TO KING MANY" Y" Y" "CHECKERS BEFOR ATTACKING." " Y" " " CKERS BEFOR ATTACKING." " Y" "STRADDLE: SNEAK YOUR KINGS UP" "BEHIND YOUR OPPONENT'S CHECKERS" "AND TREATEN TWO AT ONCE. WHEN" "YOUR OPPONENT MOVES ONE," WHEN" "CAPTURE THE OTHER." ONE," WHEN" " " TURE THE OTHER." ONE," WHEN" " .#.#.#.#w" ," WHEN" " #.#.#.#." ," WHEN" " .#.#.#.#" ," WHEN" " #.k.#.#." ," WHEN" " .O.O.#.#" ," WHEN" " #.#.#.#." ," WHEN" " .#.#.#.#" ," WHEN" " #.#.#.#." ," WHEN" " " #.#.#.#." ," WHEN" " STRADDLE BY BLACK" WHEN" " " STRADDLE BY BLACK" WHEN" " " STRADDLE BY BLACK" WHEN" "BREECHES: IN THE LATER STAGES" "OF THE GAME, TRY TO PLACE YOUR" "KING BETWEEN YOUR OPPONENT'S" " "CHECKERS AND/OR KINGS SO THAT" "WHEN YOUR OPPONENT MOVES ONE," "YOU CAN JUMP THE OTHER. (IN" "THE MEANTIME, YOU CAN'T BE" " "JUMPED BECAUSE EACH OF YOUR" "YOUR OPPONENT'S CHECKERS OR" "KINGS BLOCKS THE OTHER FROM" "JUMPING.)" S THE OTHER FROM" " " PING.)" S THE OTHER FROM" " .#.#.#.#" FROM" " #.#.#.#." FROM" " .#.#.O.#" FROM" " #.#.k.#." FROM" " .#.K.#.#" FROM" " #.#.#.#." FROM" " .#.#.#.#" FROM" " #.#.#.#." FROM" " BREECHES" FROM" " " BREECHES" FROM" " 10" "3. BRIDGE: MAINTAIN YOUR TWO" " "BRIDGE CHECKERS IN THEIR" TWO" " "ORIGINAL POSITIONS." EIR" TWO" " " " GINAL POSITIONS." EIR" TWO" " " WHITE BRIDGE" TWO" " " .O.#.O.#" E" TWO" " " #.#.#.#." E" TWO" " " .#.#.#.#" E" TWO" " " #.#.#.#." E" TWO" " " .#.#.#.#" E" TWO" " " #.#.#.#." E" TWO" " " .#.#.#.#" E" TWO" " " #.*.#.*." E" TWO" " " BLACK BRIDGE" TWO" " " " BLACK BRIDGE" TWO" " "THESE CHECKERS, ON THEIR" TWO" " "STARTING SPACES, MAKE IT VERY" " "DIFFICULT FOR YOUR OPPONENT TO" "OBTAIN A KING. (EARLY IN THE" "GAME, KEEP THE CHECKER THAT IS" "BETWEEN YOUR BRIDGE CHECKERS" " "WHERE IT IS AT, ALSO. THIS" " "MAKES IT EVEN MORE DIFFICULT" " "FOR YOUR OPPONENT TO GET A KING" "EARLY. THE CORNER CHECKER" ING" "ON THE BACK ROW SHOULD BE" ING" "BROUGHT OUT AS EARLY AS" " ING" "POSSIBLE.)" AS EARLY AS" " ING" " " SIBLE.)" AS EARLY AS" " ING" "4. CENTER: MOVE YOUR CHECKERS" "(AND KINGS) TO THE CENTER OF" " "THE BOARD. THIS WILL GENERALLY" "GIVE YOU MORE, AND YOUR" ERALLY" "OPPONENT LESS, MOBILITY" ERALLY" "(NUMBER OF MOVES), IN THE LONG" "RUN." R OF MOVES), IN THE LONG" " " ." R OF MOVES), IN THE LONG" "5. WHEN YOU ARE AT LEAST ONE" " "CHECKER (OR KING) AHEAD, TRADE" "SO THAT YOUR OPPONENT WILL" DE" "RUN OUT OF CHECKERS." WILL" DE" " " OUT OF CHECKERS." WILL" DE" "6. PINNING: WHEN YOU A .O.#.#.# .O.#.#.#" t" " " #.#.#.#. #.#.#.#." t" " " .#.#.#.# .#.#.#.*" t" " " #.#.#.*. #.#.#.#." t" " " BLACK MOVES FORWARD/RIGHT" " " " BLACK MOVES FORWARD/RIGHT" " "JUMPING: A PLAYER MAY 'JUMP'" " "ONE OF HIS OPPONENT'S CHECKERS" " "(OR KINGS) IF THE OPPONENT" RS" " "OCCUPIES A SPACE THAT IS ONE" " " "SPACE DIAGONALLY FORWARD OF ONE" "OF HIS OWN CHECKERS AND THERE" " "IS AN UNOCCUPIED SPACE DIRECTLY" "BEYOND THE OPPONENT'S CHECKER." "THE JUMP IS MADE BY MOVING A" " "PLAYER'S CHECKER TO THE" G A" " "UNOCCUPIED SQUARE AND REMOVING" "THE OPPONENT'S CHECKER FROM" G" "PLAY. If a jump can be made," "it must be made. IF MORE THAN" "ONE JUMP CAN BE MADE, ONE OF" " "THEM MUST BE MADE." , ONE OF" " " " M MUST BE MADE." , ONE OF" " " .#.#.#.# .#.#.#.#" " " " #.#.#.#. #.#.#.#." " " " .#.#.#.# .#.#.#.#" " " " #.#.#.#. #.#.*.#." " " " .#.O.#.# .#.#.#.#" " " " #.*.#.#. #.#.#.#." " " " .#.#.#.# .#.#.#.#" " " " #.#.#.#. #.#.#.#." " " " BLACK JUMPS" #." " " " " BLACK JUMPS" #." " " " 8" "MULTIPLE JUMPS: MULTIPLE JUMPS" "ARE MADE IF, AFTER A JUMP IS" S" "MADE, ANOTHER JUMP WITH THE" S" "SAME CHECKER IS POSSIBLE. The" "jump must be continued until" " "the jumping checker cannot jump" "any more checkers." cannot jump" " " more checkers." cannot jump" "KINGS: IF A CHECKER REACHES" p" "THE ROW (KING ROW) OF SQUARES" " "NEAREST TO THE OPPONENT, IT" " " "BECOMES A KING. A KING MOVES" " "LIKE A CHECKER EXEPT THAT IT" " "MAY MOVE FORWARD OR BACKWARD." " "If a player's checker jumps" " " "into the king row, the player's" "move is immediately over. (The" "new king cannot continue the" e" "jump back out of the king row.)" "A KING IS USUALLY INDICATED BY" "STACKING TWO CHECKERS, BUT THE" "COMPUTER DRAWS A CROWN ON THE" "CHECKER." RAWS A CROWN ON THE" " " CKER." RAWS A CROWN ON THE" " " CKER." RAWS A CROWN ON THE" " 9" " HINTS ON STRATEGY" 9" " " HINTS ON STRATEGY" 9" " (OR 'MASTERING CHECKERS IN" 9" " TEN EASY LESSONS'" IN" 9" " (AND ONE HARD ONE))" IN" 9" " " (AND ONE HARD ONE))" IN" 9" "INTRODUCTION: THESE ARE" N" 9" "STRATEGIES TO KEEP IN MIND" 9" "MOST IMPORTANT FIRST). REMEMBER" "TO ALSO TRY TO PREVENT YOUR" ER" "OPPONENT FROM DOING THESE" " ER" "THINGS AND THAT THE COMPUTER" R" "KNOWS TO DO THESE THINGS. IF" " "YOU FOLLOW THESE STRATEGIES AND" "MOVE SLOWLY AND CAREFULLY, YOU" "WILL BE ABLE TO PLAY A STRONG" "GAME OF CHECKERS AND FIND" NG" "VICTORY AGAINST THE VAST" NG" "MAJORITY OF CHECKERS PLAYERS." "PRACTICE THESE STRATEGIES AND" "WATCH HOW YOUR COMPUTER" AND" "OPPONENT APPLIES THEM." AND" "WHEN LEARNING THESE RULES, TRY" "TO PICTURE SITUATIONS (OR THE" "KIND OF SITUATION) IN WHICH" " "THEY APPLY SO THAT WHEN YOU SEE" "SUCH A POSITION, YOU RECALL THE" "RULE." POSITION, YOU RECALL THE" " " E." POSITION, YOU RECALL THE" "1. JUMP: JUMP YOUR OPPONENT'S" "CHECKERS! THIS IS BY FAR THE" "MOST IMPORTANT RULE. ALSO TRY" "TO TRADE YOUR CHECKERS FOR YOUR" "OPPONENT'S KINGS. (A KING IS" " "USUALLY WORTH ABOUT 35% MORE" " "THAN A CHECKER.) THE" MORE" " "TWO-FOR-ONE SHOT IS THE" ORE" " "MOST COMMON WAYS TO GAIN A" " " "CHECKER IN THE EARLY AND MIDDLE" "PARTS OF THE GAME. (A SHOT IS A" "TRADE THAT GIVES, OR LOSES, AT" "LEAST ONE CHECKER OR KING" AT" "(NET).)" CHECKER OR KING" AT" " " T).)" CHECKER OR KING" AT" "A TWO-FOR-ONE SHOT IS" NG" AT" "ACCOMPLISHED BY MOVING ONE" AT" "OF YOUR CHECKERS SO THAT YOUR" "OPPONENT IS FORCED TO JUMP IT," "THEREBY, ALLOWING YOU TO" IT," "(DOUBLE) JUMP THAT CHECKER AND" "ANOTHER." UMP THAT CHECKER AND" " " THER." UMP THAT CHECKER AND" " .#.#.#.#b .#.#.#.#w" ND" " #.#.#.#. #.#.#.#." ND" " .#.#.#.# .#.#.#.#" ND" " #.#.#.#."COLORS: THE INDICATORS IN THE" "UPPER AND LOWER LEFTHAND" THE" "CORNERS OF THE SCREEN INDICATE" "WHICH SIDE HAS THE LIGHT" CATE" "CHECKERS. A GREEN (GREY)" ATE" "SQUARE IN THE UPPER LEFT HAND" "CORNER ('COLOR') INDIATES THAT" "THE TOP PLAYER CONTROLS THE" T" "LIGHT CHECKERS. A GREEN (GREY)" "SQUARE IN THE LOWER LEFT HAND" " "CORNER INDICATES THAT THE" ND" " "BOTTOM PLAYER CONTROLS THE" D" " "LIGHT CHECKERS." TROLS THE" D" " "TO EXCHANGE COLORS WITH YOUR" " "OPPONENT, PRESS ' X'. TO" "CHANGE THE COLORS OF BOTH" . TO" "PLAYERS' CHECKERS (ESPECIALLY," "IF YOU HAVE A BLACK AND WHITE" "TV.), PRESS ' W'." ITE" " " ), PRESS ' W'." ITE" "NEW GAME: PRESS ' N'" "FOR A NEW GAME." ' N'" " " A NEW GAME." ' N'" "BASIC: PRESS ' B' TO" "RETURN TO BASIC." IFT> B' TO" " " URN TO BASIC." IFT> B' TO" "MAKING THE COMPUTER MOVE:" O" "PRESS ' C' TO MAKE THE" "COMPUTER MOVE INSTEAD OF YOU." " " PUTER MOVE INSTEAD OF YOU." "TURNING THE BOARD AROUND:" U." "PRESS ' T' TO TURN THE" "BOARD AROUND. WHEN YOU BEGIN A" "GAME, THE DARKER CHECKERS" IN A" "(WHICH MOVE FIRST, ACCORDING TO" "AMERICAN CHECKER FEDERATION" TO" "RULES) ARE TOWARD YOU (AT THE" " "BOTTOM OF THE SCREEN). IF YOU" "PREFER TO LET THE COMPUTER MOVE" "FIRST, TURN THE BOARD AROUND" E" "(' T', ' C')." E" " " SHIFT> T', ' C')." E" " " SHIFT> T', ' C')." E" " 7" " THE RULES OF CHECKERS" 7" " " THE RULES OF CHECKERS" 7" "INTRODUCTION: THE RULES GIVEN" "HERE WILL BE CONCISE. FOR A" " "MOVE COMPLETE DESCRIPTION OF" " "RULES OF CHECKERS, GET A BOOK" "ON CHECKERS AT YOUR LIBRARY." "RULES VARY FROM COUNTRY TO" " "COUNTRY, BUT THE RULES GIVEN" "HERE AND USED BY THE COMPUTER" "ARE THOSE FOLLOWED IN THE" ER" "UNITED STATES (CHEER!) AND" R" "UNITED KINGDOM AND PROMOTED BY" "THE AMERICAN CHECKER" MOTED BY" "FEDERATION. ONE OF THE BEST" " "WAYS TO LEARN CHECKERS IS TO" " "PLAY. THE COMPUTER WILL MAKE" "ONLY LEGAL MOVES AND WILL ALLOW" "YOU TO MAKE (AND INDICATE) ONLY" "LEGAL MOVES - SO JUMP RIGHT IN!" "THE RULES THAT ARE MOST OFTEN" " "FORGOTTEN ARE MARKED IN THE" " " "FOLLOWING." E MARKED IN THE" " " " " LOWING." E MARKED IN THE" " " "OBJECT: CHECKERS IS A GAME OF" "STRATEGY BETWEEN TWO PLAYERS." "IT'S PLAYED WITH 24 MARKERS" " "(CALLED CHECKERS) ON THE DARK" "SQUARES OF A CHECKER BOARD WITH" "64 SPACES. THE BOARD IS" WITH" "ORIENTED SO THAT A DARK SQUARE" "IS AT THE LEFT OF THE ROW" ARE" "NEAREST EACH PLAYER. EACH" RE" "PLAYER BEGINS WITH 12 CHECKERS" "ON THE DARK SQUARES OF THE" RS" "THREE ROWS NEAREST HIM." E" RS" " " EE ROWS NEAREST HIM." E" RS" " .O.O.O.Ob" " E" RS" " O.O.O.O." " E" RS" " .O.O.O.O" " E" RS" " #.#.#.#." " E" RS" " .#.#.#.#" " E" RS" " *.*.*.*." " E" RS" " .*.*.*.*" " E" RS" " *.*.*.*." " E" RS" " " *.*.*.*." " E" RS" " THE STARTING POSITION" RS" " " THE STARTING POSITION" RS" "(FOR AN EXPLANATION OF THE" RS" "NOTATION IN THESE DIAGRAMS, SEE" "THE 'JUMP' SECTION OF THE" SEE" "'HINTS ON STRATEGY' SECTION OF" "THIS MANUAL." TEGY' SECTION OF" " " S MANUAL." TEGY' SECTION OF" "THE OBJECT OF THE GAME IS TO" " "CAPTURE (JUMP) or block" TO" " "(PREVENT FROM MOVING) ALL OF THE" "OPPONENT'S CHECKERS. the last" " "player able to move wins." ast" " " " yer able to move wins." ast" " "MOVING: PLAYERS TAKE TURNS" t" " "MOVING ONE OF THEIR OWN" NS" t" " "CHECKERS. A CHECKER MAY BE" t" " "MOVED ONE SPACE DIAGONALLY" t" " "TOWARD THE OPPONENT ONTO A" t" " "UNOCCUPIED SPACE." ONTO A" t" " " " CCUPIED SPACE." ONTO A" t" " " .#.#.#.# .#.#.#.#" t" " " #.#.#.#. #.#.#.#." t" " " .#.#.#.# .#.#.#.#" t" " " #.#.#.#. #.#.#.#." t" " " " " 3. PRESS . A SPACE THAT" " YOU CAN MOVE THE CHECKER TO" " SHOULD CHANGE COLOR." ER TO" " 4. CONTINUE PRESSING " " " UNTIL THE SPACE THAT YOU" " " WOULD LIKE TO MOVE TO" U" " " CHANGES COLOR." VE TO" U" " " 5. PRESS 'E' TO MAKE " " " THE MOVE." O MAKE " " " " THE MOVE." O MAKE " " "IF, AT ANY TIME WHILE MAKING A" "MOVE (BUT BEFORE ENTERING IT" " "WITH 'E'), YOU WISH TO RESTART" "MAKING YOUR MOVE (OR CHANGE" T" "ANOTHER OPTION BEFORE YOU" " T" "MOVE), PRESS 'R' WHILE HOLDING" "DOWN THE KEY." HOLDING" " " N THE KEY." HOLDING" "AFTER YOU PRESS 'E', THE" DING" "CHECKER WILL MOVE. ANY JUMPED" "CHECKER WILL BE REMOVED FROM" " "THE BOARD. THE COMPUTER WILL" "THEN THINK ABOUT AND MAKE" LL" "ITS COUNTER MOVE. SOMETIMES," "BEFORE THE COMPUTER MOVES, IT" "WILL MAKE A COMMENT. IF SO," "PRESS ANY KEY TO CONTINUE THE" "GAME. THE COMPUTER WILL THEN" "THINK ABOUT AND MAKE ITS" HEN" "MOVE. IT WILL THEN BE YOUR" " "TURN." IT WILL THEN BE YOUR" " " " N." IT WILL THEN BE YOUR" " "YOU CAN TAKE BACK (UNDO) YOUR" "LAST MOVE (AND THE COMPUTER'S" "LAST MOVE) BY PRESSING " "'U'. (PRESS THE 'U' KEY WHILE" "HOLDING DOWN THE KEY.)" "YOU CAN ONLY UNDO A MOVE AFTER" "THE COMPUTER HAS MADE ITS" TER" "COUNTER MOVE." S MADE ITS" TER" " " NTER MOVE." S MADE ITS" TER" " 5" "UNDERSTANDING THE DISPLAY:" 5" "THERE ARE A NUMBER OF" AY:" 5" "INDICATORS ON THE SCREEN. THEY" "ARE IN THE RED (DARK) AREA ON" " "THE LEFT HAND SIDE OF THE" ON" " "CHECKER BOARD." DE OF THE" ON" " " " CKER BOARD." DE OF THE" ON" " "DESCRIPTIONS OF THE THREE MOST" "IMPORTANT INDICATORS - LEVEL," "TIME, AND RANDOMNESS - WILL NOW" "BE PRESENTED:" MNESS - WILL NOW" " " PRESENTED:" MNESS - WILL NOW" "LEVEL: THE MOST IMPORTANT" NOW" "INDICATOR IS THE COLUMN AT THE" "FAR LEFT HAND SIDE OF THE" THE" "SCREEN. THE HIGHER THE COLUMN" "IS, THE BETTER THE COMPUTER" N" "WILL PLAY. EACH PAIR OF BARS" "(YELLOW AND GREEN (OR WHITE AND" "GREY)) INDICATES AN ADDITIONAL" "LEVEL OF PLAY. LEVEL 1 IS THE" "DEFAULT AND IS DISPLAYED WHEN" "THE PROGRAM STARTS. TO CHANGE" "THE LEVEL, PRESS ' L'" " "REPEATEDLY UNTIL THE DESIRED" " "LEVEL IS REACHED." E DESIRED" " " " EL IS REACHED." E DESIRED" " "RATINGS (UNOFFICIAL) FOR THE" " "PLAYING LEVELS ARE:" FOR THE" " " 0 - BEGINNER" R THE" " " 1 - APPRENTICE" THE" " " 2 - CHALLENGER" THE" " " 3 - EXPERT" ER" THE" " " 4 - MASTER" ER" THE" " "LEVELS ABOVE 4 ARE MAINLY FOR" "PROBLEMS." E 4 ARE MAINLY FOR" " " BLEMS." E 4 ARE MAINLY FOR" "TIME: THE COLUMN ON THE RIGHT" "HAND SIDE OF THE SCREEN" RIGHT" "INDICATES, ROUGHLY, THE TIME" " "REMAINING FOR THE COMPUTER TO" "THINK BEFORE IT MOVES. WHEN" "THIS COLUMN FALLS TO ZERO, THE" "COMPUTER WILL MOVE." ZERO, THE" " " PUTER WILL MOVE." ZERO, THE" "CONFIDENCE: THIS INDICATOR IS" "IN THE CENTER OF THE INDICATOR" "AREA ON THE LEFT OF THE SCREEN." "IT INDICATES HOW CONFIDENT (OR" "WORRIED) THE COMPUTER IS ABOUT" "WINNING. IF IT IS YELLOW" OUT" "(WHITE), THEN THE COMPUTER" UT" "THINKS THAT YOU HAVE THE ADVAN-" "TAGE. IF IT IS GREEN (GREY)," " "THEN THE COMPUTER THINKS THAT" " "IT HAS THE ADVANTAGE. THE MORE" "YELLOW, THE MORE WORRIED THE" E" "COMPUTER IS; THE MOVE GREEN," E" "THE MOVE CONFIDENT THE COMPUTER" "IS." OVE CONFIDENT THE COMPUTER" " " " OVE CONFIDENT THE COMPUTER" "BASIC OPTIONS: ANY NUMBER OF" " "OPTIONS MAY BE CHANGED ANY" F" " "NUMBER OF TIMES BEFORE ANY MOVE" "IS ENTERED." ES BEFORE ANY MOVE" " " ENTERED." ES BEFORE ANY MOVE" "LEVEL: TO CHANGE THE LEVEL OF" "PLAY, PRESS ' L'" EL OF" "REPEATEDLY UNTIL THE DESIRED" " "LEVEL IS DISPLAYED (SEE" RED" " "'UNDERSTANDING THE DISPLAY')." " " DERSTANDING THE DISPLAY')." " 6" E TO" ." " MOVE (AFTER SPACEBAR)" " OR CHANGE A SPACE" R)" " (AFTER 'SHIFT S')." )" "SPACEBAR: MOVE THE CURSOR." " "RUN ''SAVE'': SAVE A GAME" " " (POSITION) TO DISK (FROM" " BASIC)." ) TO DISK (FROM" "RUN ''CSAVE'': SAVE A GAME" " (POSITION) TO TAPE (FROM" " BASIC)." ) TO TAPE (FROM" "RUN ''C'': RUN THE TAPE" OM" " VERSION OF CHECKERS." OM" "RUN ''D'': RUN THE DISK" OM" " VERSION OF CHECKERS." OM" " " VERSION OF CHECKERS." OM" " 1" " TABLE OF CONTENTS" 1" " " TABLE OF CONTENTS" 1" " INTRODUCION ............ 2" 1" " GETTING STARTED ........ 3" 1" " THE RULES OF CHECKERS .. 7" 1" " ADVANCED OPTIONS ...... 14" 1" " TECHNICAL DATA ........ 16" 1" " MAKING COPIES ......... 17" 1" " " KING COPIES ......... 17" 1" " 2" " INTRODUCTION" 2" " " INTRODUCTION" 2" "CONGRATULATIONS ON YOUR" 2" "PURCHASE OF CHECKERS, A" 2" "COMPUTER VERSION OF ONE OF THE" "MOST POPULAR BOARD GAMES IN" E" "THE WORLD. THIS GAME IS" N" E" "DESIGNED TO GIVE MANY HOURS OF" "ENTERTAINING, INSTRUCTIVE, AND" "CHALLENGING PLAY TO PLAYERS" D" "WITH VARIED LEVELS OF CHECKERS" "EXPERIENCE AND SKILL. YOUR" S" "CHECKERS GAME IS NOT CPY" R" S" "PROTECTED FOR YOUR CONVENIENCE" "IN MAKING BACK-UPS FOR YOUR OWN" "USE. (SEE ALSO ''MAKING" R OWN" "COPIES'' IN THE BACK OF THIS" N" "MANUAL.)" N THE BACK OF THIS" N" " " UAL.)" N THE BACK OF THIS" N" " 3" " GETTING STARTED" 3" " " GETTING STARTED" 3" "LOADING THE PROGRAM: IF YOUR" " "PROGRAM IS ON TAPE, SEE" YOUR" " "''LOADING FROM TAPE'' BELOW." " "IF YOUR PROGRAM IS ON DISK, SEE" "''LOADING FROM DISK'' BELOW." E" " " OADING FROM DISK'' BELOW." E" "LOADING FROM TAPE: USE THIS" E" "METHOD TO LOAD THE PROGRAM FROM" "TAPE. (USE THE CORRECT SIDE FOR" "YOUR COMPUTER.)" RRECT SIDE FOR" " 1. REWIND THE TAPE TO THE" FOR" " BEGINNING OF THE TAPE." FOR" " 2. PRESS ''PLAY'' ON THE" FOR" " RECORDER." Y'' ON THE" FOR" " 3. TYPE CLOAD ''C'' (INCLUDING" " THE QUOTATION MARKS.)" DING" " 4. PRESS THE KEY. (IF" " IT DOES NOT LOAD, ADJUST" F" " THE VOLUME AND TRY AGAIN.)" " 5. TYPE RUN. (KEEP THE PLAY" " KEY ON THE RECORDER DOWN.)" " 6. TYPE RUN AGAIN. (KEEP THE" " PLAY KEY ON THE RECORDER" " " DOWN.)" ON THE RECORDER" " " 7. YOU WILL SEE A TITLE" ER" " " DISPLAY AND, IN ABOUT TWO" " AND A HALF MINUTES, A" WO" " CHECKER BOARD WITH THE" O" " CHECKERS ALREADY SET UP." " " CHECKERS ALREADY SET UP." "LOADING FROM DISK: USE THIS" "METHOD TO LOAD THE PROGRAM IF" "YOUR PROGRAM IS ON A DISK." F" " 1. MAKE A BACKUP COPY OF THE" " DISK. THEN USE THE BACKUP" " COPY. (YOU CANNOT SAVE" P" " GAMES TO THE ORIGINAL" " P" " UNLESS YOU REMOVE THE WRITE" " PROTECT TAB.)" VE THE WRITE" " 2. INSERT THE DISK INTO THE" E" " DISK DRIVE." SK INTO THE" E" " 3. TYPE RUN ''D'' (INCLUDING" " " THE QUOTATION MARKS.)" NG" " " 4. PRESS THE KEY." G" " " 5. YOU WILL SOON SEE A CHECKER" " BOARD WITH THE CHECKERS" ER" " ALREADY SET UP." ECKERS" ER" " " ALREADY SET UP." ECKERS" ER" " 4" "BLACK AND WHITE T.V.'S: IF YOU" "ARE USING A BLACK AND WHITE" OU" "TELEVISION, PRESS THE 'W' KEY" " "WHILE HOLDING DOWN THE " "KEY. THE CHECKERS SHOULD NOW BE" "EASY TO SEE. IF THE CHECKERS" " "ARE STILL DIFFICULT TO SEE," " " "ADJUST THE BRIGHTNESS AND" " " " "CONTRAST ON YOUR TELEVISION." " " " TRAST ON YOUR TELEVISION." " "MAKING MOVES:" R TELEVISION." " " 1. PRESS THE SPACEBAR. A" " " " CHECKER (THAT CAN BE MOVED)" " WILL CHANGE COLOR.)" MOVED)" " 2. CONTINUE PRESSING THE" VED)" " SPACEBAR UNTIL THE CHECKER" " THAT YOU WOULD LIKE TO MOVE" " CHANGES COLOR." IKE TO MOVE1220/ T:/X^ FI LE FI FI 12 : "END OF MANUAL": I1 1000: I: 1220/dh 1500/kr:/|:OPTIONS MENU./:PRINT OPTIONS MENUS.// " OPTIONS MENU"/ I 1 NO/ I; OP$(I),/ I/:0:LET USER SELECT FROM MENU.0և0> "NOTE: PRESS TO SCROLL."0h "PRESS SPACEBAR FOR OPTIONS MENU.";0 "TYPE # AND PRESS ."; FI0 FI 0 16600 FI NO 16600 FI 20 11800:0&00FI OT(FI)1: I0 111D FIILE 19201(N #1, FII16X #1, FI$1@b FI$1Hl I1Ov:1\KE$ 1u KE$ "" 19201 KE$ (13) 19701 16601:1 FI LE FI FI 12 : "END OF MANUAL": I1 1000: I: 16601 18502:2:PRINT MANUAL.2%FI 122 #1, FI2@ #1, FI$2O #2, FI$2_FI FI 12w FI LE 11802 20203) 19701 16601:1 FI LE FI FI 12 : "END OF MANUAL": I1 1000: I: 16601 1850" " "*******************************" "* *" "* CHECKERS *" "* *" "* + + + + + + *" "* * * * * * * *" "* * ** *** *** ** * *" "* ** ** *** *** ** ** *" "* ** *** ***** ***** *** ** *" "* ** *** ***** ***** *** ** *" "* ************************** *" "* O**O****OO******OO****O**O *" "* ************************** *" "* *" "* COLOR COMPUTER *" "* *" "* REQUIRES: 64K OR 32K RAM *" "* EXTENDED OR COLOR BASIC *" "* *" "* COPR. 1986 *" "* BY *" "* ROGER S. YOUNG *" "* *" "* APPLIED MACHINE INTELLIGENCE*" "* *" "* RAINBOW CERTIFICATION SEAL *" "* *" "*******************************" " " ****************************" " " ****************************" " KEY FUNCTIONS" *******" " " KEY FUNCTIONS" *******" "SHIFT B: RETURN TO bASIC." ***" "SHIFT C: MAKE THE cOMPUTER" **" " MOVE." E cOMPUTER" **" " E: eNTER A MOVE." ER" **" "SHIFT F: CHANGE THE CLOCK" **" " SPEED (fAST)." K" **" "SHIFT G: gET THE BOARD FROM" *" " RAM." E BOARD FROM" *" "SHIFT I: iNSERT THE BOARD." *" "SHIFT L: CHANGE THE lEVEL OF" " " PLAY." THE lEVEL OF" " "SHIFT N: nEW GAME." lEVEL OF" " "SHIFT P: SAVE (pUT) BOARD." " " "SHIFT Q: TURN SOUND ON OR OFF" " (qUIET)." ON OR OFF" "SHIFT R: rECHOOSE A MOVE." FF" "SHIFT S: sUBSTITUTE A CHECKER." "SHIFT T: tURN BOARD AROUND." ." "SHIFT U: uNDO THE LAST MOVE." " "SHIFT V: CHANGE THE" T MOVE." " " RANDOMNESS (vARY)." " "SHIFT W: BLACK AND wHITE T.V." "SHIFT X: ExCHANGE COLORS." V." "SHIFT CLEAR: CLEAR THE BOARD." "ENTER: CHOOSE THE SPACyy & :MANUAL/BAS&:&*:DIMENSION.&8( LI$(25)&D2NF 21&W< "TITLE PAGE"&hF "KEY CARD"&yP "CONTENTS"&Z "INTRODUCTION"&d "STARTING"&n "LOAD TAPE"&x "LOAD DISK"& "B+W T.V."& "MOVING"& "DISPLAY"' "BASIC OPT'S"' "RULES"'& "STRATEGY"': "ADV.OPTIONS"'MȆ "TECH. DATA"'_҆ "MAKE COPY"'q܆ "COPY FORM"' "opt's menu"' "basic"' "print man."' "run"':':FILL MENU.'" I 1 NF', LI$(I)'6 I'@:(J FT(25)( T:(!^:FILL FILE TABLE.()h 1(2r 32(;| 75(D 85(N 105(X 113(b 137(l 156(v 166(† 216(̆ 277(ֆ 333( 464( 831( 946( 1043( 1108(:( I1 17(& FT(I)(0 I(::)D:OPTIONS:)NNO 20)"X OP$(25))3b "B+W T.V.")Hl "BASIC OPT'S.")Vv "LEVEL")e "COLORS")v "NEW GAME") "BASIC") "COMP. MOVE") "TURN BOARD") "ADV. OPT'S") "CLEAR BOARD")Ɔ "SUBSTITUTE")І "SOUND"*چ "INVERT"* "RANDOMNESS"*( "CLOCK SPEED"*; "SAVE BOARD"*M "GET BOARD"*] "TO DISK"*o "FROM DISK"* "main menu"**:*4 I1 NO*> OP$(I)*H I*R:*\:OPTIONS TABLE.*f OT(25)*p 156*z 277* 282* 289+ 309+ 312+ 315+% 319+/ 831+9ʆ 842+CԆ 846+Mކ 859+W 869+a 878+k 894+u 913+ 918+ 923+$ 934+.:+8 I1 19+B OT(I)+L I+V:+`:OPEN THE MANUAL/DAT FILE FOR DIRECT ACCESS.,j "D", #1, "MANUAL/DAT",40,t:,6~:GET LENGTH OF FILE.,ELE (1),L:,`:CLEAR SCREEN.,f,m:,:PRINT MENU.,Ğ,· " manual menu",؀ I 1 NF, I; LI$(I),, I,:,:LET USER SELECT FROM MENU., -" "NOTE: PRESS TO SCROLL."-L " PRESS FOR MENU.";-q( "TYPE # AND PRESS "; FI-2 FI 0 1180-< FI 21 1280-F FI 18 1660-P FI 19 #1: : -Z FI 20 2000-d:. n FI21 1420.x #1." "D/BAS",R..:ENDIF.5:.;Ȟ.KFI FT(FI).Z܀ I0 11.r FIILE 1580.~:ENDIF. #1, FII. #1, FI$. FI$. 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PCLEAR 1&:2. CLEAR 100,7167&:3. LOAD "C"&:4. CSAVE "C"&:5. LOAD "CHECKERC"& :6. CSAVE "CHECKERC"& :7. LOADM "CHECKERM"'! :8. CSAVEM "CHECKERM",7168,32767,22272'( :' :IF YOU'RE COPYING FROM DISK TO TAPE FOR A COLOR BASIC (NON-EXTENDED BASIC SYSTEM), FOLLOW THESE INSTRUCTIONS:':1. PCLEAR 1':2. CLEAR 100,7167':3. LOAD "CU"':4. CSAVE "C"(:5. LOAD "CHECKERU"(:6. CSAVE "CHECKERC"(9:7. LOADM "CHECKERM"(e:8. CSAVEM "CHECKERM",7168,32767,22272N-EXTENDED BASIC SYSTEM), FOLLOW THESE INSTRUCTIONS:':1. PCLEAR 1':2. CLEAR 100,7167':3. LOAD "CU"':4. CSAVE "C"(:5. LOAD "CHE