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CHECKERS.DOC
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1992-05-15
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TOMMY'S CHECKERS SET (C) COPYRIGHT 1986 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #86-030-1A
INSTRUCTIONS:
***TO EXIT TOMMY'S CHECKERS SET, HIT THE <ESC> KEY, THEN THE Y KEY.
***TO DISPLAY THESE INSTRUCTIONS FROM THE PROGRAM, HIT THE ? KEY.
TOMMY'S CHECKERS SET IS A PERSONAL CHECKERS SET WITH COMPLETE DATA
MANAGEMENT FUNCTIONS FOR YOUR IBM PC. (IT IS NOT AN AUTOMATIC CHECKERS
PLAYING PROGRAM). DESIGNED FOR THE STUDIOUS CHECKERS PLAYER IT MAKES A
PC WORK FOR YOU.
WITH THIS PROGRAM YOU CAN:
o PLAY A GAME WITH ANOTHER PLAYER ON THE SAME OR ANOTHER COMPUTER, OR
REPLAY A GAME OUT OF A BOOK OR NEWSPAPER
o SAVE THE CURRENT POSITION, PLAY A NUMBER OF VARIATIONS, THEN RETURN
TO THE MAIN LINE
o BACKSTEP THE GAME AND THEN UNDO THE BACKSTEPS
o SAVE AN ENTIRE GAME (MOVES PLUS FINAL BOARD), PART OF A GAME (WITH
MOVES RENUMBERED), OR JUST THE BOARD.
o EDIT THE BOARD AT ANY TIME
o ANNOTATE THE GAME WITH NOTES ON A MOVE BY MOVE BASIS
o REPLAY (NOT JUST RESTORE) A GAME, DISPLAYING ALL NOTES
o ADD SOUND EFFECTS TO A REPLAY GAME
-----------------------------------------------------------------------
IMPORTANT!
PLEASE READ THIS ENTIRE INSTRUCTION MANUAL BEFORE ATTEMPTING TO RUN THE
PROGRAM THE FIRST TIME.
-----------------------------------------------------------------------
COLOR SELECTION (FOR COLOR MONITORS ONLY):
WHEN THE PROGRAM FIRST COMES ON IT ALLOWS YOU TO SELECT THE COLORS OF THE
PIECES AND THE BOARD. TO LEAVE THE COLORS AT THE SUGGESTED (DEFAULT) VALUES,
HIT THE <ENTER> KEY FOR YOUR SELECTION.
MOVE NOTATION:
YOU HAVE THE CHOICE OF STANDARD CHECKERS OR CHESS NOTATION. IN CHECKERS
NOTATION, THE BLACK SQUARES ARE NUMBERED FROM 1-32. IN CHESS NOTATION,
THE COLUMNS ARE NUMBERED A-H AND THE ROWS FROM 1-8. TO SEE THE BOARD
NUMBERING, HIT FUNCTION KEY 6 (SEE BELOW).
TO ENTER A MOVE:
JUST TYPE THE MOVE IN. THE SOURCE/DESTINATION SEPARATOR "-" WILL BE
SUPPLIED BY THE PROGRAM AUTOMATICALLY. WHEN USING CHECKERS NOTATION,
YOU MUST SPECIFY A SQUARE POSITION OF 1 TO 9 BY TYPING THE NUMBER AND THEN
A SPACE.
ANY ILLEGAL INPUT WILL CAUSE THE ENTIRE MOVE TO HAVE TO BE REENTERED.
TO ENTER A "NO-OP" MOVE (CHANGING PLAYERS), TYPE "N".
MULTIHOPS:
CHECKERS HAS A MUST-TAKE RULE.
WHEN YOUR MOVE IS A CAPTURE THAT PERMITS ANOTHER IMMEDIATE CAPTURE, THE
COMPUTER WILL PROCEED TO MAKE THAT CAPTURE. IF THERE IS A CHOICE OF
CAPTURES (A FORK), THE COMPUTER WILL LABEL THE POSSIBLE SQUARES IT CAN
HOP ONTO AND THEN ASK YOU TO CHOOSE.
KEYBOARD COMMANDS:
INSTEAD OF ENTERING A MOVE, YOU CAN ENTER THE FOLLOWING KEYBOARD COMMANDS:
? DISPLAY THESE INSTRUCTIONS
. BACKSTEP ONE MOVE
/ UNDO THE LAST BACKSTEP
\ EDIT THE BOARD: YOU ARE PROMPTED FOR THE BOARD POSITION AND
NEW CONTENTS. TO INDICATE A WHITE PIECE, INSERT A MINUS
SIGN IN FRONT OF THE CONTENTS.
USE "P" FOR A PAWN AND "K" FOR A KING.
YOU MUST USE THE TYPE OF NOTATION YOU HAVE SELECTED TO ENTER
THE BOARD POSITION.
EXAMPLES: 1 P (WILL SET BOARD POSITION 1 TO A BLACK PAWN)
A6 K (WILL SET BOARD POSITION A6 TO A BLACK KING)
H2 -P (WILL SET BOARD POSITION H2 TO A WHITE PAWN)
TO EXIT EDIT MODE, TYPE X OR Q FOR THE BOARD POSITION.
WARNING: WHEN YOU EDIT THE BOARD, THE GAME RESETS TO ROUND 1
AND ALL PREVIOUS MOVES ARE ERASED.
Q QUIT THE PROGRAM (YOU CAN ALSO HIT THE ESC KEY).
R REDRAW THE BOARD.
U SAME AS / (UNDO).
X SAME AS Q.
* SWITCH NOTATION FROM CHECKERS TO CHESS STYLE, OR VICE VERSA.
NOTES:
WHEN THE NOTE FEATURE IS ON (FN KEY F7), A 64-CHARACTER NOTE LINE APPEARS ON
THE TOP LINE OF THE CHESS BOARD. EACH MOVE (NOT JUST EACH ROUND) HAS ITS
OWN NOTE MAINTAINED FOR IT. WHEN REPLAYING OR BACKSTEPPING THE GAME, THE
NOTE FOR THE CURRENT MOVE IS AUTOMATICALLY DISPLAYED ON THE NOTE LINE. TO
EDIT THE NOTE LINE, TYPE FN KEY F9. A CURSOR WILL APPEAR ON THE NOTE LINE.
YOU CAN USE THE BACKSPACE KEY TO MOVE THE CURSOR BACKWARDS AND THE ESCAPE
KEY TO DELETE THE ENTIRE NOTE LINE AND START OVER. TO TERMINATE THE
EDITING OF THE NOTE LINE, HIT THE ENTER KEY. YOU ARE THEN BACK IN THE
MOVE ENTERING MODE.
FUNCTION KEYS:
THE 10 FUNCTION KEYS F1-F10 HAVE THE FOLLOWING FUNCTIONS:
FUNCTION KEY FUNCTION
------------ --------
F1 SAVE THE GAME (INCLUDING ALL PAST MOVES AND CURRENT BOARD),
OR JUST THE CURRENT BOARD. YOU ARE PROMPTED FOR THE FILE
NAME AND THE OPTION (G FOR GAME OR B FOR BOARD). WHEN
SAVING THE GAME, YOU ARE ASKED WHETHER YOU WISH TO SAVE
THE ENTIRE GAME, OR JUST A RANGE OF ROUNDS IN THE GAME.
WHEN THE LATTER IS CHOSEN, THE COMPUTER WILL RECONSTRUCT AND
PRINT THE BOARD CONFIGURATION IN EFFECT AT THE FIRST
CHOSEN ROUND, RENUMBER THE ROUNDS FROM THEN ON STARTING WITH
ROUND 1, PRINT ALL THE MOVES ASKED FOR, AND THEN PRINT THE
FINAL BOARD CONFIGURATION AFTER ALL THE MOVES ARE PLAYED.
F2 RESTORE A GAME OR BOARD FROM A PREVIOUSLY SAVED FILE. THE
GAME IS AUTOMATICALLY REPLAYED AS IT IS READ IN. TO FREEZE
THE ACTION, HIT THE SPACE BAR KEY; TO RESUME, HIT IT AGAIN.
TO ABORT THE REPLAY LOOP, HIT THE ESC KEY OR THE "Q" KEY.
NOTE: ENTERING <ENTER> FOR A FILE NAME WILL ALLOW YOU TO
RETRACT THE FN KEY F1 & F2 COMMANDS AT THE LAST MOMENT.
F3 BACKUP 1 OR MORE MOVES (YOU ARE PROMPTED FOR THE NUMBER).
THE GAME IS PLAYED IN REVERSE.
F4 UNDO A BACKUP (YOU ARE PROMPTED FOR THE NUMBER OF MOVES).
THE GAME IS REPLAYED.
F5 SWITCH THE BOARD AROUND
F6 NUMBER/UNNUMBER THE BOARD (TOGGLE SWITCH)
F7 TURN NOTE TAKING ON/OFF (THIS INHIBITS THE DISPLAYING OF
THE NOTE LINE ON THE TOP OF THE BOARD)
F8 TOGGLE THE DEMO MODE (IN DEMO MODE, RANDOM MOVES ARE
PLAYED AUTOMATICALLY ON BOTH SIDES, TO DEMONSTRATE THE
PROGRAM; THIS IS NOT A CHESS-PLAYING ALGORITHM).
NOTE: TO QUIT THE PROGRAM YOU FIRST HAVE TO TOGGLE OUT OF
DEMO MODE.
F9 ANNOTATE MOVE (YOU CAN EDIT THE NOTE ON THE TOP LINE OF THE
SCREEN, WHICH IS ATTACHED TO THE CURRENT MOVE). TO EXIT
EDITING MODE, HIT THE ENTER KEY.
F10 SOUND EFFECTS TOGGLE SWITCH
ARROW KEYS:
THE UP AND DOWN ARROW KEYS ON THE NUMERIC KEY PAD INCREASE AND DECREASE THE
SPEED OF THE REPLAY AND DEMO MODES.
SAVED GAMES:
ALL GAMES ARE SAVED IN HUMAN-READABLE TEXT FORM. YOU CAN PUBLISH THE
GAME BY MERELY PRINTING OUT THIS TEXT FILE. WHEN YOU SEND THE TEXT FILE
TO A FRIEND WHO HAS A COPY OF THIS PROGRAM, HE CAN REPLAY THE GAME BY
RESTORING THE GAME (FN KEY F2) FROM THIS FILE.
GAME FILE FORMAT:
YOU CAN EDIT A GAME FILE AS DESIRED, AS LONG AS YOU FOLLOW THE STRICT FORMAT
REQUIRED BY THE PROGRAM. (SAVE A GAME TO SEE WHAT IT IS: IT IS SELF-
EXPLANATORY.)
NOTE: A POP-UP EDITOR THAT WILL ALLOW YOU EDIT THE GAME FILE WHILE REPEATEDLY
REPLAYING IT, IS PARTICULARLY EFFECTIVE FOR POLISHING YOUR GAME FILES.
IN ADDITION, THERE ARE SOME EXTRA LINES YOU CAN PUT IN A GAME FILE TO ENHANCE
THE REPLAY MODE; THEY ARE ALL TRIGGERED BY A SPECIAL CHARACTER IN COLUMN 1
OF THE LINE:
1. . LINE: IF YOU PUT IN A LINE WITH A . IN COLUMN 1, THE LINE
BECOMES A NOTE TO YOURSELF WHICH IS IGNORED BY THE PROGRAM WHEN
REPLAYING THE GAME.
2. ", N LINES: A LINE WITH A QUOTE OR AN N IN COL 1 SIGNALS THAT THE NEXT
64 CHARACTERS OF THIS LINE ARE TO BE PRINTED ON THE NOTE LINE ABOVE
THE BOARD (IF THE NOTE FEATURE, FN KEY F7, IS ON).
3. B, I, U LINES: SAME AS " LINES EXCEPT THAT THE NOTE IS PRINTED IN
BOLDFACE, INVERSE VIDEO, OR UNDERLINED MODE, RESPECTIVELY.
4. 1,2,..7 LINES: SAME AS " LINES EXCEPT THAT THE NOTE IS PRINTED
IN COLOR 1 (BLUE), 2(GREEN), 3(CYAN), 4(RED), 5(MAGENTA), 6(BROWN),
7 (WHITE).
NOTE: ON MONOCHROME SCREENS, COLORS 2-7 SHOW UP AS WHITE, AND 1 AS
UNDERLINED WHITE.
5. S, M LINES: A LINE WITH AN S IN COLUMN 1 IS TAKEN AS THE ARGUMENT
OF A BASICA PLAY COMMAND, PERMITTING YOU TO DRESS UP YOUR GAME WITH
REPLAY SOUND EFFECTS. CONSULT YOUR BASICA MANUAL TO LEARN ABOUT THE
PLAY COMMAND. A LINE WITH AN M IN COLUMN 1 IS LIKE AN S LINE
EXCEPT IT WILL ONLY PLAY IF THE NOTE LINE IS ON (THE S LINE PLAYS
WHETHER THE NOTE LINE IS ON OR NOT).
6. W LINES: A LINE OF THE FORMAT "Wn", WHERE THE W IS IN COLUMN 1 AND
THE PARAMETER n IS AN INTEGER 1..9, WILL CAUSE THE PROGRAM TO WAIT
n SECONDS BEFORE READING THE NEXT LINE (n MUST BE IN COLUMN 2).
SCRATCH FILE:
THE PROGRAM USES (AND CREATES IF NECESSARY) A RANDOM ACCESS SCRATCH FILE
TO KEEP A LOG OF ALL THE MOVES IN THE GAME.
WHEN THE PROGRAM FIRST COMES ON, IT PROMPTS YOU FOR THE NAME OF A FILE TO
USE AS THIS SCRATCH FILE. WHEN YOU REQUEST TO EXIT THE PROGRAM, IT WILL
DELETE THIS SCRATCH FILE. IF YOU HIT THE ENTER KEY WITHOUT SPECIFYING A
FILE NAME, THE PROGRAM WILL ACT AS IF YOU HAD ENTERED "CHECKERS.SCR" AS THE
FILE NAME.
NOTE: YOU CANNOT REENTER AN OLD GAME BY RETAINING ITS SCRATCH FILE: YOU MUST
ACTUALLY SAVE THE GAME IN TEXT FORM WITH FUNCTION KEY F1.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
EXAMPLE: >CHECKERS MS
----------------------
DID YOU LIKE THIS TOY?
DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED TOYS AND GAMES FOR THE
IBM PC AND COMPATIBLES. OUR NIFTY DEMO DISK, CONTAINING AN ELECTRONIC TOY
CATALOG AND OTHER GOODIES, IS ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
(U.S. FUNDS ONLY OR CHECK DRAWN ON U.S. BANK). (PLEASE SPECIFY 3.5 INCH OR
5.25 INCH DISKETTE). IF YOUR PC BORES YOU WRITE US NOW.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
GOOD LUCK!