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1990-01-26
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CHECKERS, version 1.61
Revised January 27, 1990
(C) Copyright 1989 Judson McCranie. All rights reserved.
Judson S. McCranie
Software Solutions
2406 Orlando Drive
Valdosta, GA 31602
Ph: (912) 242-1405
┌───────┐
┌────┴──┐ │ (tm)
──│ │ │─────────────────-
│ ┌────┴──┐ │ Association of
│ │ ├─┘ Shareware
└──┤ o │ Professionals
────-│ │ │───────────────────-
└───┴───┘ MEMBER
This program is produced by a member of the Association of
Shareware Professionals (ASP). ASP wants to make sure that the
shareware principle works for you. If you are unable to resolve
a shareware-related problem with an ASP member by contacting the
member directly, ASP may be able to help. The ASP Ombudsman can
help you resolve a dispute or problem with an ASP member, but
does not provide technical support for members' products. Please
write to the ASP Ombudsman at P.O. Box 5786, Bellevue, WA 98006
or send a Compuserve message via easyplex to ASP Ombudsman
70007,3536.
This program is distributed on a "Shareware" (try-before-you-buy)
basis. You are free to copy it and to distribute copies at cost.
You may not alter the program (or its documentation) or sell it
for profit. If you continue to use this program, register it by
sending your name and address along with the program name and
version number with a $15 registration and license fee to me at
the address above. You will receive support for the program,
announcements of new versions of this program, and information
about several other programs. Please send any inquires,
comments, or suggestions to me at the address above. Even if you
are not a registered user, I would appreciate any comments or
suggestions.
This program plays the game of Checkers. The program runs on an
IBM PC, XT, AT, or PS/2 or any of the many computers that are
truly compatible with one of IBM family of personal computers.
This version requires 256K of available memory, and runs under
MS-DOS or PC-DOS 2.0 or higher. An EGA or VGA color monitor and
a fast CPU are recommended. The program automatically detects
your graphics adapter and uses the appropriate graphics driver.
Drivers for all common graphics adapters are included.
CGA users note: Your choice of colors is limited. The program
uses CGA palette 3. Also, in CGA mode some superfluous
information will not be shown on the screen.
Even if you are not a registered user, I would appreciate any
comments or suggestions. In addition, if you are able to defeat
the program at a nontrivial playing level, I would like a copy of
the game. If the "save game" option is on (the default), it
stores a copy of each game you play on disk as CHECK01.DAT, etc.
It also gives you the option of printing out the moves at the end
of the game.
All other checkers programs for PCs I've seen were inadequate.
For instance, the first time I ever matched wits against a
computer (in any game) was in 1974 when I played a primitive
interpreted BASIC checkers program running on a CDC 6400. It
didn't allow double jumps. Worse, most of the time it wouldn't
take a jump it had available. I took all twelve of its men while
loosing only one. Obviously not a very competitive game.
During the development of this program I had it play several
games against the Radio Shack "Pocket Checkers" electronic game,
which cost $30. At an average of 30 seconds per move, this
program easily defeated the Radio Shack "Pocket Checkers" game
every time, even when the latter was running at its highest
level. The program plays even better now.
I also had the current program play against the $15 shareware
program "Chekkers" [sic] version 1.5 from J & J Software. The
current program easily got the best of "Chekkers" - even when it
was playing at its middle level on a 4.77 MHz PC and "Chekkers"
was playing on its highest level on a 20 MHz 386 system.
"Chekkers" has fairly crude graphics and a very crude entry
method, but it does allow you to switch sides and has a sound
effects option. It also allows you to play by the standard
(Hoyle) rules or by the obsolete "huff" rule.
The program tries to make its move in a time range you select.
It adjusts its playing level according to the time limit range
you select, the speed of the computer, and how complicated the
position is. If it takes too long on one move it will reduce the
search level and make the next move much more quickly.
Obviously, the more time it is allowed and the faster the
computer, the stronger it will play. I suggest choosing the "15
seconds to 60 seconds" per move range, which is the default time
limit range. A computer with a fast CPU is recommended for a
good game. I recommend at least an AT compatible (with an 8 MHz
80286 or faster CPU). The program gives you the option of
printing the moves on any standard printer.
By default, you have the black pieces, the program plays the red
pieces. Regular men are shown as disks, kings are indicated by
rings. One of the opening screens shows you what the pieces look
like. That screen also gives you the option to change the colors
and to save your preferences. This especially useful if you are
using a monochrome monitor. You can use this option to try to
select a color combination that you can easily distinguish.
You can change the color of your pieces (by pressing "Y" or "y"),
the color of the program's pieces ("P" or "p"), the board color
(unused squares) ("B" or "b"), and the used squares ("Q" or "q").
In each of these cases, pressing the small letter will cycle
forward through the colors, while the capitol letter cycles
backwards. This enables you to go back to the previous color
easily. Pressing "S" or "s" will save your preferences
permanently in a disk file (CHECKERS.OPT).
You have the option of going first or making the program move
first. To make the program move first, simply press <ENTER> when
you see the complete board. Pressing <ESC> twice in succession
when it is your move will abort the game. (It will be stored on
disk and you will still have option of printing it.)
The program allows you to make only legal moves. The official
rules of checkers require a player to take a jump if one is
available. If more than one jump is available, the player may
select from the possible jumps. This rule allows for many
strategic plays where you force the opponent to take a man to set
up a double jump for you.
One other rule that is unfamiliar to some people occurs when a
player jumps an opposing man with a man, and his man lands on the
last rank, becoming a king. Some people think that this new king
can continue and jump another piece. This is not true. An
example is: you have a regular man on B6, the opponent has men on
C7 and E7, and D8 and F6 are vacant. You can jump the man on C7,
landing on D8 and becoming a king. You cannot continue this move
and jump the man on E7.
The program doesn't recognize or make quadruple (or more) jumps.
A quadruple jump is not possible with a regular man, but it is
possible (but very rare) with a king. If a quadruple jump
situation does occur, the program will only make (or allow you to
make) a triple jump. One other limitation is that in multiple
jumps it is possible (albeit rare) that there could be two routes
from a given origin to a given destination. The current version
of the program will not allow you to distinguish between the two
routes when entering your move.
To enter your move, you have the program to cycle through your
legal moves, flashing one at the time on the screen. The piece
disappears from its square and briefly appears on the final
destination. T