home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
BBS Toolkit
/
BBS Toolkit.iso
/
doors_1
/
check33.zip
/
CHECKERS.INS
< prev
next >
Wrap
Text File
|
1990-07-25
|
3KB
|
60 lines
=====================================================================
Instructions for Checkers Door v3.3
=====================================================================
There are many features which include:
-A command line when you go to make a move in a game, you can
choose from (L)eave a message, (R)edraw [the board],
Enter Guess, (G)ive up and Quit.
-Keeps track of the number of guesses in the Bulletin
-To make a move in a game you use option 1 then enter the
number of the game you wish to join.
-You enter your guess in one entry, like A5-B6. Letters have
been added to make it easier to figure out what comes first!
-Stacking of commands is now allowed in a few different areas.
On Make A Move you can enter 1-5 to make a move in game 5
or try entering 3-5 to View game 5.
NEW! -Expert Mode at Main Menu
-Graphics (Colour) toggle On/Off
Playing Checkers is easy. Make a move and wait for your
opponent to make his move. Simply read the Bulletin to see who's
turn it is before you open the Door.
To put your name into a game you can either start a brand new and
wait for somebody else to join or join a game looking for a Player
two. Just choose the appropriate menu number.
Each player continues to guess away until one player has all
of his playing pieces removed from the board. In Graphics the
players are "black" and "white". If you aren't using graphics mode
then the black player's men are displayed as a lower case "b" for
a normal playing piece and an upper case "B" for a king. The white
player is the same but the letters are "w" and "W".
You can also look at other games that are being played even if
you aren't in that game. Use Option number 3.
While you are in the Checkers Door you can see a Master List
of who is playing and who's turn it is by using Option 5.
If for any reason during the duration of the Door program you
need to 'Quit' some function, enter the letter 'Q' when you see
prompts like 'Make a move in this game? [Y]/N/Q'. In some cases
just hitting Return without any input will abort.
One of neat features of this door is the ability to play a
game with the Sysop. Choose option 8 and hope the Sysop answers
your page. Then just guess away till somebody wins.
When making a double jump, enter your first set of co-ordinates
and press Return, i.e. A1-C3 <return>, then the program will ask
you +TO - this is where you enter the next destination, i.e. D5.
The program will again ask you +TO. If you are done just press
RETURN and your move will be completed.
That's all there is to it, just follow the screen and have fun!