THERE ARE SEVERAL OPTIONS TO THE GAME WHICH CAN BE INDICATED BY THE DATA SWITCH SETTINGS WHEN THE PROGRAM IS STARTED OR RESTARTED: BITS FUNCTION ---- -------- 0 STOP PROGRAM IF DOWN 7-12 DETERMINE THE LEVEL OF RECURSION WHEN THE COMPUTER IS FIGURING OUT A MOVE 13 COMPUTER PLAYS ITSELF 14 INPPT A GAME STATE 15 DISPLAY MOVES WHICH COMPUTER IS THINKING ABOUT THE KEYBOARD IS THE ONY OTHER SOERCE OF INPUT TO THE PROGRAM. THE CURSOR IS CONTROLLED VIA THE CURSOR CONTROL KEYS. (THINK OF THE ARROWS ON THESE KEYS AS IF THEY WERE ROTATED 45 DEGREES COUNTER- CLOCKWISE.) TO MAKE A MOVE THE OPERATOR MUST POINT THE CURSOR AT THE CHECKER HE WISHES TO MOVE AND TYPE A C; THEN HE MUST MOVE THE CURSOR TO WHERE HE WANTS TO MOVE THAT CHECKER AND TYPE AN M. IN ORDER TO JUMP, THE OPERATOR MUST TYPE THE C WHIL POINTING AT HIS CHECKER, THEN MOVE THE CURSOR THE HIS LANDING SPOT (IF IT IS MORE THAN A SINGLE JUMP) AND TYPE ANOTHERJ, ETC...., AND FINALLY WHEN HE HAS SPECIFIED HIS ENTIRE PATH, HE MUST TYPE A CAPITAL J. A GAME MAY BE ABORTED MOST OF THE TIME BY TYPING CR. THE COMPUTER ASKS THE OPERATOR IF HE WANTS WHITE OR BLACK. BLACK ALWAYS STARTS AT THE TOP OF THE SCREEN AND ALWAYS MOVES FIRST.