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