ZX DRAUGHTS (CP SOFTWARE) ZX DRAUGHTS has 10 levels of play making it the ideal program for both beginners and advanced draughts players. When you play against ZX DRAUGHTS don't be fooled by the easy games at level 0. Play it at level 4 and if you still win then see if you can beat it at level 9. ZX DRAUGHTS is very fast, at level 0 its response is almost instantaneous and even at level 9 the response time is only 14 minutes. WELCOME TO 'ZX DRAUGHTS' ZX Draughts has 10 levels of play, numbered 0 to 9, making it suitable for beginners and experts. Starting at level 0 the play becomes progressively stronger at each successive level. Response time at level 0 is almost instantaneous and at level 4 about 25 seconds. Even at level 9 the overall response time is only about 13 minutes. The number of moves that ZX DRAUGHTS looks ahead corresponds to the playing level plus one, e.g. at level 5 the look ahead is 6 moves. However, the Full Capture Search feature provides an almost infinite look ahead for captures regardless of the selected level. When selected, the Full Capture Search increases the response time by about 25%. ZX DRAUGHTS selects its opening move at random in order to add variety to the game. Unconventionally, for the game of draughts, white moves first. The algebraic notation, standard for chess, is used for entering moves in preference to the usual draughts notation. This is because the chess notation is a coordinate system and the the coordinates (1 to 8 and A to H) can be displayed along the sides of the board to assist those who are unfamiliar with the normal draughts notation. It is felt that the experienced draughts player will encounter no difficulty using the chess notation to enter moves. Using the Spectrum's colour graphics the board has the light squares coloured white and the dark squares coloured cyan, while the light pieces are coloured white and the dark pieces coloured black. These colours also give a good contrast for those using black and white televisions. White always starts at the bottom of the board. The display also indicates your colour, playing level, the number of the moves that have been made and if full capture search is selected. The game is played to the usual rules of draughts, except for the notation and that White starts the game. If a capture is possible it must always be made. Where more than one capture is possible you may select the one you prefer. Immediately a piece is promoted to a King that turn is automatically terminated and the opposite colour then moves. PLAYING INSTRUCTIONS When loaded the program runs automatically but before a game can commence you will be asked to select:- Playing level (0 to 9) Full Capture Search (Y or N) Colour (B or W) Your response to each of these questions is entered by a single key stroke, the ENTER key should NOT be pressed. Example, if you do not want a full capture search type only - N. If you decide to play Black then White's first move will have been made when the board display is set up. Moves are completed by pressing ENTER. Before this, the usual editing facilities are available. To make a move - first enter the coordinates of the square you wish to move TO. Example, as White you want to move your piece on square D3 to square E4, type D3E4 ENTER. Illegal or incorrect moves receive the response INVALID MOVE and you must then enter a correct move. Captures are made in a similar way to moves except that in multiple captures the coordinates of the intermediate squares must also be entered. This is to allow for the situation where there is a choice of captures. Example, as Black you wish to use your piece on square E6 to capture the White pieces on squares F5 and F3, type E6G4E2 - ENTER, here G4 is the intermediate square. On reaching the back row a piece is automatically promoted to a King and subsequently it can move and capture both forward and backwards. At any stage a game can be terminated and a new game started by typing R - ENTER. This resigns the current game and returns directly to the start sequence. TO LOAD A PROGRAM The procedure for loading a program is described in chapter 6 of the Sinclair SPECTRUM Instruction Booklet. For your convenience the procedure is summarized here. 1. Position the tape before the start of the program. 2. Ensure that the EAR socket on the SPECTRUM is connected to the earphone socket on your tape recorder. 3. Set the volume control to about 1/2 of maximum and any tone controls to: treble high; bass low. Alternatively, use levels that you have already found to be successful on your recorder. 4. Enter LOAD "" CODE, by pressing the following keys - J (for LOAD) symbol shift and P twice (for "") and caps shift with symbol shift followed by I (for CODE) and press the ENTER key. 5. Start the tape recorder playing. If the program fails to load, approximate load time, 2 3/4 minutes, press BREAK and try again with a new volume setting. If the program still fails to load refer to the chapter 6 of the Sinclair SPECTRUM Instruction Booklet. The material on this tape and documentation, or any part thereof, shall not be copied for use by any other person or organization, neither shall it be loaned or hired. CP SOFTWARE (C) Copyright 1982. NO part of this program shall be reproduced without prior permission in writing. While every effort has been made in the production of this program the publisher undertakes no responsibility for errors nor liability for damage arising from its use. CP SOFTWARE, 17 Orchard Lane, Prestwood, Great Missenden, BUCKS, HP16 0NN.