File: HELP.HL of Disk: Disks/PDP8-Net/diagpack2
(Source file text) 


&
&HELP

		   WELCOME  TO  CASINO  DIGITAL

	THE FOLLOWING GAMES ARE AVAILIBLE FOR YOUR ENTERTAINMENT

To play, type "EX" <space> NAME <return>  ... where "NAME" is the game you want
      "HELP" <space> NAME <return>  ... for instructions to play a game

"CHESS"		-	bet you can't beat the computer at this game !
"HELLO"		-	answer the questions  ...  get the computer's response ...
"ROCKET"	-	can you successfully land a rocket on the moon ?
"SPACWR"	-	you must save the galaxy from the Klingon menace !
"WUMPUS"	-	hunt the terrible Wumpus in his underground liar
"BLKJAC"	-	Casino Rules  ... the game is 21 ...
"ROULET"	-	another casino game to loose your shirt at !
"TICTAC"	-	so you think Tic Tac Toe is easy ?? Try to win this one .
"CRAPS"		-	roll the dice   ...   loose your money   ...
"FOOTBL"	-	gridiron action with you as the quarterback
"SNOOPY"	-	print a picture of the dog
"BANNER"	-	makes a banner of your choice
"LOAN"		-	figures compound interest on a bank loan
"ADVENT"	-	the infamous game of "Adventure" !  (only on 32K systems)

&GAMES
&FUN

		FUN  and  GAMES
		---------------


	There are several Basic Games on this Diskette

	To run them, follow the rules for running BASIC.SV

		ie: for "SPACWR"

		.EXEC SPACWR	(or)	.BASIC
					OLD OR NEW -- OLD
					PROG NAME  -- SPACWR
					READY
					RUN

		      will get you on the air ...

	Most of these games have instruction files that may be accessed by
	typing, for example, "HELP SPACWR" to get the instructions on the
	terminal, or "HELP SPACWR-L" to get them on the line printer.

&WUMPUS
	WUMPUS.BA		-	A "HUNT THE WUMPUS" GAME


YOU ARE A FAMOUS HUNTER DESCENDING DOWN INTO THE CAVES OF DARKNESS,
LAIR OF THE INFAMOUS MAN-EATING WUMPUS.  YOU ARE EQUIPPED WITH FIVE
BENT ARROWS, AND ALL YOUR SENSES.  THERE ARE TWENTY CAVES CONNECTED
BY TUNNELS, AND THERE ARE TWO OTHER KINDS OF HAZARDS:

	A) PITS, WHICH ARE BOTTOMLESS, AND USUALLY FATAL TO FALL
	INTO.  THERE ARE THREE SUCH PITS IN THE NETWORK.

	B) SUPER-BATS, WHICH IF YOU STUMBLE INTO THEIR ROOM WILL
	PICK YOU UP AND DROP YOU IN SOME RANDOM ROOM IN THE NETWORK.
	YOU MAY SHOOT SUPER-BATS, THERE IS ONE IN EACH OF THREE OR
	FOUR ROOMS WITHIN THE NETWORK.  THE SUPER-BATS GENERALLY STAY
	IN THEIR OWN ROOMS, EXCEPT WHEN DISPOSING OF INTRUDERS OR
	SCAVENGING FOR FOOD IN THE PITS.

IF YOU BLUNDER INTO THE SAME ROOM AS THE WUMPUS, YOU LOSE....
THE NORMALLY SLEEPING WUMPUS DOES NOT MOVE (HAVING GORGED HIMSELF UPON
A PREVIOUS HUNTER).  HOWEVER SEVERAL THINGS CAN WAKE HIM UP:

	1) WALKING INTO HIS ROOM,
	2) SHOOTING AN ARROW ANYWHERE IN THE NETWORK,
	3) TRIPPING OVER DEBRIS (CLUMSINESS),
	4) TURNING ON THE LIGHTS, IN ORDER TO SEE WHERE YOU ARE
	HEADED.

IF HE WAKES UP THERE'S A POSSIBILITY HE WILL MOVE, HOWEVER, HE'S TOO
LAZY TO MOVE MORE THAN ONE ROOM BETWEEN SNOOZES.  THE WUMPUS IS TOO
BIG TO BE PICKED UP BY SUPER-BATS AND HAS SUCKER FEET, SO HE DOESN'T
FALL INTO THE PITS.

YOU CAN SMELL THE WUMPUS FROM ONE OR TWO ROOMS AWAY.  YOU WILL
TREMBLE WITH FEAR WHEN HE MOVES ABOUT.  YOU CAN HEAR SUPER-BATS FROM
ONE ROOM AWAY, AND FEEL DRAFTS (FROM BOTTOMLESS PITS) FROM ONE ROOM
AWAY (AND TASTE THE FEAR...).

TO SHOOT AN ARROW TYPE "SHOOT" INSTEAD OF A MOVE, AND THEN
SPECIFY WHICH ROOMS THE ARROW SHOULD PASS THROUGH.  YOU ARE STRONG
ENOUGH TO SHOOT IT THROUGH AS MANY AS FIVE ROOMS.  BENT ARROWS HAVE
NO PROBLEM ROUNDING CORNERS OF LESS THAN 98.6 DEGREES.  IF YOU
SPECIFY AN IMPOSSIBLE PATH THE ARROW WILL RICOCHET OFF THE WALLS OF
THE ROOM, LOSING SPEED, AND WILL EVENTUALLY COME TO REST IN ONE OF
THE ADJOINING ROOMS.  THE PATH MAY BE TERMINATED BY SPECIFYING ROOM 0.

EACH ROOM IS CONNECTED TO THREE OTHER ROOMS BY THREE TUNNELS A, B
AND C.  YOU MUST ALWAYS MOVE BETWEEN ROOMS BY SPECIFYING WHICH
TUNNEL YOU WISH TO EXPLORE.  YOU CAN ALWAYS RETRACE YOUR FOOT STEPS
BY MOVING BACK USING THE SAME TUNNEL DESIGNATOR.

IF YOU WISH TO SEE WHICH ROOMS ARE AT THE ENDS OF THE TUNNELS YOU
MAY TYPE "LIGHTS ON" INSTEAD OF A MOVE.  THIS MAY BE AN UNHEALTHY
LUXURY HOWEVER BECAUSE THE LIGHT GIVES THE WUMPUS INSOMNIA.  TO
EXTINGUISH THE LIGHTS SIMPLY TYPE "LIGHTS OFF".

		GOOD LUCK HUNTING!!


&SPACWR
                     INSTRUCTIONS FOR SPACWR


THE GALAXY IS DIVIDED INTO AN 8,8 QUADRANT GRID
WHICH IS IN TURN DIVIDED INTO AN 8,8 SECTOR GRID.

THE CAST OF CHARACTERS IS AS FOLLOWS:
<*> = ENTERPRISE
+++ = KLINGON
>!<=STARBASE
 * =STAR



COMMAND 0 = WARP ENGINE CONTROL:
  COURSE IS IN A CIRCULAR NUMERICAL      4  3  2
  VECTOR ARRANGEMENT AS SHOWN.            \ ^ /
  INTEGER AND READ VALUES MAY BE           \^/
  USED.  THEREFORE COURSE 1.5 IS        5 ----- 1
  HALF WAY BETWEEN 1 AND 2.                /!\
                                          / ! \
  A VECTOR OF 9 IS UNDEFINED, BUT        6  7  8
  VALUES MAY APPROACH 9.
    COURSE
  ONE WARP FACTOR IS THE SIZE OF
  ONE QUADRANT.  THEREFORE TO GET
  FROM QUADRANT 6,5 TO 5,5 YOU WOULD
  USE COURSE 3. WARP FACTOR 1



COMMAND 1 = SHORT RANGE SENSOR SCAN
  PRINT THE QUADRANT YOU ARE CURRENTLY IN.  INCLUDING
  STARS, KLINGONS, STARBASES, AND THE ENTERPRISE, ALONG
  WITH OTHER PERTINATE INFORMATION.



COMMAND 2 = LONG RANGE SENSOR SCAN
  SHOWS CONDITIONS IN SPACE FOR ONE QUADRANT ON EACH SIDE
  OF THE ENTERPRISE IN THE MIDDLE OF THE SCAN. THE SCAN
  IS CODED IN THE FORM XXX, WHERE THE UNITS DIGIT IS THE 
  NUMBER OF STARS, THE TENS DIGIT IS THE NUMBER OF STAR-
  BASES.  THE HUNDREDS DIGIT IS THE NUMBER OF KLINGONS.



COMMAND 3 = PHASER CONTROL
  ALLOWS YOU TO DESTROY THE KLINGONS BY HITTING HIM WITH
  SUITABLY LARGE NUMBERS OF ENERGY UNITS TO DEPLETE HIS 
  SHIELD POWER.  KEEP IN MIND THAT WHEN YOU SHOOT AT HIM,
  HE GONNA SHOOT AT YOU, TOO!



COMMAND 4 = PHOTON TORPEDO CONTROL
  COURSE IS THE SAME AS USED IN WARP ENGINE CONTROL
  IF YOU HIT THE KLINGON, HE IS DESTROYED AND CANNOT FIRE
  BACK AT YOU.  IF YOU MISS, YOU ARE SUBJECT TO HIS 
  PHASER FIRE.

  NOTE:  THE LIBRARY COMPUTER (COMMAND 7) HAS AN OPTION
  TO COMPUTE TORPEDO TRAJECTORY FOR YOU (OPTION 2).




COMMAND 5 = SHIELD CONTROL
  DEFINES NUMBER OF ENERGY UNITS TO BE ASSIGNED TO SHIELDS
  ENERGY IS TAKEN FROM TOTAL SHIP'S ENERGY.
  NOTE THAT TOTAL ENERY INCLUDES SHIELD ENERGY.



COMMAND 6 = DAMAGE CONTROL REPORT
  GIVES STATE OF REPAIRS OF ALL DEVICES.  A STATE OF REPAIR
  LESS THAN ZERO SHOWS THAT THE DEVICE IS TEMPORARALY
  DAMAGED.



COMMAND 7 = LIBRARY COMPUTER
  THE LIBRARY COMPUTER CONTAINS THREE OPTIONS:
    OPTION 0 = CUMULATIVE GALACTIC RECORD
WHICH SHOWS COMPUTER MEMORY OF THE RESULTS
OF ALL PREVIOUS LONG RANGE SENSOR SCANS
    OPTION 1 = STATUS REPORT
WHICH SHOWS NUMBER OF KLINGONS, STARDATES,
AND STARBASES LEFT.
    OPTION 2 = PHOTON TORPEDO DATA
GIVES TRAJECTORY AND DISTANCE BETWEEN THE
ENTERPRISE AND ALL KLINGONS IN YOUR QUADRANT



COMMAND 8 = BEGIN NEW CONTEST (WITH NEW GALAXY LAYOUT).



&BLACKJACK
&BLKJAC
&BLKJAK

			BLACKJACK
			---------

	This is a game of Blackjack, Las Vegas sytle. Here are the rules of
the house:

	-  The dealer must hit on 16 or less and will stay on 17 or more
	-  You may split a pair and play a hand with each of them
	-  You may double your bet and revieve exactly one more card any time
	   on your first hit

	The typing instructions are:
		(0)  No hit
		(1)  Hit
		(2)  Double your bet
		(3)  Split a pair

	When the dealer has an exposed ace, he will ask you for an insurance bet
that will risk half your bet for the amount equal to your bet if you win. You
win if the dealer has a Blackjack, and lose if he doesn't.

	The house limit is $500.00   ...   Good Luck !!

&CRAPS

			CRAPS
			-----


	This is a Craps game, with the computer as your opponent. The rules are:


		-  a 7 or 11 on the first roll wins

		-  a 2, 3, or 12 on the first roll loses

		-  any other number rolled becomes your "point" and you 
		   continue to roll ... if you make your point, you win, if you
		   roll a 7, you lose.

		-  the die change hands when you lose

&FOOTBALL
&FOOTBL

			FOOTBALL
			--------

	Responses requiring a YES/NO answer are (0) NO or (1) YES

	On offense you are permitted to:

		(10)  Run
		(11)  Pass
		(12)  Sweep
		(13)  Screen Pass
		(14)  Long Pass
		(15)  Draw Play
		(16)  Punt
		(17)  Fieldgoal

	On defense you may:

		(4)  Normal	-  good against sweep & screen
		(5)  Hold	-  good against run, pass, or draw
		(6)  Blitz 	-  good against pass or long pass
		(7)  Intercept	-  increase your odds at interception
		(8)  Block	-  gives a chance to block kick, but decreases
				   the runback distance.

	To call a play, type its code. Also, time out may be called 3 times per
half by typing a (2). Have fun .......

&ROULET
			ROULET
			------

	Betting Layout					Types of Bets
	  (* = RED)

	--------------				(1)-(36) signify a straight bet
	 1*   2    3*				     on that number
	 4    5*   6				         pay off is 35:1
	 7*   8    9*				The 2:1 bets are:
	10   11   12*				(37) 1-12	(40) First Col.
	--------------				(38) 13-24	(41) Second Col.
	13   14*  15				(39) 25-36	(42) Third Col.
	16*  17   18*
	19*  20   21*				The even money bets are:
	22   23*  24				(43) 1-18	(46) Odd
	--------------				(44) 19-36	(47) Red
	25*  26   27*				(45) Even	(48) Black
	28   29   30*	
	31   32*  33				(49) 0   and   (50) 00 pay 35:1
	34*  35   36*				but 0 and 00 do not count under
	--------------				any bets except their own

		When asked for a bet, type the number and amount bet, seperated
	by a comma <,> ... minimum bet is $5 ; maximum is $500 

&TICTAC

		TIC TAC TOE
		-----------


	The move positions are:



	     1     2     3
						Computer  =  "X"
	     4     5     6
						You       =  "0"
	     7     8     9




	type a (0) if you want the computer to move first, a (1) if you want to.


&CHEKMO
&CHESS

CHEKMO-II     Chess Program for the PDP-8           PAGE   1



 ABSTRACT
 --------
   CHEKMO-II is a chess playing program which  will  run  on
 any  PDP-8  family  computer.  The program will play either
 the white pieces or the black pieces,  and  will  play  and
 accept all classes of legal moves, including, castling both
 short  and  long,  en  passant  pawn  captures,  and   pawn
 promoting  moves to any legal promotion piece.  The program
 prints out its moves in  Algebraic  Notation,  and  accepts
 moves using Algebraic Notation.
   Included in the command  structure  of  the  program  are
 commands  which  allow  you  to input board positions using
 Forsyth Notation, and get a printout of the board  at  your
 terminal.

 EQUIPMENT
 ---------
   CHEKMO-II will run on any PDP-8 family  computer  with  a
 minimum  of  4k  of  memory,  and  an  ASR33 Teletype(1) or
 equivelent terminal.

 EXECUTION TIME
 --------------
   The time that CHEKMO-II takes to calculate its moves,  is
 highly  dependent  upon  the position of the pieces.  It is
 generaly within the range of 20 seconds, to 2  minutes  per
 move.   In  "blitz  mode" (see the "BM" command), CHEKMO-II
 makes its moves much more  quickly,  but  at  the  cost  of
 reduced playing strength.
 Note: All times quoted are assuming that CHEKMO-II is being
 run on a stand alone PDP-8/E(1.2 us Cycle time).

 LOADING AND STARTING CHEKMO-II
 -------------------------------
   The CHEKMO-II binary tape is a standard binary  tape  and
 can be loaded using the BIN Loader program(DEC-08-LBAA-PM),
 or the OS8 "ABSLDR"  program.   The  starting  address  for
 CHEKMO-II  is  0200.   At any time, CHEKMO-II can be halted
 and restarted at location 0200.











                       -- -- -- -- --
 (1) Teletype is a  registered  trademark  of  the  Teletype
 Corporation.

CHEKMO-II     Chess Program for the PDP-8           PAGE   2



 ON LINE OPERATION
 -----------------
   Before continuing be advised that all lines of  input  to
 CHEKMO-II  must  be  terminated  with  a  carriage  return.
 Typing a CTRL/U character echos "^U"  and  erases  anything
 typed  so far on a line.  Typing a RUBOUT character deletes
 the last character typed and  prints  a  "\"  character  to
 indicate  the deletion.  CHEKMO-II has an input buffer with
 room for 24 characters.  If more  than  24  characters  are
 typed  on  a line(not counting rubouts and the "rubbed out"
 characters), a "^U" is  printed  and  the  entire  line  is
 deleted.
   When CHEKMO-II  is  started  at  location  0200  it  will
 print...

 CHEKMO-II

   to identify itself and setup the pieces on  its  internal
 board to thier original squares.  Then it will ask...

 W.  YOUR MOVE? 

   The "W.  " at the begining of the  line  is  to  indicate
 that  it  is  whites move.  The "YOUR MOVE?" indicates that
 CHEKMO-II is waiting for you to input  a  move  for  white,
 using  modified algebraic notation (Described on Pg 6).  If
 the  move  that  you  type  in  is  illegal  or  impossible
 CHEKMO-II responds with...

 ?
 W. YOUR MOVE?

   Asking again for you to type in a legal move.  If a legal
 move is typed, CHEKMO-II will make the move on its internal
 board, then ask...

 B. YOUR MOVE ?

   CHEKMO-II is now waiting for you to type in  a  move  for
 black(note the "B.  ").  As before, typing in an impossible
 move causes CHEKMO-II to...

 ?
 B. YOUR MOVE ?

   Ask  again  for  a  legal  move.   A  legal  move  causes
 CHEKMO-II to make that move on its internal board, then ask
 for a move for white.  Play continues in this manner  until
 a move is made that checkmates or stalemates.  At that time
 CHEKMO-II will print...

 CHECKMATE

CHEKMO-II     Chess Program for the PDP-8           PAGE   3



 Or

 STALEMATE

   In either case the final position is then printed

                  -- ** -- BK -- ** -- **
                  ** -- ** WQ ** -- ** --
                  -- ** -- ** WK ** -- **
                  ** -- ** -- ** -- ** --
                  -- ** -- ** -- ** -- **
                  ** -- ** -- ** -- ** -- 
                  -- ** -- ** -- ** -- **
                  ** -- ** -- ** -- ** --

   CHEKMO-II now restarts itsef at  location  0200,  and  is
 ready to play another game.

CHEKMO-II     Chess Program for the PDP-8           PAGE   4



 SPECIAL COMMANDS
 ----------------
 At any time when CHEKMO-II is waiting for you to type in  a
 move,  you  may  instead  type  in  one  of  the 10 special
 commands  currently  implimented.   Each  special   command
 consists of 2 characters and is described below.

  PW  --  CHEKMO-II is instructed to play the white  pieces.
          Whenever  it is whites turn to move CHEKMO-II will
          printout and make a  move  for  white  instead  of
          asking "YOUR MOVE ?".

  PB  --  Same as "PW" except that CHEKMO-II  makes  a  move
          for  the black pieces every time it is blacks turn
          to move.

  PN  --  CHEKMO-II plays niether  white  nor  black.   This
          cancels previous "PW" and "PB" commands

  BD  --  CHEKMO-II  will  print  out  the   current   board
          position

  MV  --  Causes CHEKMO-II to printout  and  make  the  next
          move for the side whose turn it is

  SK  --  Skip the move that CHEKMO-II is  asking  for,  and
          make it the other sides move.
            Note: According to the laws  of  chess,  "The  2
          players  must  alternate  in  making  1  move at a
          time".  The SK command is included because it  can
          somtimes be fun to use in "non serious" games.

  RE  --  Stands  for  "Reset"  (or  "Resign").   It  resets
          CHEKMO-II's internal board to the initial starting
          position, and begins a new game.

  BM  --  Puts CHEKMO-II into "Blitz mode".  In Blitz  mode,
          CHEKMO-II  does  not  think  very deeply about its
          moves, but instead, makes them in 3  seconds  each
          on the average.

  TM  --  Resets CHEKMO-II to its regular "thoughtful"  mode
          of play.

  IP  --  Instructs CHEKMO-II  to  accept  the  input  of  a
          position using Forsyth notation(Described on Pg 7)
          CHEKMO-II prints a ">"  to  indicate  that  it  is
          ready for you to enter a line.  If you violate the
          rules of Forsyth notation,  an  error  message  is
          printed,  and CHEKMO-II waits for you to enter the
          error line again.  If you enter in  a  good  line,
          CHEKMO-II  prints  a  ">"  and  waits for the next
          line.  When all 8 ranks are entered  successfully,

CHEKMO-II     Chess Program for the PDP-8           PAGE   5



          the  board position just inputed gets printed out.
          Possible  error  messages  and  thier  causes  are
          discribed below.

          Message      Cause
            1?       More than 8 squares specified
            2?       Less than 8 squares specified
            3?       Piece color not "W" or "B"
            4?       Unknown piece letter

CHEKMO-II     Chess Program for the PDP-8           PAGE   6



 ALGEBRAIC NOTATION
 ------------------
   Algebraic notation  is  the  system  recommended  by  the
 International Chess Federation(F.I.D.E.), for the recording
 of chess moves.  Since in regular Algebraic notation,  both
 upper  and  lower  case  letters  are  used, and since most
 teleprinters output only upper case leters, CHEKMO-II  uses
 a  modified form of algebraic notation to accept moves, and
 to print  out  its  own  moves.   This  modified  Algebraic
 notation is described here.
   The ranks(horizontal rows of squares) are numbered from 1
 to   8  starting  from  whites  side  of  the  board.   The
 files(vertical rows of squares) are numbered from  A  to  H
 starting  at the left(blacks right) hand side of the board.
 The intersection of the file letter and rank  number  gives
 each  square  a  unique  name.  For example, In the initial
 position, whites  king  occupies  square  E1,  blacks  king
 occupies  square  E8, and the pawn in front of blacks queen
 occupies square D7.  Whites knight on  square  B1  and  can
 move to squares A3 and C3.

     A8 B8 C8 D8 E8 F8 G8 H8    BR BN BB BQ BK BB BN BR
     A7 B7 C7 D7 E7 F7 G7 H7    BP BP BP BP BP BP BP BP
     A6 B6 C6 D6 E6 F6 G6 H6    -- ** -- ** -- ** -- **
     A5 B5 C5 D5 E5 F5 G5 H5    ** -- ** -- ** -- ** --
     A4 B4 C4 D4 E4 F4 G4 H4    -- ** -- ** -- ** -- **
     A3 B3 C3 D3 E3 F3 G3 H3    ** -- ** -- ** -- ** --
     A2 B2 C2 D2 E2 F2 G2 H2    WP WP WP WP WP WP WP WP
     A1 B1 C1 D1 E1 F1 G1 H1    WR WN WB WQ WK WB WN WR

   A move is specified by the square  number  of  the  piece
 that  is  moving,  an  optional  "-" or ":", and the square
 number that the piece is moving  to.   If  the  move  gives
 check,  an optional "+" character after the move is used to
 signify that.  Using this notation, the  2  possible  moves
 for  whites  knight on square B1 would be, B1-C3 and B1-A3.
 The symbol "O-O" is used to specify king side castling, and
 the symbol "O-O-O" is used to specify queens side castling.
 Pawn promotion moves are printed out in the same manner  as
 any other pawn move, except that they are followed by a "="
 and the initial of the piece the pawn is promoting to.  For
 example,  on  an  empty  board,  a  pawn on A7 would have 4
 posible moves,

          A7-A8=N    A7-A8=B    A7-A8=R    A7-A8=Q

   On input, If no equal sign and initial are specified, the
 promotion is assumed to be to a queen.

CHEKMO-II     Chess Program for the PDP-8           PAGE   7



 FORSYTH NOTATION
 ----------------
   Forsyth notation is a shorthand method  of  recording  or
 describing chess positions.  Since regular Forsyth notation
 uses both lower and upper case letters, and most telletypes
 have  only  upper  case  letters, CHEKMO-II uses a modified
 form of Forsyth notation, a description of which follows.
   Using Forsyth notation the board  position  is  described
 rank by rank, starting with rank 8.  Each rank is described
 from left to right in the following manner.  If a square is
 occupied,  the  initial  for  the  pieces  color(W  or  B),
 followed by the initial for the piece (R,B,K,Q,P or N), are
 used  to describe that square.  Empty squares are indicated
 by a number from 1 to 8,  equal  to  the  number  of  empty
 squares  adjacent  to  one another.  Every square on a rank
 must be accounted for in this manner, and  thus  each  rank
 must total 8 pieces and/or empty squares.
   Here is a position accompanied by its  representation  in
 Forsyth notation...

     BR BN BB ** BK ** BN BR    BRBNBB1BK1BNBR
     BP BP BP -- ** BP BP BP    BPBPBP2BPBPBP
     -- ** -- ** -- ** -- **    8
     ** -- BB -- WP -- ** --    2BB1WP3
     -- ** -- ** -- ** -- BQ    7BQ
     ** -- WN WP ** -- BN --    2WNWP2BN1
     WP WP WP ** -- ** -- WP    WPWPWP4WP
     WR -- WB WQ WK WB WN WR    WR1WBWQWKWBWNWR

CHEKMO-II     Chess Program for the PDP-8           PAGE   8



 ERROR HALTS
 -----------
   There  are  2  legitimate  error  halts   possible   with
 CHEKMO-II

 Address            Explanation

  5004    An unexplaned interrupt has occured.  To  recover,
          press  the  CLEAR  and  CONTinue  keys(START  on a
          non-PDP-8/E).  If the error persists, try to  find
          its  cause  and eliminate it.  A likley cause is a
          DF32 Disk  unit  select  switch  set  to  the  OFF
          position.

  1761    The  position   has   gotten   too   complex   and
          CHEKMO-II's  push  down  list has overflowed.  You
          Win!!.   Just  before  halting,   CHEKMO-II   will
          printout...

          I RESIGN

          This error can probably only occur if one or  both
          sides  has  queened  several  pawns.   Restart  at
          location 0200 to start a new game.


   Halting at any other address is extremly unlikley, and is
 caused  either  by a hardware failure, or an as yet unknown
 program bug.


 KNOWN BUGS
 ----------
   There are no known "bugs" in CHEKMO-II Rev#63.


 KNOWN DEFICIENCIES
 ------------------
   CHEKMO-II does not recognize the value  of  passed  pawns
 until they reach the 6th or 7th rank.

   CHEKMO-II has been programed to  use  the  same  strategy
 throughout  the game.  This strategy has been optimized for
 good play in the Middle-game, and  Opening.   As  a  result
 CHEKMO-II plays poor moves in some Endgame positions.

   If either the  white  side  or  the  black  side  becomes
 signifigantly more powerfull than the other(about 4 queens)
 CHEKMO-II may play some strange, but legal moves.  This  is
 caused by overflow in an internal evaluator routine.

&YAHTZE

INSTRUCTIONS FOR PLAYING YAHTZEE

YAHTZEE MAY BE PLAYED BY UP TO 15 PEOPLE.
THE OBJECT OF THE GAME IS TO GET THE HIGHEST SCORE
EACH PLAYER ON HIS TURN RECEIVES FROM THE COMPUTER
THE VALUES OF THE 5 PSEUDO-DICE. HE MAY THEN ROLL
AS MANY OF THEM AS HE WANTS TO AGAIN. HOWEVER,
HE IS ENTITLED UP TO BUT NO MORE THAN THREE ROLLS
OF THE DICE.
     YOU TELL THE COMPUTER HOW MANY DICE YOU
WANT TO CHANGE, THEN TELL IT WHICH ONES IN THE FOL-
LOWING MANNER;

 TYPE: '1' FOR THE 1ST DIE, '2' FOR THE 2ND, ETC.
     AFTER THE THIRD ROLL THE PLAYER MUST DECIDE HOW
HE WANTS TO SCORE HIS FIVE DICE.
TYPING 'SUMMARY' WILL SHOW WHAT CATEGORIES
HAVE BEEN USED. OTHERWISE,
YOU HAVE 13 CHOICES, TYPE ONE OF THE FOLLOWING
DEPENDING ON HOW YOU WANT YOUR DICE SCORED.
THE CHOICES ARE:
ACES,TWOS,THREES,FOURS,FIVES,SIXES
THREE OF A KIND,FOUR OF A KIND,FULL HOUSE, SM. STRAIGHT,
LG. STRAIGHT, YAHTZEE,CHANCE.
WHAT THE COMPUTER WILL DO:
FOR ACES IT WILL COUNT AND ADD ALL OF YOUR ONES.
FOR TWOS IT WILL COUNT AND ADD ALL OF YOUR TWOS.
THE SAME IS TRUE THROUGH THE SIXES
THREE OF A KIND WILL TOTAL ALL OF THE DICE PRO-
VIDED THAT YOU HAVE THREE OF A KIND
FOUR OF A KIND IS THE SAME AS THREE OF A KIND EXCEPT
THAT YOU MUST HAVE FOUR OF A KIND
FULL HOUSE (3 OF ONE NO. AND 2 OF ANOTHER) WILL YIELD
25 POINTS. SM. STRAIGHT WILL GIVE YOU 30 POINTS BUT
YOU MUST HAVE A SEQUENCE OF FOUR.
LG.STRAIGHT WILL YIELD 40 POINTS BUT YOU MUST HAVE A SE-
QUENCE OF FIVE.
YAHTZEE WILL GIVE 50 POINTS IF YOU HAVE FIVE OF A KIND.
CHANCE WILL TOTAL ALL OF YOUR DICE AND USE THAT AS YOUR SCORE.
CHANCE IS USEFUL WHEN YOU DON'T HAVE ANY THING WORTH SCORING.
ANOTHER CATEGORY, 'ZERO' WILL ZERO OUT A CATAGORY
IF YOU DON'T HAVE ANYTHING WORTH SCORING
BUT HAVE PERHAPS ALREADY USED YOUR CHANCE.

IF YOUR ACCUMULATED SCORE OF THE FIRST SIX CATEGORIES
EVER REACHES AT LEAST 63 POINTS YOU WILL RECEIVE
A BONUS OF 35 POINTS!




GOOD LUCK!!!!!

&ADVENT
&ADV
&ADVENTURE


			ADVENTURE  !  !


	This system contains Dick Murphy's version of PDP-8 Adventure.
It can normally be run by typing ".R ADVENT" ( ".EX ADVENT" if you are on the
NED Diagnostic System). However, if you are creating it on a NEW system
device, there are some things to do first.


	You must have				Run in this sequence
	-------------				--------------------

	FRTS.SV					.R FRTS
	ADVENT.LD				*ADVENT
	ADVENT.TX				*ADVENT.TX/1
	ADVENT.DA				*ADVENT.DA/2
						*$		(altmode)
						.SAVE SYS ADVENT

	Now you can run the game by ".R ADVENT".

&