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- PC-Gammon Version 6.0 with *Color*
- USER'S MANUAL
-
- by
- David C. Oshel
-
-
-
-
- PC-Gammon 6.0, the LampLighter edition, is a WARP-SPEED full screen
- backgammon game for PC clones. This edition, now with COLOR, has pleasant
- sound effects and takes full advantage of the IBM standard screen characters.
- You may alter any or all of the colors/attributes to suit your own taste,
- and PC-Gammon distinguishes between CGA and Monochrome.
-
- There is no meaningful way to slow the game down. Sorry.
-
-
-
-
- 1. Installation & System Requirements
- -------------------------------------
- PC-Gammon runs on 100% IBM PC compatibles. PC-Gammon uses the ordinary IBM
- screen graphics characters to draw its playing board, so no special hardware,
- such as a graphics card, is needed. This program has been tested on the Epson
- Equity I and on the NCR PC Model 3. PC-Gammon should run in less than 256k.
-
- No special installation is needed. (An earlier version of PC-Gammon required
- the ANSI.SYS driver. Versions 4.0 and up totally ignore ANSI.SYS, if present.)
-
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- 2. Starting the Game
- ---------------------
- Just type BACKGMMN at your DOS prompt and hit the ENTER (or Return) key.
-
- Method (1): A>backgmmn <ENTER>
-
- If you have a "two-color" monitor, i.e., b&w or greenscreen etc., but you have
- to use a color graphics adapter, you may force PC-Gammon into B&W mode with:
-
- Method (2): A>backgmmn b&w <ENTER>
-
- PC-Gammon will automatically detect a monochrome adapter, if that's what
- you've got, so not to worry: Use method (1).
-
- Helpful information early on: When in trouble, when in doubt, hit ESC. The
- ESC key is your "bailout" key. It gets you out of any jam PC-Gammon can get
- into, except for peanut butter in the keyboard or something like that.
-
-
-
- 3. Command Lines
- -----------------
- PC-Gammon is very friendly. When you start up the program, you will
- eventually see the PC-Gammon command line. This is it:
-
-
- Select: Play, Arrange, New, Reverse, Swap, Hilite, Quit
-
-
- The first letter of each of the command words is high lighted. Type P, for
- example, to Play a game of backgammon.
-
- If you type anything else, such as the spacebar, you will see a second line of
- perfectly valid commands:
-
-
- Select: Use your dice, Opponent, Xpert, Tone, Count, Zero, Quit
-
-
- If you press the spacebar again, you will flip back to the first command line.
- (A helpful hint: If you DO NOT see the command line, you're in "expert mode",
- so press the ESC key. The command lines will return.)
-
- 4. The Commands and Their Meanings
- -----------------------------------
-
- The first command line:
-
- P Commence playing backgammon. If you have not chosen
- an opponent yet, you will first chose your opponent.
-
- A Arrange the playing board as you would like. You may
- begin from the new board position. Also known as
- cheating. Or study.
-
- N Remove the current board arrangement and start over
- from scratch, as though the last game were finished.
- The score does not change.
-
- R Reverse the board position. Play resumes from left to
- right, if it was right to left, and vice versa. This
- happens automatically every time a game concludes. So
- you can use R to put the board back the way you like it.
- Truly excellent backgammon players know the board from
- both sides, and don't care.
-
- S Swap stones with the computer. Swap again and you get
- a different style of stone. Keep swapping and you cycle
- through all the options.
-
- H Hilite, or Hues. Allows you to change the screen colors
- (or screen attributes, if you have the monochrome
- adapter.) For color, note that the F9 key switches between
- foreground ("obverse") and background ("inverse"). The F9
- key with the monochrome adapter just toggles the "reverse"
- feature. The F1 key controls brightness, F2 controls
- blink. F10 calls up the help reminder, and ESC quits.
- Use the arrow keys to cycle through the various color
- options. Your color changes take effect immediately, as
- soon as you leave the popout window. Strike any key to
- get past the help messages when the window pops out.
-
- Q Quit, return to the system.
-
-
-
- The second command line:
-
- U You have the option of using real dice, and entering
- the actual dice rolls into the computer. Switches
- back and forth between your real dice and the computer's
- fake, but nice, dice.
-
- O If you've already chosen your opponent, you can
- choose somebody else with this command. You can't
- switch during play, however. If you do, it's the same
- as hitting the New command.
-
- X Xpert ("expert") mode gives VERY brief messages and
- volunteers no help at all. Type ESC at the main command
- line, or X again, to get out of Xpert mode. Also known
- as the "wizard" or "drip under pressure" key. It's just
- there to confuse you and take you down a notch.
-
- T The Tone command turns the sound effects on and off.
- Most useful if you're supposed to be doing something else,
- like working or sleeping.
-
- C Turn the pip counters on the left side of the screen
- on and off. These indicate the total points on the dice,
- or pips on the board, you need to bring all your stones
- safely Home.
-
- Z Sets the score at the top right of the screen back to
- zero.
-
- Q Quit.
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- FUNCTION KEYS
-
- As it happens, the function keys on a PC clone keyboard are also defined to
- match these commands. F1 means Play if the first command line is visible,
- but F1 means Use your dice if the second command line is visible. F10 always
- means Quit. F2 means Arrange or Opponent, F3 means New or Xpert, and so on
- through each command line, in order from F1 to F6.
-
- The function keys aren't especially useful, but they're there if you like
- to use them.
-
- For Xperts only, Shift-Fn always means the second command line. Unshifted Fn
- keys have the meaning defined by the command line, whichever it happens to be.
- In Xpert mode, the command line is, of course, totally invisible.
-
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-
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- 5. Styles of Play
- ------------------
-
- PC-Gammon has three different STYLES of play, as contrasted with different
- LEVELS of play. The difficulty level of all three styles is about equal, but
- the mannerism varies. If you are a good-to-superb backgammon player, you
- will not have much trouble polishing off PC-Gammon. If you're a novice,
- sometimes you'll win, sometimes you'll lose. Hopefully, you'll have fun!
-
- When you begin a game, the first thing that happens is you get to read a
- little story, and then chose your computer opponent from one of three nice
- people: Louisa Parini, Anthony Villiers, or Torve the Trog.
-
- These characters are freely adapted from a long out-of-print travelogue
- written about thirteen years ago by Alexei Panshin. Good grief, if you ever
- find an Anthony Villiers novel, buy it, read it, keep it, and share it with a
- friend.
-
- You select your opponent from these three by hitting either the L, V or T key,
- and upper or lower case doesn't matter.
-
-
-
- 6. Entering Your Moves
- -----------------------
- We'll assume you're using the computer's dice, for the moment. You always
- move your stones in a U-turn loop around the board, in the direction of
- numbers going from High to Low. Whichever way that is, the NUMBERS always go
- from High to Low. You have to get ALL of your stones to your inner table,
- and then bear them off the playing field ("go HOME") one at a time. If you
- get hit (which can only happen if your stone is all by itself on a point), you
- get sent to the BAR. The BAR is as far away from HOME as you can be.
-
- Play commences according to Official Backgammon Rules with a "rolloff", and
- whoever get the high die moves first, using the two rolloff dice. If you get
- doubles during the rolloff, the doubling cube gets bumped.
-
- When it's your turn to move, you'll see this message:
-
- Move from?
-
- Type in the number of the point you want to move FROM, and hit the ENTER key.
- You'll see, assuming you chose to move from point 13:
-
- Move from? 13 To?
-
- Type in the number of the point you want to move TO, and hit the ENTER key.
- The stones will move. You'll see:
-
- All ok?
-
- If you type N for NO, you can take the move back and start over. If you type
- Y for YES, or just hit ENTER for "Sure, why not?", well then that's it. Your
- turn is over and the computer goes next.
-
-
-
-
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- ROLLING THE DICE
-
-
- The next time your turn comes around, you'll see the message:
-
- You Roll: Peek, Double, Quit or <Anykey> to Roll
-
- You should strike the spacebar to roll the dice. You may hit P to look at
- what the dice generator WOULD have rolled just then, or D to offer the
- Doubling Cube, or Q to Quit AND GIVE UP. If you Quit, the computer assumes it
- just won the game.
-
-
-
- ON THE BAR
-
-
- If you're on the BAR, you must move that stone first. Therefore, the command
- might look like:
-
- Move from? BAR To? 24
-
- You have to move into your OPPONENT'S inner table, that is, onto the points
- numbered from 24 to 19. A 6 takes you to point 19, a 5 takes you to point 20,
- a 4 takes you to point 21, a 3 takes you to point 22, a 2 takes you to point
- 23, and so on.
-
-
-
- GOING HOME
-
-
- If you're completely in your inner table (all your stones are on points 6 or
- less), you can go HOME. In this case, the command might be:
-
- Move from? 7 To? HOME
-
- You get an error message for this (obviously). Do you see why? (You can't go
- home unless everyone is on point 6 or less.)
-
- You take stones home from the point they're on, using the exact roll of the
- dice. You take a 6 stone HOME if you roll a 6. You take a 3 stone HOME if
- you roll a 3. If there's nothing on the point, AND NOTHING HIGHER, you can
- take the highest stone you DO have HOME. So if you have a stone on point 4,
- and nothing on points 5 or 6, and you roll a 6, you can take the 4 HOME.
-
-
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- HELP
-
- You may abbreviate BAR and HOME to B and H. The computer will understand you.
-
- If you're stuck, you may also type:
-
- Move from? HELP
-
- and you'll get a message that may or not actually be useful, but it will help
- you to see how the command should work.
-
-
-
- 7. More About Help
- -------------------
- If you type numbers that don't make sense, such as entering the number of a
- FROM point you don't have any stones on, or a TO point that your opponent has
- already covered safe, or a TO point backwards from the FROM point, you'll hear
- about it.
-
- You'll get a message, and a suggestion for a LEGAL move. Be warned that the
- computer's advice is not necessarily good. But it is a good model for the
- kinds of legal numbers you can enter.
-
- Sometimes, the computer won't take your move at all. At that time, you may
- type HELP or ? or something more imaginative, and you MAY (not always) receive
- the message that you're on the BAR and should move the BAR stone first. In
- this case, the computer fills in the "From? BAR" part of the command you
- should enter -- you just fill in the "To?" part.
-
- If the computer insists that you have a legal move, it's always right. Keep
- looking. If all else fails, follow the advice.
-
- If you hear the normal KEYBOARD BEEP, as opposed to the musical game tones,
- you have made a typing error. Sometimes, this can be caused by leaning the
- palm of your hand on the ALT key during the heat of battle. Watch your typing
- posture!
-
-
-
-
- 8. Using your own dice
- -----------------------
- If you decide to roll your own dice, for some reason, you may choose the U
- option on the second main command line.
-
- The computer will ask you about each roll.
-
- <> My Roll, using your dice: First?
-
- Type a number from 1 to 6, because there's no 7 on a single die. Do NOT type
- the ENTER key after typing the number key. The computer runs away with the
- number as soon as you type it. (It's not a two-digit number, so why wait
- around, just to slow down the game?)
-
- <> My Roll, using your dice: First? 3 Second?
-
- Again, type a number from 1 to 6, whatever your real, actual, more-than-honest
- perfect physical dice show.
-
- <> My Roll, using your dice: First? 3 Second? 5 All Ok? Y
-
- Again, Y or ENTER means all is ok. N allows you take the roll back and start
- over.
-
- Any error in input is a signal to start from scratch, so if you don't like
- what you typed for the first dice, just hit ENTER for the second. Most people
- do this anyway, the first time they try it. It's not a bug, it's a feature.
-
-
-
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- 9. The Doubling Cube
- ---------------------
-
- The computer knows about the doubling cube, but not very much. You can offer
- a double when it's your turn, and the computer will try to make an informed
- guess about whether to accept the cube.
-
- If the computer offers you the cube, take it. It's bluffing. Well, most of
- the time it's bluffing! No, actually, the computer NEVER bluffs, and ALWAYS
- believes it has a won game if it offers the cube.
-
- Personally, I'd take it.
-
- PC-Gammon will politely decline to offer you the cube again if your gambling
- frenzy has bumped it all the way up to 256.
-
- == The END of The PC-Gammon User's Manual ==
-
-