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Backgammon

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Автор: Ian Marshall,Pi
Год: 1982
Издатели: Pi Software
Производитель: Sinclair Research Ltd,Psion Software Ltd
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K

Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing

Скриншоты:
Backgammon(CPSoftware).gif
Backgammon(CPSoftware).png


Описание:
Backgammon— это классическая настольная игра, адаптированная для ZX Spectrum 48K и выпущенная в 1982 году. Игра предлагает высокое разрешение цветного дисплея и использует машинный код для быстрого отклика. Включает броски кубиков на экране, обеспечивая интерактивный опыт для игроков. Программа предназначена для обучения начинающих правилам нард, с инструкциями, доступными в начале игры.

Игровой процесс включает перемещение фишек по доске с целью снять их с доски раньше соперника. Игроки по очереди бросают кубики, и каждый бросок определяет количество клеток, на которые можно передвинуть фишку. Цель — переместить все фишки во внутреннюю зону игрока, а затем снять их с доски. Игра следует правилам Международной ассоциации нард, обеспечивая аутентичный опыт.

Игроки управляют белыми фишками, а компьютер — черными. Игра начинается с расстановки фишек на предопределенных точках, и игроки должны стратегически перемещать их по доске. Захват фишки соперника отправляет ее на бар, и она должна вернуться в игру с начала. Первый игрок, снявший все свои фишки, выигрывает.

Backgammon для ZX Spectrum предлагает сложный, но доступный игровой процесс. Включение подробных инструкций делает его подходящим для начинающих, а соблюдение официальных правил обеспечивает реалистичный вызов для опытных игроков. Эта адаптация от Pi Software является верной интерпретацией традиционной настольной игры.

Backgammon(CPSoftware)_Front.jpg
BACKGAMMON

----------



This program uses machine code evaluation for fast

response. High resolution colour display with on-screen

dice roll. Includes instructions to enable beginners to

learn the game.



SPECTRUM BACKGAMMON

-------------------



This tape stores a BACKGAMMON program suitable for the

48K version of the ZX Spectrum. To LOAD it follow the

instructions in the Sinclair manual. Switch on the

computer, press the J key to give 'LOAD' on the

screen, then the P key twice, whilst holding down

SYMBOL SHIFT, to give "", then ENTER: start playing

the tape. Stop the tape only when the message 'Wait

until machine code loaded' disappears.



To end a game and start another - type QUIT.



Playing instructions are given on the reverse of this

inlay card and at the start of the program.



The rules of the International Backgammon Association

are summarized below.



1. For the opening throw each player throws a single

die. Every tie requires another opening throw.

Whoever throws the higher number wins and for his

first move plays the numbers upon both dice. After

that each player in turn throws two dice.



2. The play of men consists of:



a) Moving a man (or men) the exact number of points

indicated by the number of the two dice thrown.

One man may be moved the total of the two dice

thrown, or one man may be moved the number shown

on one die, and an entirely different man the

number on the other die.



b) Entering a man, in the adversary's inner table,

on a point corresponding to the number on a die.



c) Bearing off a man in the player's inner table,

where no man is left outside that table or on the

bar, in accordance with rule 8.



3. Doubles require four plays of the number on the

dice.



4. Plays must be made for both dice if possible.

Either number may be played first. If either

number may be played, but not both, then the higher

number must be played.



5. No play may be made which lands or touches down on

a point held by two or more of the adversary's men.



6. When play lands on a point occupied by a single man

(a blot) of the adversary such a man is 'hit' and

is placed on the bar to await entry according to

rule 2b.



7. A player having a man on the bar may not play any

other man until that man has been entered.



8. When in a position to bear off you may bear off a

man from a point corresponding to the number on a

die thrown or from the highest occupied point if

that is thrown for an unoccupied point no man

below can be bourne off, using such a number, while

any man remains on a higher point. You are not

required to bear off if you can move a man forward

on the board. Here, as always, rule 4 applies.



--o0o--



The material on this tape and documentation, or any

part thereof, shall not be copied for use by any other

person or organisation, neither shall it be loaned nor

hired.



CP SOFTWARE (C) 1983. No part of this inlay card shall

be reproduced without prior permission in writing.



PI 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 or liability for damage

arising from its use.



CP SOFTWARE, 17 Orchard Lane, Prestwood, Great

Missenden, Bucks, HP16 0NN







BACKGAMMON FOR BEGINNERS



In this game you play the WHITE men and your opponent,

the computer, plays the BLACK. The game starts with

the men set on the predetermined points around the

board, each point is labelled with a letter. The

purpose of the game is for you to move your men

anti-clockwise around the board until they are all in

your "inner table" (points f to a). Once all your men

are in your inner table you may then "bear off" i.e.

move your men off the board. Your opponent will be

moving his men clockwise round the board to his inner

table (points s to x) and will then bear off. You

move your men one at a time and may move them forward

by the numbers shown on the dice. You may move onto

any point that does not contain 2 or more of your

opponent's men. If you move onto a point which is

occupied by only one of your opponents men, your

opponent's men will be placed on the bar (the green

bar down the centre of the board) and that man must

start again from the beginning. You must therefore be

aware that, if you leave a single man on a point, this

may give your opponent the opportunity to land on that

point and send your man to the bar. The first player

to bear off all his men is the winner.



TO PLAY



To start the game the dice are rolled and whoever

"throws" the highest number starts - using the numbers

shown on the dice (Rule 1). Your opponent's is the

top die and yours is the bottom die, therefore if the

top die has the highest number your opponent starts

and if the bottom die has the highest number then you

start. If it is a double press ENTER to throw again.

When it is your turn - the prompt "Your move?" will be

displayed on the screen. You may then move your men

by the number shown on the dice. To move a man from

one point to another enter the point letter and a

number shown on one of the dice. e.g. to move a man

forwards 4 points from point K enter "K4" or "4K". If

you enter an illegal move you will be told to press

ENTER, to recover and must then enter a legal move.



You must move your men by the numbers shown on the

dice. e.g. if you throw 4 and 2, you must move one man

forward 4 points and another man 2 points, or you may

move one man forwards 4 and then 2 points (or 2 and

then 4).



If you throw a double you may then move double the

total shown on the dice. e.g. double 3 allows you to

make four moves of 3. (see Rules 2-5)



THE BAR



While you have any men on the bar you may not move any

of your men which are on the board. (Rule 7) To move

off the bar onto the board you must enter the bar

letter 'z' followed by one of the numbers shown on the

dice. This must be to a point which is either empty,

occupied by your own men or one of your opponent's men

- in which case you may send than man to the bar. If

you are unable to move from the bar because the

numbers on the dice would land you on a point which is

occupied by two or more of your opponent's men - then

you forefeit your turn.



BARING OFF



Once all your men are on your inner table you may then

bear off (see Rule 8). However, if for any reason one

of your men is placed on the bar by your opponents

after all your men have reached the inner table you

may not bear off any more men until that man has

returned to your inner table.



--o0o--
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