*** PAGE 4 *** *** PAGE 4 ***
(1) GENERAL OPERATION
(2) -----------------
(3)
(4) COPYING THE GAME DISK
(5)
(6) Classic Board Games is not disk copy protected.
(7) Thus it may be copied using any of the regular
(8) disk copy routines apprppriate for your computer.
(9) If you are unfimiliar with these procedures,
(10) please read your computer manual to learn the
(11) particulars of disk copying.
(12)
(13) Before using Classis Board Games for the first
(14) time, we recommend that you make a working
(15) copy of the disk. Be sure that the name of the
(16) copy matches that of the master program disk.
(17)
(18)
(19) LOADING (AMIGA)
(20)
(21) Just follow the regular power up sequence for
(22) your Amiga. When your Amiga requests the 1.2
(23) Workbench disk, please insert the Classic Board
(24) Games working copy in the internal disk drive.
(25) Classic Board Games will boot.
(26)
(27) If yoy should have only 512kb of ram in your
(28) Amiga, any external drives attached to the
(29) system must be removed to free up all available
(30) memory for the game.
(31)
(32) If you copy Classic Board Games to your hard
(33) drive, the following TWO assigns must be placed
(34) in your startup-sequence so the game files may
(35) be located in the Boardgames and Boardfiles
(36) directories.
(37)
(38) assign Boardgame: <hd>:Boardgames
(39) assign Boardfiles: <hd>:Board_Files
*** Page 5 *** *** Page 5 ***
(1) LOADING (MACINTOSH)
(2)
(3) Classic Board Games does not include System
(4) software. The latest System software should be
(5) used. Should there be problems with the game
(6) loading, any memory intensive utilities that are
(7) running (i.e. Ram cache, print spoolers, etc.)
(8) should be turned off.
(9)
(10) To launch Classic Board Games, double click on
(11) the game icon after the disk is inserted in the
(12) computer.
(13)
(14)
(15) LOADING (IBM)
(16)
(17) Place the Classic Board Games working copy
(18) program disk in drive A: and type
(19)
(20) CBG <RETURN>
(21)
(22)
(23) WHEN THE PROGRAM BEGINS
(24)
(25) When the game loads into the computer, the
(26) Creditd/Copyright picture displays on your
(27) monitor. To play Classic Board Games, click
(28) the mouse button or press RETURN. A requester
(29) will appear, and ask you for a manual validation
(30) character.
(31)
(32) You will be requested to type in the first letter
(33) of a random word from the Classic Board Games
(34) manual. For example, the requester may ask for
(35) the first letter from
(36)
(37) Page 12 Line 14 Word 5
(38)
(39) After you find and type in the correct letter,
*** Page 6 *** *** Page 6 ***
(1) Chess game will load. Classic Board Games
(2) is now ready to begin.
(3)
(4)
(5) MOUSE & KEYBOARD CONTROL
(6)
(7) All Classic Board Games actions are controlled
(8) via mouse.
(9)
(10) IBM computers without a mouse should consult
(11) the appended instruction sheet for IBM play
(12) instructions.
(13)
(14) On Amiga computers the left mouse button
(15) initiates actions, while the right mouse button
(16) displays menus.
(17)
(18) The keyboard is used to input specific Modem
(19) and Opponent Parameters, filenames, and
(20) messages when playing between two computers.
(21)
(22) Messages between players may be typed at any
(23) time during game play, using the SEND and
(24) RECV lines at the bottom of the dispay.
(25)
(26)
(27) VERIFICATION REQUESTERS
(28)
(29) A verification requester/dialog will appear on
(30) your monitor screen whenever you request an
(31) action that might drastically effect the current
(32) game configuration. The requester/dialog will
(33) request an action from the player, and the game
(34) will not proceed until a valid response is made.
(35)
(36) These requesters/dialog are disigned to protect
(37) you from accidentally initiating an action that
(38) may irreversibly change some aspect of game
(39) play, or inadvertently break the teleconnection.
*** Page 7 *** *** Page 7 ***
(1) CLASSIC BOARD GAMES
(2) -------------------
(3) OVERVIEW
(4)
(5) Classic Board Games allows you to pit your skill
(6) at Chess, Checkers, and Backgammon against
(7) those of the computer on graphically animated
(8) game boards. It allows you to play against
(9) another human player, either on a single
(10) computer, or over the telephone with two
(11) computers (Amiga, Macintosh or IBM) equipped
(12) with modems.
(13)
(14) Classic Board Games allows smooth depth
(15) arranged movement of game pieces on both 3D
(16) (perspectively viewed) and 2D (top viewed) game
(17) board displays. In addition, the game boards can
(18) be displayed from any of four angles.
(19)
(20)
(21) PLAY MENU
(22)
(23) Select New Game from Play menu to begin a
(24) game. Note: When playing against another
(25) computer both computers must be set to the
(26) same game before New Game is selected.
(27)
(28) At any time during a Human player's turn the
(29) game can be stopped by selecting Cede/End from
(30) the Play Menu.
(31)
(32) A game that was Ended can be continued or
(33) Replayed simply by selecting Continue or Replay
(34) from the Play Menu.
(35)
(36) Any game may be saved, then later loaded and
(37) Continued or Replayed. However, Replay is
(38) disabled whenever the game is played between
(39) two computers.
*** Page 8 *** *** Page 8 ***
(1) HOW TO PLAY THE GAMES
(2)
(3) Many good books are available on how to play
(4) these games, such as the following.
(5)
(6) Hoyle's Rules of Games, Albert H. Morehead &
(7) Geoffrey Mott-Smith, New American Library,
(8) New York, 1983.
(9)
(10)
(11) CHESS - MOVING A PIECE
(12)
(13) Chess is played by pointing to the top portion of
(14) a chess piece (above the top ring on each piece
(15) shaft) with the mouse pointer and depressing the
(16) mouse button. The pointer will disappear, and
(17) the selected chess piece will move with the
(18) movement of the mouse.
(19)
(20) To set down the chess piece, move it to the
(21) desired board position, and release the mouse
(22) button.
(23)
(24)
(25) MOVE LEGALITY
(26)
(27) Only the color whose turn is current may be
(28) moved. The computer checks for the legality of
(29) a move according to the official rules of play.
(30) The computer will allow a move, if that
(31) player's King is in check, or if the resulting
(32) move will place that player's King in check. If
(33) an illegal move is made, Classic Board Games
(34) returns the piece to its original position on the
(35) board. When playing against another computer,
(36) only legal moves are transmitted. The result of
(37) each move, as well as whose turn is current, is
(38) displayed in one of the message boxes on the
(39) top portion.
*** Page 9 *** *** Page 9 ***
(1) CASTLING AND LA PASSANT
(2)
(3) Classic Board Games supports all of the official
(4) rules of chess, including castling and la passant.
(5)
(6) To castle, the player must pick up the King and
(7) move it to a legal castling position. If the move
(8) is legal (ie. the King and Rook have not
(9) previously been moved, the King is not or will
(10) not be in check, and no square that the King
(11) must cross is under attack by an opponent's
(12) piece), then castling will be performed.
(13)
(14) A pawn attacking a square crossed by an enemy
(15) payn, which has advanced two squares in one
(16) move from its original square, may be capture the
(17) enemy pawn la passant as though the later had
(18) been moved only one square. This move must be
(19) made in the immediately following turn.
(20)
(21)
(22) PROMOTING A PAWN
(23)
(24) When a pawn reaches the last rank, the player
(25) must exchange the pawn for another more mobile
(26) piece. When this occurs, the program will
(27) prompt you with a series of requester/dialogs.
(28) Read the requester/dialogs and follow their
(29) directions on how to promote a pawn.
(30)
(31)
(32) STARTING & ENDING A GAME
(33)
(34) White always moves first in Chess. A game is
(35) ended when a checkmate, stalemate, or draw
(36) occurs, or when a player chooses the Cede/End
(37) Game menu option from the Game Menu.
(38)
(39)
*** Page 10 *** *** Page 10 ***
(1) CHECKERS - MOVING A PIECE
(2)
(3) Checkers is played by pointing to the top disk
(4) portion of a checker piece with the mouse
(5) pointer and depressing the mouse button. The
(6) pointer will disappear, and the selected checker
(7) piece will now move with the movements of the
(8) mouse. To set down the checker piece, move it
(9) to the desired board position, and release the
(10) mouse button.
(11)
(12)
(13) MOVE LEGALITY
(14)
(15) Classic Board Games enforces all of the official
(16) rules of Checkers, and will allow only legal
(17) moves to be made. In checkers an uncrowned
(18) piece may only move diagonally forward on the
(19) dark squares of the game board.
(20)
(21) A crowned checker piece may be moved
(22) diagonally in any direction. A checker piece
(23) may not land upon a square occupied by another
(24) piece. Also, a checker piece is can only move one
(25) square at a time, unless it is capturing a piece.
(26)
(27) If a jump (capture) is possible in a turn, then a
(28) jump must be made. Moving any other piece is
(29) illegal. An enemy piece is captured by jumping
(300 over it with a diagonally adjacent piece of the
(31) opposite color.
(32)
(33) Checker pieces may make multiple legal jumps
(34) in a single turn as long as the the same piece is
(35) used to make all the jumps. The program must
(36) transmit each jump separately (when tele-
(37) connected to another computer), so the player
(38) must use the following multiple jump procedure.
(39)
*** Page 11 *** *** Page 11 ***
(1) MULTIPLE JUMP PROCEDURE
(2)
(3) 1. Pick up a piece with the mouse button.
(4)
(5) 2. Make the jump, placing the piece on the
(6) destination square. Then release the mouse
(7) button.
(8)
(9) 3. The message box will prompt that it is still
(10) the same player's turn, as long as there is
(11) another jump possible by the same checker
(12) piece.
(13)
(14) 4. Following the same procedure, make the next
(15) jump.
(16)
(17) 5. Continue making multiple jumps with the
(18) same checker piece as long as they are
(19) possible. When no jumps are possible, the
(20) turn will end.
(21)
(22) A checher piece is crowned, or kinged, when it
(23) reaches the last rank. A crowned checker piece
(24) may both move or jump diagonally in any
(25) direction.
(26)
(27)
(28) STARTING & ENDING A GAME
(29)
(30) Red (black on Macintosh) always moves first in
(31) Checkers.
(32)
(33) A game is ended either when all of the pieces of
(34) one color have been captured, or when a player
(35) chooses the Cede/End Game menu option from
(36) the Game Menu. If at any time during play a
(37) side cannot make a move, then the game is
(38) forfeit.
(39)
*** Page 12 *** *** Page 12 ***
(1) BACKGAMMON - ROLLING DICE
(2)
(3) Dice are rolled by pointing the mouse pointer to
(4) the Roll Dice control at center top of the
(5) graphic screen, and clicking the mouse button.
(6)
(7) When a Backgammon game is started, the
(8) program initiates the first roll of the dice, one
(9) die for each color. The player whose color die
(10) has the highest numeric value moves first,
(11) taking the values from both dice for his move.
(12)
(13) If the dice are the same value, the player (or
(14) both players if teleconnected) should click on
(15) the 'Roll Dice' control to roll again.
(16)
(17) The numeric value of the dice roll is displayed
(18) in the boxes beneath the Roll Dice control, as
(19) well as on the dice themselves.
(20)
(21) On any roll but the first, if the dice are the
(22) same value, then the player gets to move the
(23) single die value four times.
(24)
(25)
(26) BACKGAMMON - MOVING MARKER
(27)
(28) After the dice have been rolled, a move is made
(29) by pointing to the top disk portion of a
(30) backgammon marker with the mouse pointer and
(31) depressing the mouse button to select it. The
(32) pointer will disappear, and the selected marker
(33) will now move with the movements of the mouse.
(34)
(35) To set down the Backgammon marker, move it
(36) to the desired board position, and release the
(37) mouse button.
(38)
(39)
*** Page 13 *** *** Page 13 ***
(1) As in accordance with the rules of
(2) Backgammon, each die move must be made
(3) separately. For example a roll of 4 and 2
(4) cannot be moved as a 6, rather it is two moves
(5) (even if the same piece is making the move) --
(6) one of 4 and another of 2, or one of 2 and
(7) another of 4.
(8)
(9) Remember that a roll of doubles moves 4 times
(10) the value of a single die. So a roll of 5 and 5
(11) would allow a player to move 5 four times; one
(12) move of 5, another move of 5, another move of
(13) 5, and another move of 5.
(14)
(15)
(16) MOVE LEGALITY
(17)
(18) Classic Board Games enforces all of the official
(19) rules of Backgammon, allowing only legal moves
(20) to be made.
(21)
(22) Backgammon markers can only move the value on
(23) a single die until all moves have been made.
(24)
(25) The markers can only move forward in a square
(26) cornered "U" pattarn around the board. When a
(27) move is made in the wrong direction, the
(28) program will prompt you with a message in the
(29) message box and display the marker color next
(30) to its inner (home) court. After a few turns,
(31) this help color will disappear.
(32)
(33) Remember that a move cannot end on a square
(34) occupied by two or more of the opponent's
(35) markers (a blocked point).
(36)
(37) If there is a single opponent marker on the
(38) destination point of a move, then that marker
(39) is hit to the bar. This marker must re-enter
*** Page 14 *** *** Page 14 ***
(1) the table on an unblocked point in his
(2) opponent's inner court before other moves are
(3) possible.
(4)
(5) Markers can bear off the table after all markers
(6) of one color have reached the player's inner
(7) court and none are on the bar.
(8)
(9) Markers farthest out must bear off first, unless
(10) there is a marker on the point that corresponds
(11) to the value of the rolled die. Then it can bear
(12) off.
(13)
(14)
(15) DOUBLING DIE
(16)
(17) Classic Board Games supports the doubling die,
(18) which may be turned on and off from the
(19) Options menu, when playing human vs. human.
(20) Before rolling the dice, a player may point to
(21) the doubling die with the mouse pointer and
(22) click the mouse button to offer it to his
(23) opponent. The other player must then decide to
(24) accept or reject the doubling die. If it is
(25) accepted, then the value of the die will double.
(26) If it is rejected, then the game ends.
(27)
(28) The current value of the doubling die, as well as
(29) which player controls the die, is displayed in the
(30) doubling die box in the upper right hand corner
(31) of the graphics screen. Only the player
(32) controlling the doubling die may offer it to his
(33) opponent.
(34)
(35) If the die is accepted, then the game continues.
(36) Should the die be rejected, then the game is
(37) over and the score of the winner is incremented
(38) the value of the die before it was offered.
(39)
*** Page 15 *** *** Page 15 ***
(1) SCORING BACKGAMMON
(2)
(3) A running score is maintained by Classic Board
(4) Games during the course of a Backgammon
(5) session. This score is displayed when a game is
(6) won, or when one of the players cedes the game.
(7)
(8) The scoring box occupies the same place of the
(9) screen as does the doubling die box in the
(10) upper right hand corner of the graphic screen.
(11) To view the score when the doubling die is
(12) active, simply point the cursor at this display
(13) box at hold down the mouse button.
(14)
(15) The score will reflect both gammon and
(16) backgammom end game solutions.
(17)
(18)
(19) ENDING A GAME
(20)
(21) A Backgammon game is ended either all of
(22) the pieces of one color have been moved off the
(23) board, or when a player chooses the Cede/End
(24) Game menu option from the Game Menu.
(25)
(26) If the losing player has born off at least one
(27) marker, then a single game (valued at the
(28) number of the doubling die) is lost. But if he
(29) has not born off a sigle marker, then it is said
(30) to be a gammon and he loses a double game
(31) (valued at the number on the doubling die x 2).
(32) In addition, if the losing player has left a
(33) marker on the bar or in the adverse inner court,
(34) then he loses a triple score (valued at the
(35) number of the doubling die x 3), and it is said
(36) to be a backgammon.
(37)
(38)
(39)
*** Page 16 *** *** Page 16 ***
(1) CLASSIC BOARD GAME OPTIONS
(2)
(3) GAME OPTIONS
(4)
(5) The Options menu offers game options that can
(6) be set before a game is begun and include:
(7)
(8) <<>> Select a Game
(9) <<>> Select a Side
(10) <<>> View Dimensions
(11) <<>> Board View Angle
(12) <<>> Select Opponent
(13) <<>> Select a Computer Play Level
(14) <<>> Use Doubling Die (Backgammon only)
(15)
(16)
(17) SELECT A GAME
(18)
(19) Select the Classic Board Game you wish to play:
(20) Chess, Checkers or Backgammon.
(21)
(22)
(23) SELECT A SIDE
(24)
(25) The selected piece color starts the game, either
(26) red (black on macintosh) or white. When playing
(27) teleconnected with another computer, the player
(28) that starts the game by selecting New Game
(29) receives the chosen side color.
(30)
(31)
(32) VIEW DIMENSIONS
(33)
(34) View Dimensions allows you to play any of the
(35) games on either a 3 dimensional perspectively
(36) viewed game board, or a 2 dimensional top
(37) viewed game board. The player should use the
(38) view dimension with which he is most
(39) comfortable.
*** Page 17 *** *** Page 17 ***
(1) BOARD VIEW ANGLE
(2)
(3) Board View Angle will allow you to rotate the
(4) game board to any of four angles in Chess and
(5) Checkers, and any of two sides in Backgammon.
(6) In each case, the Board View Angle defaults to
(7) the white View (white in the foreground) for
(8) Chess and Backgammon, and the 'red' view for
(9) checker (red in the foreground). It is also
(10) possible to view the Chess and Checker boards
(11) from the King's Side view and the Queen's Side
(12) view. These angles may most frequently be used
(13) when two players are playing a game on a single
(14) computer.
(15)
(16)
(17) SELECT OPPONENT
(18)
(19) Options include either a Human opponent or a
(20) Computer opponent. If the Computer opponent is
(21) selected, then a Computer Play Level must also
(22) be selected.
(23)
(24)
(25) SELECT COMPUTER LEVEL
(26)
(27) Classic Board Games offers three levels of play,
(28) Novice, Expert and Master, in Chess, Checkers
(29) and Backgammon. As the level of computer play
(30) increases, the time the computer takes to
(31) consider its move also increases.
(32)
(33) The three levels of play in Backgammon offer
(34) different playing techniques from full offensive
(35) to full defensive play. Note that when moving
(36) doubles, the computer sometimes can take quite
(37) a few seconds to consider all move possible move
(38) permutations (depending on the speed of your
(39) microprocessor).
*** Page 18 *** *** Page 18 ***
(1) USE DOUBLING DIE
(2)
(3) This option allows the doubling die to be turned
(4) on and off.
(5)
(6)
(7) SAVING AND LOADING GAMES
(8)
(9) Games may be saved, and later loaded and
(10) Continued or Replayed under the Files menu.
(11) Enter the filename of the game you wish to
(12) save. Select previously saved games from the
(13) list, using the mouse.
(14)
(15)
(16)
(17) TELECOMMUNICATIONS
(18) ------------------
(19)
(20) PLAYING BETWEEN COMPUTERS
(21)
(22) The Telecomm menu provides options relating to
(23) play between two computers.
(24)
(25) There are four possible teleconnection modes
(26) into which your computer may be set:
(27)
(28) <<>> Dial Telephone Number
(29) <<>> Answer Telephone
(30) <<>> Null Modem Connect
(31) <<>> Disconnect
(32)
(33) The computer will always be set to one of
(34) these four Telecommunication modes. The
(35) default is Disconnect when the game begins.
(36)
(37) In order for a player to initiate a teleconnection
(38) with another computer, one of the other items
(39) must be selected.
*** Page 19 *** *** Page 19 ***
(1) DIAL TELEPHONE NUMBER
(2)
(3) This menu selection tells your modem to Dial the
(4) Telephone Number you requested (See Modem and
(5) Opponent Parameters).
(6)
(7)
(8) ANSWER TELEPHONE
(9)
(10) This menu selection designates this computer as
(11) the one that waits for, and answers, the call
(12) from the other computer when attempting to
(13) establish play between two computers. The
(14) computer instructs the modem to answer the
(15) telephone the next time it rings.
(16)
(17)
(18) NULL MODEM CONNECT
(19)
(20) This menu selection instructs Classic Board
(21) Games to bypass modem communication routines,
(22) and directly connect to another computer via a
(23) null modem cable between the serial ports of
(24) each.
(25)
(26)
(27) DISCONNECT
(28)
(29) This menu selection breaks the connection
(30) between another computer, previously connected
(31) by selecting Dial Telephone #, Answer Telephone,
(32) or Null Modem Connect.
(33)
(34) Both computers must always select Disconnect
(35) when a session has ended.
(36)
(37)
(38)
(39)
*** Page 20 *** *** Page 20 ***
(1) MODEM & OPPONENT PARAMETERS
(2)
(3) Modem and Opponent Parameters may be set
(4) from the menus.
(5)
(6) Classic Board Games allows you to save the
(7) Modem and Opponent Parameters so they can be
(8) recalled instantly when needed.
(9)
(10) MODEM PARAMETERS
(11)
(12) These settings can be edited to conform to your
(13) modem and saved to the disk, so that each time
(14) Classic Board Games loads, it defaults to the
(15) requirements of your personal modem.
(16)
(17) <<>> Baud Rate
(18) <<>> Dial Command Modem Settings
(19) <<>> Answer Command Modem Settings
(20)
(21)
(22) BAUD RATE
(23)
(24) Baud rates of 300, 1200, 2400 and 9600 may be
(25) selected.
(26)
(27) Both computers must be set to the same baud
(28) rate before a connection can be established.
(29)
(30)
(31) DIAL COMMAND
(32)
(33) Whenever your modem dials a telephone number,
(34) it must first send a signal to your modem that a
(35) telephone number is about to be sent.
(36)
(37) If your particular modem, like most, is AT
(38) compatible, then either ATDT (for tone dialing)
(39) or ATDP (pulse dialing) should be chosen.
*** Page 21 *** *** Page 21 ***
(1) A custom command entry box is provided for any
(2) modems with non-standard modem command sets.
(3) Note that this entry box may also be used to
(4) add AT commands to the dial command.
(5)
(6) For example, the command ATX6DT will tone dial
(7) the phone, returning result codes, which Classic
(8) Board Games can use to confirm you that the
(9) number was busy, whether a human and not a
(10) computer answered the phone, or whether no
(11) no one answered the phone.
(12)
(13) If characters are displayed in the custom dial
(14) command box, then that is the active dialing
(15) command.
(16)
(17) Click the box active, then type the command
(18) that you require.
(19)
(20)
(21) ANSWER COMMAND
(22)
(23) A modem must be commanded to answer the
(24) telephone when it rings.
(25)
(26) If the modem has a built in auto answer feature,
(27) ATS0=1 commands it to pick up the phone after
(28) it rings once.
(29)
(30) Some older modems will answer, but must be told
(31) to pick up the telephone after it rings. The
(32) ATA control is used in this case.
(33)
(34) If you have selected this answer command, you
(35) would not select Answer Telephone menu option
(36) until after the telephone rings (See Tele-
(37) connection Procedures).
(38)
(39)
*** Page 22 *** *** Page 22 ***
(1) A custom command entry box is provided,
(2) should your modem answer command differ from
(3) those provided.
(4)
(5) Click/activate the box, then type in the
(6) command you require.
(7)
(8)
(9) OPPONENT PARAMETERS
(10)
(11) Opponent parameters can be entered or edited,
(12) and saved to disk so they can be recalled as
(13) needed.
(14)
(15) Previously saved Opponent files are listed and
(16) may be recalled by first selecting, then loading
(17) them with the mouse.
(18)
(19) Each Opponent file contains information specific
(20) to establishing a connection with a particular
(21) opponent, such as the opponents name, telephone
(22) number, and the baud rate that will be used.
(23)
(24)
(25) TELECONNECTION PROCEDURE
(26)
(27) Playing Classic Board Games between two
(28) computers over the telephone is very easy.
(29) Classic Board Games does all the work of
(30) establishing and maintaining the connection, so
(31) that the players can concentrate on playing the
(32) game.
(33)
(34) Before you establish a teleconnection, both of
(35) the players must set the Opponent Parameters,
(36) or Load a previously saved Opponent Parameters
(37) file from the disk.
(38)
(39)
*** Page 23 *** *** Page 23 ***
(1) VOICE CONTACT
(2)
(3) It is recommended that telephone voice contact
(4) be first established between the Classic Board
(5) Games players to decide who will Dial the
(6) Telephone Number and who will Answer the
(7) Telephone.
(8)
(9) It is also necessary to agree upon the baud rate
(10) that will be used for the connection, which
(11) should be highest common to both the modems
(12) that are being used.
(13)
(14) After they each hang up the voice call, the
(15) player who will answer the call should select
(16) Answer Telephone from the menu (if ATS0=1).
(17) The Dialing computer waits 30 seconds to be
(18) sure his opponent is ready, then selects 'Dial
(19) Telephone Number' from the menu.
(20)
(21) If ATA is the answer mode, The Player who is
(22) dialing should Dial the Telephone Number first.
(23) The other player then selects Answer Telephone
(24) from the menu after his phone rings.
(25)
(26)
(27)
(28)
(29)
(30)
(31)
(32)
(33)
(34)
(35)
(36)
(37)
(38)
(39)
*** Page 24 *** *** Page 24 ***
(1) TELECONNECT SUMMARY
(2)
(3) 1. Each computer must load Classic Board
(4) Games.
(5)
(6) 2. Set Modem Parameters, if not set.
(7)
(8) 3. Load or set Opponent Parameters.
(9)
(10) 4. Call yout opponent (voice) to decide who
(11) will call whom.
(12)
(13) 5. Both computers should be set to the same
(14) game, and not have a game started.
(15)
(16) 6. Before hanging up the phone, both players
(17) agree that a call will be placed in a few
(18) seconds (15 seconds).
(19)
(20) 7. If ATS0=1 is the designated answer
(21) command, the player who answers the phone
(22) selects Answer Telephone. Then 15 seconds
(23) later the other player selects Dial Telephone
(24) Number.
(25)
(26) 8. If ATA is the designated answer command,
(27) one player selects Dial the Telephone
(28) Number. Then the other player selects
(29) Answer Telephone when he hears the
(30) telephone ring.
(31)
(32) 9. Classic Board Games will establish the
(33) connection between the computers.
(34)
(35) 10. Players may now type massages to each
(36) other. When they are ready, they select
(37) New Game, or load and Continue a saved
(38) game that was previously saved.
(39)
*** Page 25 *** *** Page 25 ***
(1) TELECONNECT: ANOTHER METHOD
(2)
(3) A few older, non-standard modems do not
(4) answer the phone or recognize the AT command
(5) set, and may not initially seem to work with
(6) Classic Board Games.
(7)
(8) You may still be able to play by using the
(9) Null Modem Connect option. The connect
(10) procedure that follows, should be used to
(11) establish a teleconnection under these
(12) circumstances.
(13)
(14) The computers must each load and use
(15) telecommunication software that works with the
(16) respective modems.
(17)
(18) The software should be set to the following
(19) parameters.
(20)
(21) Baud Rate = your baud rate
(22) Parity = NONE
(23) Data Length = 8 bits
(24) Stop Bits = 1 stop bit
(25) Duplex = Full Duplex
(26)
(27) After making a teleconnection between the two
(28) computers, quit the telecommunication programs.
(29) The telephone connection should remain open
(30) between the two modems.
(31)
(32) Load Classic Board Games on both computers.
(33) After it has loaded, the players should select the
(34) Null Modem Connect menu option.
(35)
(36) Wait a sufficient time fot both computers to get
(37) the game loaded and set, then try typing
(38) messages to each other in order to determine if
(39) a connection was succesfully established.
*** Page 26 *** *** Page 26 ***
(1) TROUBLE SHOOTING
(2) ----------------
(3)
(4) GAME WILL NOT LOAD
(5)
(6) 1. Have you sufficient free memory for the
(7) game to load?
(8)
(9) 2. Verify that your working copy of the game
(10) disk is not damaged.
(11)
(12)
(13) MODEM WON'T DIAL THE NUMBER
(14)
(15) 1. Is your modem connected to your computer
(16) and powered? Check all the connections
(17) between computer and modem.
(18)
(19) 2. Are Modem and Opponent Parameters set
(20) correctly? If not, the set the parameters
(21) correctly.
(22)
(23) 3. Is your modem compatible with the AT
(24) command set? If not, consult your modem
(25) manual for a dial command that might work,
(26) and type it into the Dial Command Box.
(27)
(28) 4. If all else fails, try the procedure outlined
(29) under TeleConnection - Another Method (page 25).
(30)
(31)
(32) MODEM WON'T ANSWER THE PHONE
(33)
(34) 1. Is your modem connected to your computer
(35) and powered? Check the connections between
(36) computer and modem.
(37)
(38) 2. Are your Modem Parameters set correctly?
(39) If not, set the parameters correctly.
*** Page 27 *** *** Page 27 ***
(1) 3. Is your modem compatible with the AT
(2) command set? If not, consult your modem
(3) manual for an answer command that might
(4) work, and type it in the Answer Command
(5) Box.
(6)
(7) 4. Try the ATA command to force the modems
(8) to answer the phone.
(9)
(10) 5. If all else fails, try the procedure outlined
(11) under TeleConnection - Another Method (page 25).
(12)
(13)
(14) TELECONNECTED, BUT WON'T WORK
(15)
(16) 1. Are both computers set to the same baud
(17) rate?
(18)
(19) 2. Had a game already been STARTED on one
(20) of the computers? Games should not be
(21) started when the teleconnection is first
(22) established.
(23)
(24) 3. Are both computers set to the same Game?
(25) Both computers should select the same
(26) Game (Chess, Checkers or Backgammon)
(27) before starting a game.
(28)
(29) 4. Do you have Call Waiting? Disable Call
(30) Waiting and try again.
(31)
(32) 5. Try hanging up and re-establish phone
(33) (voice) contact to verify all modem settings
(34) on each computer. Then try again.
(35)
(36)
(37)
(38)
(39)
*** Page 28 *** *** Page 28 ***
(1) PLAYING, THEN NO RESPONSE
(2)
(3) 1. Are you still connected? Check for the
(4) Carrier Detect (CD) light on your modem, if
(5) it has one.
(6)
(7) 2. Type in a message. The chime may awaken
(8) your sleeping opponent.
(9)
(10) 3. If the SEND message line echoes back the
(11) RECV message line (with some modems),
(12) then you are disconnected.
(13)
(14) 4. If you has been disconnected, first Save
(15) the game. Then repeat the connect
(16) procedures to re-establish a connection. Now
(17) Load the saved game and select Continue.
(18) Game play will be picked up where you left
(19) off.
(20)
(21) 5. If you have Call Waiting, it can cause a
(22) disruption of telephone game play.
(23)
(24) Call Waiting should disabled before
(25) attempting to play any game over the
(26) telephone.
(27)
(28) If you do not know to disable Call
(29) Waiting, please consult your telephone
(30) company.
(31)
(32)
(33) (C) Merit Software, 1990.
(34)
(35) Dallas, Texas 1-800-238-4277.
(36) Classic Board Games is a trademark of Merit Software.
(37) Programming and Graphics copyright 1990 Merit Software.
(38) Merit Software is a trademark of MAC.
(39) All rights reserved.
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