Spite& Malice by Remember
7 DISK SUPPLIED BY - RACK I, - ...AND HERE RELEASE #121... - ...A MINDGAME FROM - OSMI BACK IN 1986! - RIGINAL DISK SUPPLIED BY - RACKED AND DOCUMENTS TYPED BY - UNRISE AND THE FORGOTTEN ONES... .. . - SPITE & MALICE DOCUMENTS - (C) 1986 COSMI [SPACE] TO READ OR [RUN/STOP] TO START REMEMBER CREDITS - ORIGINAL SUPPLIED BY DERBYSHIRE RAM. CRACKED & DOCUMENTS TYPED BY JACK ALIEN. FUNDAMENTAL RULES - DETERMINING THE WINNER: MOST COMPLETED GAMES USE EVERY SQUARE OF THE 64-SQUARE (8*8) BOARD. PLAYED WITH PIECES COLORED WHITE ON ONE SIDE AND BLACK ON THE OTHER, THE WINNER IS DETERMINED BY COUNTING WHICH COLOR OCCUPIES THE MOST SQUARES AT THE END OF THE GAME. A GAME THAT ENDS WITH 32 WHITE PIECES AND 32 BLACK OR ANY EQUAL NUMBER OF PIECES SHOWING IS A TIE. IF THE COUNT IS 34 WHITE TO 30 BLACK, WHITE WINS BY FOUR. STARTING POSITION - - 1 - WHEN YOU START TO - PLAY, THE BOARD IS 2 - SET UP AS SHOWN. - 3 - SPITE & MALICE - LOCATES THE PIECES 4 - IN THE CENTER OF THE - BOARD IN THEIR 5 - CORRECT POSITIONS. - 6 - - 7 - - 8 - - A B C D E F G H - = BLACK - = WHITE THE PLAY - - 1 - BLACK ALWAYS GETS - FIRST MOVE, AND 2 - SQUARES ARE CLAIMED - BY TRAPPING ROWS UP, 3 - DOWN, OR DIAGONALLY. - WHEN BLACK TRAPS 4 - WHITE BY PLAYING A - PIECE AS SHOWN HERE, 5 - BLACK HAS TRAPPED A - ROW OF ONE. 6 - - 7 - - 8 - - A B C D E F G H - = BLACK - = WHITE AFTER THE MOVE - - 1 - ALL THE PIECES IN - THE TRAPPED ROW ARE 2 - FLIPPED OVER, SO THE - ROW BECOMES ALL 3 - BLACK. REMEMBER, ALL - PIECES ARE BLACK ON 4 - ONE SIDE AND WHITE ON - THE OTHER. 5 - - 6 - - 7 - - 8 - - A B C D E F G H - = BLACK - = WHITE NOW IT'S WHITE'S TURN - - 1 - THE LEGAL TRAPPING - MOVES FOR WHITE ARE 2 - SHOWN HERE BY THE - LETTER 'M'. 3 - - NOTE: SPITE & MALICE 4 - ALLOWS ONLY LEGAL - MOVES. IT WILL NOT 5 - ALLOW YOU TO MAKE AN - IMPOSSIBLE PLAY! 6 - - 7 - - 8 - - A B C D E F G H - = BLACK - = WHITE STARTING THE GAME - THE BOARD DISPLAYS THE PROPER BEGINNING POSITION AND YOU ARE ASKED TO RESPOND TOINSTRUCTIONS THAT APPEAR AT THE BOTTOM OF THE SCREEN. FIRST NAME: ENTER YOUR NAME AND PRESS - THE RETURN KEY. WHAT COLOR: PRESS THE [B] KEY FOR BLACK - OR THE [W] KEY FOR WHITE. (BLACK ALWAYS MOVES FIRST.) WHAT LEVEL: YOU MAY CHOOSE ANY LEVEL - FROM 1 THROUGH 8 BY PRESSING THE NUMERIC KEY ON THE KEYBOARD FOR YOUR CHOICE. (IF YOU ARE A BEGINNER, I STRONGLY SUGGEST PRESSING NUMERAL 1.) STARTING THE PLAY - IF YOU'VE CHOSEN WHITE, SPITE & MALICE IS BLACK, SO THE SCREEN DISPLAYS "MY TURN" UNDER THE BOARD AND THE LETTERS "PL" (FOR PLAY) WILL FLASH. YOU ALLOW SPITE & MALICE TO PLAY BY PRESSINGTHE [RETURN] KEY OR PRESSING THE JOYSTICK FIRE BUTTON. A RED PIECE FLASHES INDICATING THAT SPITE & MALICE IS CONSIDERING ITS NEXT MOVE. IF SPITE & MALICE TAKES LONGER THAN ONE SECOND TO MAKE A MOVE, IT WILL INDICATE THE SQUARE IT IS CURRENTLY "THINKING" ABOUT BY MAKING IT WHITE. WHEN IT PLAYS,THE TRAPPED PIECES TURN OVER AND THE ROWBLINKS THREE TIMES. IF YOU'VE CHOSEN BLACK, THE SCREEN DISPLAYS "YOUR TURN" AND THE CURSOR BLINKS THE UPPER RIGHTHAND OF THE BOARD. CONTROLLING PLAY - TO SELECT YOUR SQUARE AND TO USE THE "MENU" (EXPLAINED NEXT), MOVE THE BLINKING CURSOR AS DESCRIBED BELOW. - CURSOR DOWN CRSR UP/DOWN BACK - CURSOR LEFT SHIFT KEY, LEFT THEN CRSR LEFT/RIGHT - CURSOR UP SHIFT KEY, FORWARD THEN CRSR UP/DOWN - CURSOR RIGHT CRSR RIGHT LEFT/RIGHT - SELECT MOVE RETURN FIREBUTTON - TO MAKE YOUR MOVE - MOVE THE BLINKING CURSOR OVER YOUR SELECTED SQUARE AND SELECT MOVE. IF YOURMOVE IS ILLEGAL, SPITE & MALICE PLAYS A LOW TONE TO TELL YOU. IF IT IS LEGAL, THE MOVE IS MADE AND YOU CLAIM YOUR OPPONENT'S TRAPPED SQUARES. HOW TO USE THE MENU - THE MENU ALLOWS MANY VARIATIONS IN PLAY AND OFFERS FEATURES THAT ALLOW YOU TO EXPLORE THE FASCINATING COMPLEXITY OF SPITE & MALICE. TO GIVE YOU SOME IDEA OFTHE STRATEGIES THAT CAN BE EMPLOYED IN SPITE & MALICE, THE APPENDIX CONTAINS ANEXPANDED GLOSSARY OF OTHELLO TERMS BY GEORGE SULLIVAN AND ROGER RICHARDS TAKENFROM THE SPRING 1982 ISSUE OF THE OTHELLO QUARTERLY PUBLICATION. THE MENU IS DISPLAYED ALONG THE RIGHT HAND SIDE OF YOUR SCREEN. MOVE THE CURSOR OVER THE MENU ITEM YOU WISH TO USE AND SELECT MOVE. "PL" (PLAY): CURSOR MUST BE ON "PL" TO - ALLOW SPITE & MALICE'S MOVE. "CH" (CHANGE SIDE): CHANGES SIDES OR - COLOR. "MY TURN" BECOMES "YOUR TURN", AND VICE VERSA. "TA" (TAKE BACK): AFTER SELECTING "TA", - PULLING THE JOYSTICK BACK TAKES BACK MOVES ONE BY ONE. AFTER MOVING BACK, JOYSTICK FORWARD REPLAYS THE MOVES AUTOMATICALLY. IF YOU WISH TO REPLAY THE GAME FROM ANY POSITION, JUST SELECT MOVE. "SE" (SET THE BOARD): YOU MAY MOVE THE - CURSOR AROUND THE BOARD AND PLACE A PIECE AT ANY POSITION BY PRESSING [B] TO PLACE BLACK OR [W] TO PLACE WHITE. PRESSING THE [SPACE] BAR EMPIES A SQUARE. PRESS [X] WHEN YOU'RE DONE AND SPITE & MALICE WILL ASK YOU "IS IT MY TURN? Y/N." ENTER EITHER [Y] FOR YES OR [N] FOR NO. "HE" (HELP): SELECTING "HE" WHEN IT'S - YOUR MOVE ASKS SPITE & MALICE TO SUGGEST YOUR NEXT MOVE. PLEASE NOTE THAT "HELP" ONLY WORKS AT LEVEL 2 - 8. "LE" (LEVEL): SPITE & MALICE ASKS YOU - WHAT LEVEL YOU WANT TO PLAY AT. IT WILL PLAY AT ANY LEVEL YOU CHOOSE BY PRESSING ANY NUMERIC KEY FROM 1 THROUGH 8 ON THE KEYBOARD. FEATURES - FOUR WAYS TO RESTART THE GAME. 1. TAKE BACK TO BEGINNING WITH "TA". 2. SET TO ORIGINAL POSITIONS WITH "SE". 3. PRESS THE [F1] KEY TO RESTART GAME. 4. PRESS THE [F7] KEY TO RESTART LEVEL. OTHER KEY COMMANDS - [F3] TO SAVE YOUR GAME TO DISK. [F5] TO LOAD YOUR GAME FROM DISK. ENTER THE NAME AND PRESS RETURN! ...ENJOY... -END- -