Backgammon


by Steve Kelly
Sinclair Research Ltd
1983
Crash Issue 1, Feb 1984   page(s) 59

Producer: Psion, 16K
£5.95

One can usually expect a lot from Psion, and this game is no exception. Very good graphics and instructions with four skill levels, on-screen or throw your own dice. Good demo mode.


Transcript by Chris Bourne

Crash Issue 4, May 1984   page(s) 62

Producer: Psion, 16K
£5.95

One can usually expect a lot from Psion, and this game is no exception. Very good graphics and instructions with four skill levels, on screen or throw your own dice. Good demo mode.


Transcript by Chris Bourne

Sinclair User Issue 19, Oct 1983   page(s) 48,49

ANCIENT GAME HAS VARIED SUCCESS ON THE SPECTRUM

Backgammon has long been a popular game which requires a mixture of luck and skill. John Lambert reports on three versions.

Backgammon is an ancient game involving much more skill than draughts, yet dependent more on luck than chess. It is as old, or possibly older than any of them. The ancient civilisations of China, India and Greece all offer possible birthplaces. There are three versions of the game for the Spectrum by Psion, 16K; Hewson Consultants, 16K; and C P Software 48K; all priced at £5.95.

Each cassette has instructions for those new to the game. Those written for C P are good, clear and detailed. Backgammon is a complex game and the notes make play easy for a complete beginner. The Psion instructions are equally useful but those provided by Hewson are not nearly as well put together and might be confusing for the novice.

When playing Backgammon, the visual impact of the board and layout of the 'men' is vitally important - you need to be able to assess your position and your opponents at a glance, so the graphics are a prime consideration.

On loading, Hewson offers a choice of single game, points series, gambling series or a demonstration game. The latter is very helpful for the newcomer and compensates a little for the deficiency in written instructions. There is also a choice of static levels and you can choose who starts the game, although, strictly speaking, that is against the rules.

The board is swiftly presented hut unfortunately it is not easy to see, either in colour or black and white. The 'men' do not stand out from the board and the computer moves are made much too quickly for the experienced player to follow, let alone the novice. A record of the moves appears on screen below the table. The Hewson graphics are simple and not very effective compared to the others.

Load the C P version and you are presented with brief instructions for play, which neither of the others provides on-screen, but there is no choice of skill level. The graphics are much better than those of Hewson, though the board is drawn very slowly, that part of the program being in Basic. The definition is good, making the men easily visible in colour, and only a little less so in black and white, but since the points are not coloured alternately as they should be it is often difficult to calculate your moves. In this program the chosen pieces flash before a move is made so that it is easy to follow and a record is kept below of the moves, but it is SLOW and your moves have to be entered singly, which can be frustrating when a double is thrown.

In its normal fashion, Psion presents a screen display for you to look at while the game is loading, even though the screen takes almost as long as the game to load. Incidentally that was a black mark for Psion: whoever drew its screen should have realised that opposite faces on a dice add to seven rather than adjacent ones. That criticism, however, should not detract from the spectacular nature of board display. You select from four skill levels, with a demonstration game available, and then are given the opportunity to input your own dice throws. It is the only one of the three which allows this, a feature which other games programmers would be wise to copy since your faith in the randomness of the RND generator will be shaken by the dice thrown in all the programs.

The board is drawn quickly with the points coloured alternately in black and white and the pieces, large enough to see easily, four character squares, in red and cyan. The definition is not lost when using a black and white television. The dice 'roll' in 3D up the screen and the pieces move across the board from point to point, making it simple to follow the course of the game. On the points with more than five men, the pieces appear to stand on their edges to make space, whereas the other two games resort to using numbers in that situation. When blots are hit, they travel gracefully to the bar, where a maximum of two men of any one player are shown at a time.

In the middle of the bar is the doubling cube, which moves from player to player in use. Hewson is the only other game to offer doubles but only in its gambling series.

Moves can be changed after they have been made by use of the DELETE key, the men retracing their steps across the screen. EDIT elicits suggested moves to help the novice player throughout the game. The graphic display is well-designed and effective.

All the games use the conventional rules of play, as published by Hoyle, but for scoring C P has no doubling option, an integral part of the modern game. Hewson uses its own method of calculating points instead of the accepted one. Only Psion scores correctly.

Hewson plays erratically, sometimes being very conservative and at other times taking wild risks. Moreover, by moving about frequently within its own inner table it is unable to take full advantage of the dice. When playing a back game it does not persevere long enough and on one occasion when one of its men was on the bar and most of its opponent pieces had been borne off leaving a blot on the three, Hewson threw five/three and came in on the five, thus losing a gammon. Apart from that instance it usually 'hits' at almost every opportunity and so it can be trapped by a skilful opponent. On the whole the level of play, even at its highest, is moderate and does not provide a stimulating challenge to an experienced player.

It is interesting to note that M Male, the author, also wrote the excellent air traffic control simulation, Heathrow, for Hewson.

C P is another fanatical taker, but rarely takes the conventional precaution of building houses in its inner table. On the rest of the board its moves are generally conservative but its defeats of Hewson, as indeed when Hewson beat it, depended on some very lucky dice throws towards the end of the game. The two programs are well matched, their skill levels being about the same and their strategies very similar.

Psion plays a much more sensible game and provides more of a challenge. It makes better and more frequent use of the standard openings and its strategy throughout the game is more consistent. It protects its inner table and leaves few unnecessary blots but once again when playing a back game it tends to lack conviction and runs for home too soon.

To test the abilities of the games a 'tournament' was arranged. Each program played five games against each of the others. The results, shown in the table, were surprisingly even.

It was expected, on the basis of playing the game individually, that the result to be would Psion first, Hewson and then C P. None of those programs, however, can assess the play of its opponent, which is why they fail to take advantage of each other's faults. Human players would assess and eventually predict their opponent's moves, frustrating a back game by refusing to hit blots, or avoiding blots left as obvious traps.

Since the programs cannot do that, the Psion game, for example, fails to realise that its opponents play consistently badly, and cannot capitalise on that as a human player does. For the same reasons, Hewson and C P opposed each other three times with identical strategies and neither was able to realise that and alter its play accordingly. The results therefore depended often merely on the luck of the dice.

The Psion game is programmed entirely in machine code and so uses the comparatively small space available on a 16K machine efficiently, even using the spare space in the printer buffer for the table of the positions of the men on the boards. When the Microdrive becomes available it may be a problem to fit it in. On the other hand Hewson and CP are written, predominantly in Basic, Hewson about 70 percent and CP nearly 90 percent; that makes them somewhat cumbersome and would, particularly in the case of C P, welcome the use of a good compiler.

RESULTS

Psion vs Hewson
12345
WBW Psion
G W Hewson
Psion wins 5/3

Hewson vs CP
12345
W Psion
G GWW Hewson
CP wins 8/1

CP v Psion
12345
G G CP
WWG Psion
Draw

W= Win, G = Gammon, B = Backgammon


Transcript by Chris Bourne

Sinclair User Issue 24, Mar 1984   page(s) 54,55

INTERFACE GAMES ARE FAST BUT NOT FURIOUS

John Gilbert reviews the ROM cartridge software currently available.

The Sinclair Research Interface Two has had few kind words said about it and that it is not surprising. The add-on is supposed to give the Spectrum the ROM potential of the Atari games consoles and computers into which you can plug ROM cartridges which will load games into the machine directly on power-up. It should have been the ideal add-on for users who want a quick-load device and no messing with tape recorders or even Microdrives.

The main difficulties with the idea are that the software available consists of reproductions of arcade games which are already on the market and that many software companies have been deterred from producing software for the interface because of the conditions attached to ordering.

At the moment companies have to order batches of 1,000 cartridges in a sector of the market which is not fully-established. It is a risky business even for a company as established as Melbourne House or Psion. The situation could develop so that Sinclair is the only company producing the ROM cartridges. It certainly has the monopoly now.

The first ROM packages, together with their colourfully-styled display boxes, to arrive on the market were titles which already existed on the cassette format in the Sinclair software library. They included Planetoids, Backgammon and Space Raiders which are all from Psion.

The packages, one of which appeared originally on the ZX-81, are not particularly innovative or awe-inspiring and they are certainly not the kind of titles which would be expected to be produced when bunching a new peripheral for a prime-selling microcomputer. It is as if Sinclair could not wait to get Interface Two out of the way and so complete its obligations for peripherals for the Spectrum. One reason may well have been that the new QL machine was occupying its thoughts.

Backgammon featured as the only mind game in the first release, the others being held back because the Psion games were the quickest to produce. It is a pity that Backgammon was first instead of the chess package, which was left until later - chess has a far greater appeal to the majority of home computer users. Fortunately there was a gap of only two months before Chess was released and it has proved to be one of the better software packages in the launch.

Space Raiders is a painfully slow version of Space Invaders and could just as well be bought on cassette more cheaply. There are three spaceships with which you can fire at the aliens which amble across the screen.

Once you have finished one screen of the game, and that is not difficult, you will progress to the next level which is just as difficult or easy as the first. That makes the game a push-over and there is little challenge to tax even the newcomer to the arcade game scene.

Like most of the games in the range the price of the program on cassette is only £5 but the ROM version costs almost £10. Considering that the software does not show off either the graphics, colour or sound of the Spectrum to best effect it does not seem advantageous to buy the ROM version.

Planetoids is another arcade game with a familiar theme. Your spaceship first appears stationed at the centre of the screen and asteroids start to close in on it. You must try to destroy them and avoid the ones you miss. Alien spaceships make your task even more impossible.

The standard of the game is reasonable for the market, even though it was first produced in late 1982. The graphics are better than the original Atari version of Asteroids. The ship and the planetoids have been given a solid, almost three dimensional quality.

The program has a wrapround screen which allows your spaceship to go off one side and return on the other. That causes a strange effect when your ship fires across the screen, as the missiles will disappear off one edge and reappear somewhere else. The rogue missiles could even cause you to have some nasty accidents shooting at yourself.

Those packages comprised the ROMs available at the launch of Interface Two and there was a considerable wait until the other ROMs were launched in December.

The new packages include some old favourites from Melbourne House, already in the Sinclair software library, and some releases introduced by Ultimate Play the Game.

The Melbourne house offerings feature the clown of the software scene. The newest Horace adventure is not on ROM but it is pleasant to see Hungry Horace having a re-birth and Horace and the Spiders on ROM.

For those who know nothing of the Horace myth he is a little round, Pacman-type creature who has the habit of annoying everyone he meets.

Each of the games has a cute plot and Hungry Horace sees the round man taking the part of a Pac-man. He is, however, no ordinary powerpill eater. He has to eat the flowers in the park and avoid the keepers who will throw him out if he is discovered. If you go through one maze into another there will be more surprises and if you are adept enough you may start to think that there is no limit to the number of mazes in the game.

Horace and the Spiders is slightly different Horace has to dodge the spiders to gain points before he can reach the main part of the game which takes place in a cobwebbed house. You must destroy the spiders and their webs if you are to win the game.

The Horace adventures are a pleasure to play and it is good to see them in a format where they can be loaded immediately you feel like a quick game.

The range of Ultimate games is also worth having on cartridge, although they could be bought more cheaply on cassette from that company.

In chronological order, Jet Pac was the first game Ultimate produced for the Spectrum. In it you play a spaceman whose task is to deliver and assemble spaceship kits and to collect valuable treasures on the way. You will be faced with all kinds of odd creatures which you must avoid and destroy to complete your task.

The other games from Ultimate are Pssst, which involves a robot keeping away the bugs from a sunflower, and Cookie, which involves a chef bouncing ingredients for a cake, avoiding the nasties in the larder and keeping clear of the bins. Both games are arcade standard in quality and benefit from the ROM treatment.

The only mind game in the second release of ROM software is Chess. It is the original cassette version which has existed since the title was launched, with no changes. That is surprising since Mikro Gen, the original manufacturer of the game, has produced an upgraded version.

The game is standard so far as computer chess goes with options for playing or setting-up the board to play in particular situations. There are 10 levels and the highest, nine, takes several minutes to make a move. Each move for both you and your opponent is monitored in seconds, minutes and hours on a chess clock above the board on the screen.

The future of the ROM interface is still uncertain and many software houses are unsure what they will do in the way of supporting it. It seems unlikely that any large-scale production of programs on Sinclair standard ROMs is planned in the software industry and Sinclair could be in the unenviable position of having a monopoly of ROM software.

Sinclair Research hopes to produce some language and utility packages for Interface Two but the company still has no idea which language or utilities will be available, or when. It is likely that a ROM version of Micro-Prolog will be available soon but no firm date is being given even for that step forward.

The indications are that it will be the last interface for the Spectrum. The buffer at the back of the board will support only a ZX printer and Sinclair has given no intention of producing more peripherals for its home market machine. It would therefore seem logical to support the interfaces it already has as far as it can and to promote the use of those devices as much as possible. As far as Interface Two is concerned it has crept on to the market with more of a whisper than the bang which was expected.


Transcript by Chris Bourne

Sinclair User Issue Annual 1984   page(s) 26,27

ANCIENT GAME HAS VARIED SUCCESS ON THE SPECTRUM

Backgammon has long been a popular game which requires a mixture of luck and skill. John Lambert reports on three versions.

Backgammon is an ancient game involving much more skill than draughts, yet dependent more on luck than chess. It is as old, or possibly older than any of them. The ancient civilisations of China, India and Greece all offer possible birthplaces. There are three versions of the game for the Spectrum by Psion, 16K; Hewson Consultants, 16K; and CP Software, 48K; all priced at £5.95.

Each cassette has instructions for those new to the game. Those written for CP are good, clear and detailed. Backgammon is a complex game and the notes make play easy for a complete beginner. The Psion instructions are equally useful but those provided by Hewson are not nearly as well put together and might be confusing for the novice.

When playing Backgammon, the visual impact of the board and layout of the 'men' is vitally important - you need to be able to assess your position and your opponent's at a glance, so the graphics are a prime consideration.

On loading, Hewson offers a choice of single game, points series, gambling series or a demonstration game. The latter is very helpful for the newcomer and compensates a little for the deficiency in written instructions. There is also a choice of static levels and you can choose who starts the game, although, strictly speaking, that is against the rules.

The board is swiftly presented but unfortunately it is not easy to see, either in colour or black and white. The 'men' do not stand out from the board and the computer moves are made much too quickly for the experienced player to follow, let alone the novice. A record of the moves appears on screen below the table. The Hewson graphics are simple and not very effective compared to the others.

Load the CPversion and you are presented with brief instructions for play, which neither of the others provides on-screen, but there is no choice of skill level. The graphics are much better than those of Hewson, though the board is drawn very slowly, that part of the program being in Basic. The definition is good, making the men easily visible in colour, and only a little less so in black and white, but since the points are not coloured alternately as they should be it is often difficult to calculate your moves. In this program the chosen pieces flash before a move is made so that it is easy to follow and a record is kept below of the moves, but it is SLOW and your moves have to be entered singly, which can be frustrating when a double is thrown.

In its normal fashion, Psion presents a screen display for you to look at while the game is loading, even though the screen takes almost as long as the game to load. Incidentally that was a black mark for Psion; whoever drew its screen should have realised that opposite faces on a dice add to seven rather than adjacent ones. That criticism, however, should not detract from the spectacular nature of board display. You seleCt from four skill levels, with a demonstration game available, and then are given the opportunity to input your own dice throws. It is the only one of the three which allows this, a feature which other games programmers would be wise to copy since your faith in the randomness of the RND generator will be shaken by the dice thrown in all the programs.

The board is drawn quickly with the points coloured alternately in black and white and the pieces, large enough to see easily, four character squares, in red and cyan. The definition is not lost when using a black and white television. The dice 'roll' in 3D up the screen and the pieces move across the board from point to point, making it simple to follow the course of the game. On the points with more than five men, the pieces appear to stand on their edges to make space, whereas the other two games resort to using numbers in that situation. When blots are hit, they travel gracefully to the bar, where a maximum of two men of any one player are shown at a time.

In the middle of the bar is the doubling cube, which moves from player to player in use. Hewson is the only other game to offer doubles but only in its gambling series.

Moves can be changed after they have been made by use of the DELETE key, the men retracing their steps across the screen. EDIT elicits suggested moves to help the novice player throughout the game. The graphic display is well-designed and effective.

All the games use the conventional rules of play, as published by Hoyle, but for scoring CP has no doubling option, an integral part of the modern game. Hewson uses its own method of calculating points instead of the accepted one. Only Psion scores correctly.

Hewson plays erratically, sometimes being very conservative and at other times taking wild risks. Moreover, by moving about frequently within its own inner table it is unable to take full advantage of the dice. When playing a back game it does not persevere long enough and on one occasion when one of its men was on the bar and most of its opponent pieces had been borne off leaving a blot on the three, Hewson threw five/three and came in on the five, thus losing a gammon. Apart from that instance it usually 'hits' at almost every opportunity and so it can be trapped by a skilful opponent. On the whole the level of play, even at its highest, is moderate and does not provide a stimulating challenge to an experienced player.

It is interesting to note that M Male, the author, also wrote the excellent air traffic control simulation, Heathrow, for Hewson.

CP is another fanatical taker, but rarely takes the conventional precaution of building houses in its inner table. On the rest of the board its moves are generally conservative but its defeats of Hewson, as indeed when Hewson beat it, depended on some very lucky dice throws towards the end of the game. The two programs are well matched, their skill levels being about the same and their strategies very similar.

Psion plays a much more sensible game and provides more of a challenge. It makes better and more frequent use of the standard openings and its strategy throughout the game is more consistent. It protects its inner table and leaves few unnecessary blots but once again when playing a back game it tends to lack conviction and runs for home too soon.

To test the abilities of the games a 'tournament' was arranged. Each program played five games against each of the others. The results, shown in the table, were surprisingly even.

It was expected, on the basis of playing the game individually, that the result would be Psion first, Hewson and then CP. None of those programs, however, can assess the play of its opponent, which is why they fail to take advantage of each other's faults. Human players would assess and eventually predict their opponent's moves, frustrating a back game by refusing to hit blots, or avoiding blots left as obvious traps.

Since the programs cannot do that, the Psion game, for example, fails to realise that its opponents play consistently badly and cannot capitalise on that as a human player does. For the same reasons, Hewson and CP opposed each other three times with identical strategies and neither was able to realise that and alter its play accordingly. The results therefore depended often merely on the luck of the dice.

The Psion game is programmed entirely in machine code and so uses the comparatively small space available on a 16K machine efficently, even using the spare space in the printer buffer for the table of the positions of the men on the boards. Now the Microdrive is available it may be a problem to fit it in. On the other hand Hewson and CP are written predominantly in Basic, Hewson about 70 percent and CP nearly 90 percent; that makes them somewhat cumbersome and would, particularly in the case of CP, welcome the use of a good compiler.


Transcript by Chris Bourne

Micro Adventurer Issue 17, Mar 1985   page(s) 10,11

CLASSIC GAMES FOR YOUR MICRO

The silicon chip squares off against the traditional board game - Sally Glover reports.

This month I've been given a good selection of 'classic' boardgames, available for several home micros. To begin with we'll look at the three versions of chess that I have played.

CHESS

First, from Psion Chess for the 48K Spectrum. The game loads to display a 2D board and a menu of options which allows a player to set up the board for problem solving or to load a saved game if you desire. Opting to 'play' then allows you to choose a level of play (0-9) and a choice of black or white pieces. The game is played by using the standard algebraic notation to enter moves. The display is rather small and I found it a little tricky to differentiate between the King and Queen particularly.

As a comparison for all three chess programs I used the Fidelity Sensory 9 chess computer with a proven ELO rating of about 1500 as a standard. I played three games, Fidelity versus Psion's Chess with the chess machine on level one (instant response) and the program on level five (response two to five minutes). The chess machine won every time although one session produced an entertaining end game. The result was not surprising though, and indicates that Chess is a sound basic program which is a good introduction for the beginner but rather too limited to appeal to the more experienced player.

Beyond's MyChess II for the Commodore 64 is a better product altogether and boasts many features not seen in the program above. The first of these is a very good manual, rather than the brief information sheet of the previous game. Perhaps the most attractive feature is the option to produce a 3D view of the game. This involves loading the reverse of the cassette.

This program also uses algebraic notation, which is clearly explained with examples to help the newcomer. The function key toggles between a view of the board and a list of the moves that have been made. Disc drive owners also have the option to toggle between 2D and 3D views of the board.

The variety of options for 'set up' is impressive. The regular mode is computer versus human. Other modes include Demo, Players (human versus human), Solvemate (search for mate in a given number of moves) and Automatic where the program plays itself.

There are too many other features, including hint, take back and so on, to cover fully in this brief review but it is clear that disc drive owners have many options not open to cassette users, particularly the 128 historic games which can be loaded and replayed from the B side of the disc.

The nine level game program itself is much stronger than the Psion Chess game for the Spectrum and was able to force the Fidelity to a draw on two occasions. Personally, I found the 2D option easiest for play since the pieces in 3D are very difficult to tell apart, even if you use the 'turn board' facility and view from the side.

Overall, though, MyChess iI is a good, solid program with many features (also found on the more expensive dedicated chess computers) that will be a boon to the developing player and quite challenging to the more experienced. The package is very good value for money - especially for disc drive owners!

Finally, Psions QL-Chess which shows most of the features of MyChess II but has a brief 'handbook' similar to the Spectrum version. This time, though, this is not a disadvantage as everything is laid out clearly and in logical order. The game has an 'easy' mode where the computer cannot 'think' while you are considering your move. There is also the facility to have the program dump a hard copy of the game to printer.

The game itself has both 2D and 3D options but, unlike the MyChess program, the 3D version is very, very smooth, a real joy to behold as the pieces, clearly shown, seem to glide around the board.

The real strength of QL-Chess is in the program itself, the winner of the World Microcomputer Championship. It boasts no less than 14 levels of play ranging from novice, where the program plays more weakly if it is winning, to Championship with infinite response time. Playing the game at Tournament level (equivalent to level 10 of QL-Chess) resulted in five games against the Fidelity being drawn.

QL-Chess then, is an excellent program that should suit all players from the novice upwards. The serious chess player might even consider buying the QL rather than a dedicated chess computer.

OTHELLO

Now a classic from more recent times, Reversi - or Othello.

Two players use an eight by eight grid (like a chess board) and twin sided counters one side black, one side white. The object is to dominate as many squares as possible with your own colour by 'capturing' your opponent's pieces, causing them to be turned over to show your colour. The game continues until neither player can make a move. If it sounds a little complicated when written down, just watch the sample game in the pack before you buy to help you make up your mind.

The graphics with the game are rather poor consisting of red circles depicting white counters and red discs for black, but the game it plays is very strong - I was totally unable to beat it even after reading the note on hints and strategy in the instruction leaflet. Othello is one of those games it takes a few minutes to learn and a lifetime to master. To help in this, though, the program has the facility to set up games at any stage like the problem solving modes in chess.

Reversi is a very strong program badly let down by poor graphics that would probably soon lose your interest.

The next classic of this month is Backgammon, another program from Psion for the Spectrum.

BACKGAMMON

The game is about 3000 years old and involves men (rather like draught pieces) on a board consisting of 24 'points' arranged in four 'tables' of six each. The number of spaces moved each turn is decided by a dice throw. The first player to move all his pieces off the board is the winner. This sounds pretty simple with a high chance element but there is one snag...

Two dice are thrown and you can use the throw to move two pieces or the same piece twice - throwing a double gives you four moves. You cannot move a piece onto a point occupied by two or more enemy pieces (a block). If you land on a single enemy this piece is 'hit' and removed from the board. Your opponent must use his next throw to bring the piece back into play on your home table. If he cannot do this because he is blocked, the move is forfeit. So you can see the game has very strong tactical elements too.

The Spectrum version of the game offers four levels of play and the option to throw your own dice if you think the machine is cheating - perhaps it was coincidence but it always seemed to throw a double when it was in trouble! The display is very clear and, as the program is written in machine code, the responses are almost instant.

Backgammon, or at least this version, is very addictive and I was soon carried away, building blocks and cursing the machine's good fortune. Most enjoyable and available on both cassette and ROM cartridge.

SCRABBLE

I'm sure that Scrabble is a game that doesn't need much introduction from me as it is seen in toyshops worldwide and has spawned countless TV quizzes. For any that haven't played though, the object is to use the seven letter tiles at your disposal each turn to join with the letter tiles already laid to form a new word for which points are scored. The words laid down must appear in the chosen reference dictionary. Play continues until all times have been laid or the players decide to call a halt - usually when they are left with a handful of unusable letters. Certain squares improve the value of various words and letters.

When play stops, the value of a player's unplayed tiles is subtracted from the total they have accumulated throughout the game. The player with the most points is the winner.

Up to four players can try Sinclair's Scrabble on any of its four levels and games can be saved for later reloading.

As far as I can see there are no options denied the computer Scrabbler that the conventional player might use. You can shuffle the tiles about on your rack, change them all or note the value and distribution of the pieces. The 11,000 word plus 'dictionary' in the program allows many words to be checked and accepted by the computer but the more outlandish suggestions will be challenged. The machine is quite happy to believe you if you tell it the word is valid don't be tempted to cheat though!

Playing the game is very easy. Just use the cursor keys to choose the position for the first letter of your word, and type A or D depending on whether the word is to run across or down the board. Then just type it in. The computer won't let you use letters you don't have or position words incorrectly. The only difficulty I experienced was in making out the premium letter and word squares - they seem tiny even by Spectrum standards.

In summary, I had a lot of fun with Scrabble and, if you're keen on this sort of game, it is good value for money. A nice, well programmed game.

Next month I shall be looking at the ancient games of Go and Kalah and computer versions of Monopoly, Cluedo, Kensington and Bridge (not Tony, although he's a classic too).


Transcript by Chris Bourne

Personal Computer News Issue 2, Mar 1983   page(s) 31

BACKGAMMON BLUES

'Lucky' Geof Wheelwright loses his reputation on the gaming board to a brace of programs.

Backgammon is a far cry from the usual run of zap and splat games for the Sinclair Spectrum.

But now two versions of the age-old Lebanese game are available on cassette. The first, from CP Software, has been out for some time and the second, from Psion Software, is due to be released in two weeks. I compared the CP game with an exclusive pre-release copy of Psion's implementation.

The CP game is a fairly straightforward, no-frills presentation, but Psion's features three-dimensional dice, friendly chat, and strategically placed bells and whistles.

PSION'S GAME

It started ominously; I knew I was in trouble when the game took five minutes to LOAD. Then I was asked which level of play I wanted - there are four - and whether I wanted to roll my own dice.

Being a bit of a coward I chose level one, the easiest, and trusted the computer with the dice. I plugged on in the hope that I could thrash the Psion program at its own game.

I hoped in vain - every time I made a play to take one of the program's stones it would quickly protect them. Even when I offered a stone in sacrifice, in order to get the Psion game to leave one of its stones unprotected, it wasn't interested.

By playing this conservative game, the Psion program was soon bearing off, while I struggled to get the last of my men off the bar and into my inner table. I was practically gammoned, and the Psion program won easily.

I was glad I hadn't put any money on the game.

I went on to greater things, losing spectacularly to level three. I'd accepted the doubling of stakes, secure in the knowledge that the Spectrum has no pocket-searching peripheral.

My excuse is that I was dazzled by the Psion program's graphics and was therefore incapable of thinking straight. The game starts by drawing a nice black and white backgammon board with blue and red stones, then the dice come rolling out in simulated 3-D.

CP'S VERSION

I had no such excuse for losing to the CP Software program. CP backgammon is more of a rough and tumble affair, playing aggressively and expecting you to put up a fight.

I did manage to capture some of the game's stones - but it managed to take twice as many of mine.

There were no nice graphics to distract ,me this time. The screen display is utilitarian, employing a red and yellow board with black and white stones. The dice don't move, and are 'thrown' by means of the spots changing when you hit Enter.

The animation that moves your stones is also inferior on CP's implementation. Unlike the Psion game, where you actually see the stones moving from place to place on screen, the CP version just flashes the piece that's about to move. It then magically teleports it to its new position where it reappears about four seconds later (a full second slower than the Psion game).

One redeeming quality of CP's otherwise lacklustre program is its on-screen documentation of moves. Every time you make a move a code representation is shown on screen (eg it shows f-4 when you move the stone at position f four points closer to your inner table).

CP also scores a few brownie points for on-screen documentation before the game, and there are several paragraphs explaining the workings of backgammon before the dice are thrown. It's a shame that thoroughness of documentation did not carry over to the information on the cassette sleeve.

The paper documentation amounts to a brief summary of how to LOAD a program, and then a precis of the International Backgammon Association's rules for the game. There are more instructions on the back of the cassette sleeve, but again they concentrate on how to play backgammon rather than on how to unlock the secrets of CP's version.

Only about one-third of the Psion documentation discusses how to play backgammon - the rest highlights all the bells and whistles that make its game unique.

VERDICT

Psion's game also gives new meaning to the phrase 'user-friendly'. It offers you hints on what moves to make if you get stuck, although I have a suspicion the machine is cheating.

If you want a game that puts up a good fight, and caters more for the backgammon novice than the aspiring champion, CP's version might be the one.

But if you want a backgammon program that takes you from an easy level to a very difficult one, all the while offering hints and invitations to gamble, you should opt for the Psion game.

This does seem to come closer to the spirit of most backgammon games I've seen played.

Both games cost £5.95, so your choice depends on your playing philosophy.


Response Time: 3/5
On-Screen Graphics: 4/5
Challenge: 4/5
Variation: 4/5
Dice Randomness: 4/5
Documentation: 4/5

Summary: Welcome to the PCN inner table, where we test two competing Backgammon games for the Spectrum. The Psion game's response time seems quicker than it actually is, because the stones move across the screen - but it was still a full second faster than the CP's teleport-style moves. Moving stones and tumbling dice also give Psion a higher rating for graphics - it doesn't alter the game, but I was getting more for my money. Psion's Challenge rating is also higher, because of the conservative game it plays. And if a novice like me can take stones from the CP game without too much trouble, then a more advanced player should be able to beat it. CP also scored low because it has only one level of play, while Psion has four. The fifth test was purely subjective, but I felt that the CP dice were less random than Psion's - somehow. CP always seemed to get the moves it needed to steal my stones - who me, paranoid? I've covered documentation in the text , but it's worth saying that CP could have given more information about what's special about their program.

Transcript by Chris Bourne

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