Turbo GameWorks
Subtitle: Owner's Handbook
Contributors: Borland International.
Edition: 1st ed.
Publisher: Borland International
Published: 1985
Place of publication: Scotts Valley, CA, U.S.A
Language: eng
Number of pages: 143
Subjects: Computer games.; IBM Personal Computer -- Programming.; Pascal (Computer program language); Computer chess.; Contract bridge -- Data processing.; Go (Game) -- Data processing.
Other titles: Turbo game works.
Notes: Bibliography: p. 131.
"Source code, secrets, & strategies includes. Chess, bridge, & go-moku"--Cover.
"Tools for Turbo Pascal"--Spine.
Includes index.
Table of contents: pagenum: 1
class: chapter
title: INTRODUCTION; pagenum: 2
class: section
title: Shake Hands with Your Computer Opponent; pagenum: 2
class: section
title: What's Inside Turbo GameWorks; pagenum: 2
class: section
title: Structure of this Manual; pagenum: 3
class: section
title: Typography; pagenum: 3
class: section
title: The Distribution Diskettes; pagenum: 3
class: section
title: Acknowledgements; title: Chapter 1. PLAYING GO-MOKU
pagenum: 7
class: chapter
label: 1; pagenum: 7
class: section
title: How to Play Turbo Go-Moku; title: Chapter 2. PLAYING CHESS
pagenum: 9
class: chapter
label: 2; pagenum: 10
class: section
title: How to Play Turbo Chess; pagenum: 10
class: subsection
title: Making Moves; pagenum: 12
class: subsection
title: The Opening Library; pagenum: 12
class: subsection
title: How Turbo Chess Handles Errors, Checkmates, and Draw Games; pagenum: 13
class: section
title: Turbo Chess Commands; pagenum: 13
class: subsection
title: Newgame; pagenum: 13
class: subsection
title: Quit; pagenum: 13
class: subsection
title: Level; pagenum: 17
class: subsection
title: Clocks; pagenum: 17
class: subsection
title: Changing Sides and Terminating Search; pagenum: 17
class: subsection
title: Taking Back Bad Moves; pagenum: 17
class: subsection
title: Need a Hint?; pagenum: 18
class: subsection
title: Changing Colors and Setting Up Positions (the Chess Board Editor); pagenum: 18
class: subsection
title: Auto; pagenum: 18
class: subsection
title: MultiMove; pagenum: 18
class: subsection
title: SingleStep; pagenum: 18
class: section
title: Value Display; title: Chapter 3. PLAYING BRIDGE
pagenum: 21
class: part
label: 3; pagenum: 21
class: part
title: How to Play Turbo Bridge; pagenum: 21
class: part
title: Options Menu; pagenum: 22
class: part
title: Bidding; pagenum: 24
class: part
title: The Bidding System; pagenum: 26
class: part
title: Table Talk with a Computer? Bidding Strategy; pagenum: 27
class: part
title: Trick or Treat: Playing the Cards; label: 4
pagenum: 31
class: part
title: Chapter 4. ANATOMY OF A GAME; pagenum: 31
class: part
title: Types of Computer Games; pagenum: 32
class: part
title: How to Recognize a Game When You See One; pagenum: 32
class: part
title: Data Structure; pagenum: 33
class: part
title: Evaluation; pagenum: 34
class: part
title: User Interface; pagenum: 34
class: chapter
title: And They're Off!; label: 5
pagenum: 35
title: Chapter 5. GO-MOKU PROGRAM DESIGN; label: 6
pagenum: 47
title: Chapter 6. CHESS PROGRAM DESIGN; label: 7
pagenum: 87
title: Chapter 7. BRIDGE PROGRAM DESIGN; title: Appendix A. THE HISTORY OF COMPUTER CHESS
pagenum: 113
label: A; title: Appendix B. CHESS RULES
pagenum: 119
label: B; title: Appendix C. BASIC BRIDGE RULES AND STRATEGY
pagenum: 127
label: C; title: Appendix D. SUGGESTED READING
pagenum: 131
label: D; label: E
pagenum: 133
title: Appendix E. GLOSSARY