★ AMSTRAD CPC ★ GAMESLIST ★ SURAKARTA (c) THE AMSTRAD USER/CPC COMPUTING ★

CPC ComputingThe Amstrad User
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THIS two-player game, said to have originated on the Indonesian island of Java, has the simplicity of draughts and the intrigue of chess. It's very much a battle of wits, and one false move can result in the destruction of a carefully worked-out plan.

The objective is to capture enough of your opponent's pieces so that only a prearranged number remain. You do this by taking it in turns to move your counters across the playing area, trying to force your adversary into piece-losing situations.

Movement is made one square at a time, and can be in any of eight directions providing the destination square is empty.

Play opens with a choice of the remaining number of pieces that will result in a win - between none and nine - and how many games to play-Cursor movement is made with the numeric keypad, where 5 is Select, and the rest indicate the direction to move. Each player starts with 12 pieces, arranged in two rows of six at either end of the board.

To move a piece, place the cursor on it, press 5, followed by one of the eight direction keys. If all is well the counter will be moved to the new position, and the other player takes his turn.

Where Surakarta differs from other board games is in the method of capture. To take an opponent's piece prisoner you have to use at least one of the eight connecting lines at the corners of the playing area. Figure I shows the layout of the board, with a game in progress. A white counter occupies B2, there's a red one on B5, and we'll assume that it is white's turn. Placing the cursor on the white counter - at B2 - and pressing Return/Enter will produce the prompt: Which way?

The four possible directions are also shown - 2, 4, 6 or 8. Pressing one will attempt to move the white counter, until a red one is located.

If no red piece is found, or the way is blocked by another white, the counter on B2 will remain in the same place, and you'll lose your turn.

There are three ways of capturing the red piece on B5, the simplest by entering 4 for the direction, which corresponds to left. The counter will then take the following path: A2, around the connecting line, B1, B2, B3, B4 and finally B5.

The other two directions that will work are 2 and 6, which are down and right respectively. Pressing 8 to take the piece directly isn't allowed, as it doesn't use the corner lines. If you think about it, this method is very like a slingshot.

I didn't include a computer opponent as it would have made the program over long, but it would be an interesting project. If you succeed, let us know and if the routine isn't too lengthy we might be able to publish it.

CPC Computing

SURAKARTA
(c) THE AMSTRAD USER , CPC COMPUTING

AUTHOR: Paul Robson

★ YEARS: 1988 , 1989
★ LANGUAGE:
★ GENRE: BASIC , BOARD
★ LiCENCE: LISTING
★ COLLECTION: COMPUTING WITH THE AMSTRAD 1988


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★ AMSTRAD CPC ★ DOWNLOAD ★

Type-in/Listings:
» Surakarta    (CPC  Computing)    ENGLISHDATE: 2020-08-15
DL: 124
TYPE: ZIP
SiZE: 8Ko
NOTE: Typed by Nicholas CAMPBELL ; 40 Cyls
.HFE: Χ

» Surakarta    (The  Amstrad  User)    ENGLISH    LISTINGDATE: 2013-06-01
DL: 196
TYPE: PDF
SiZE: 681Ko
NOTE: 5 pages/PDFlib v1.6

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.