101 Chess Endgame Tips by Steve Giddins

By Steve Giddins

Popular chess writer Steve Giddins provides one hundred and one rules which are very important to winning endgame play. by way of soaking up and knowing those thoughts and strategies, you are going to make sure that you are going to spot them after they are attainable on your personal video games. this is often an incredible booklet to learn with no utilizing a chess set, because the considerable diagrams consultant you thru the research and illustrate the major issues. all kinds of endings are lined, together with either basic technical events and extra complicated strategic battles. the information contain either pithy ideas of thumb and common pondering equipment. The examples are drawn from a tremendous number of resources and according to Giddins's stories as a participant, trainer and pupil.

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Expand Card Shark's Memory so that several players can play. 11. Change the random law governing the road contours in Driver's Ed so it is possible to have longer straight stretches and curves. 12. The computer shall randomly generate a number N of letters and present these to the player to memorize. You should be able to select the number of letters in advance. You must memorize them within a certain time limit. The computer examines the letters in the response to see if they are correct and then gives a score.

FEMALE NAME CORRESPONDING TO J Q$(K) •••••. QUESTION CORRESPONDING TO K PM(I,K) •••. •.. •••.. MAXIMUM NUMBER OF COUPLES PLAYING REM******MAIN PROGRAM********************************** GOSUB GOSUB GOSUB GOSUB GOSUB END 3000 4000 5000 6000 7000 REM REM REM REM REM INITIALISATION ENTER NAME QUESTION AND ANSWER EVALUATION EXIT REM*******END OF MAIN PROGRAM************************** REM ++++SUBROUTINE INITIALIZATION++++++++++++++++++++++ LET N = 10 : REM MAXIMUM NUMBER N COUPLES CAN PLAY.

Draw a frame around the edge of the screen. Solution: Begin with the upper horizontal bar. To draw it we need to enter the code number Z of the chosen character into the memory locations from A = 32768 through B = 32807: FOR I =A TO B STEP H : POKE I,Z : NEXT I and with a STEP-size of (H we need a spacing of H This means A = = 1). For the perpendicular bar 40 in order to skip over the lines. = 32847 and B = 33767. We print the actual character with a small subroutine and give it the parameters A , Band H before calling it.

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