"Checkers"
By John Collins
ARCADIAN, 1, no. 6 (May 4, 1979): 41-42 (Original Program Listing)
ARCADIAN, 1, no. 7 (June 15, 1979): 47 (Program Fix)
ARCADIAN, 1, no. 10 (Sept. 31, 1979): 77 (Program Modification)
ARCADIAN, 1, no. 11 (Oct. 31, 1979): 90 (Program Fix)
ARCADIAN, 2, no. 1 (Nov. 29, 1979): 4 (Program Fix)


Notes from "Arcadian" about "Checkers:"

There is an amazing amount of activity in this game, that is comparable to the $75 "Checker Challenger."  Before the machine makes a move, it goes through 
some steps, and numbers appear to tell you where it is.  The code for the steps 
is:

1.  The computer has found that it can jump one of your men.
2.  Checking to see it you can jump it.
3.  Is a corner open?
4.  Is there an open move?
5 and 6.  Have the computer's men moving either to get kinged or toward and player's man left
7. Any move an unkinged computer's piece can make
8. Any move

To indicate a double jump, enter the two numbers (of the square you go through and the landing square) as if it were a single jump only.