GO 9x9 FOR THE ZX SPECTRUM © LAWLORD 2026, version 1.3 The game of Go on a 9x9 board, against the computer or for two players. Runs on the ZX Spectrum 48K, 128K, +2, +2A, +3 and Pentagon. LOADING go9x9.tap is the tape. On the 48K type LOAD "" and press ENTER. On the 128K and +2 choose Tape Loader from the menu, on the +2A and +3 choose Loader. First a picture loads, then the game loads under it, all at once; loading takes about three and a half minutes. go9x9.sna is a memory snapshot for emulators; the game starts at once. MENU After loading, and before every new game, the menu shows the settings: 1 BLACK YOU WHITE COMPUTER 2 LEVEL 30 SEC A MOVE 3 HANDICAP NONE KOMI 7 4 KEMPSTON JOYSTICK OFF ENTER START Key 1 chooses who plays which colour: you Black and the computer White, the computer Black and you White, or two players. Key 2 chooses the computer's time per move: 10, 20, 30 or 60 seconds (with two players the line is empty). Key 3 chooses the handicap: none, 2, 3, 4 or 5 stones. Key 4 turns the Kempston joystick on or off (it is off at first). Each key goes round its choices; ENTER starts the game (with the joystick on, Fire starts it too). KEMPSTON JOYSTICK With the joystick on, a square cursor appears on the board. The joystick moves it, and Fire plays there, as if you typed the coordinate and pressed ENTER; the keys work as before. After two passes, Fire on a stone marks it dead or alive, and Fire on an empty point counts the score. Turn it on only with a Kempston interface, or in an emulator set to Kempston. Sinclair and Cursor joysticks are not supported: their keys are the digits used for the rows. MAKING A MOVE Column letter (A-H and J; there is no I on the board), row digit, ENTER. For example: E, 5, ENTER. What you type appears on the panel after the ">" sign. The letter and the digit can be typed in either order; a new letter or digit replaces the previous one. CAPS SHIFT + 0 (DELETE) clears the input. The last move is marked with a dot on the stone. KEYS P pass. U take back a move. Against the computer it takes back its move and yours. N new game, which also means resigning. Answer Y to the question NEW?, then the menu appears; any other key returns to the game. The menu settings can also be changed during a game: K handicap: 0, 2, 3, 4 or 5 stones. S which side the computer plays: White (S CPU W); nobody, for two players (S 2 PL.); Black (S CPU B). L the computer's time per move: 10, 20, 30 or 60 seconds. Takes effect from its next move. PANEL MOVE move number BLACK TO PLAY Black to move (or WHITE TO PLAY) CAPT. B, W stones captured by Black and by White THINK the computer is thinking I PASS the computer passed WHITE RESIGNS the computer resigned (BLACK RESIGNS if it played Black) TAKEN the point is occupied KO the move is forbidden by the ko rule SUICIDE suicide is not allowed SUPERKO the move would repeat an earlier position FULL the game has 255 moves, no more can be recorded RULES Area scoring (Chinese rules): one point for each of your stones on the board and for each empty point of your territory. White gets 7 points komi, so a draw (JIGO) is possible. Suicide is not allowed. A position that has already occurred in the game may not be repeated (positional superko). HANDICAP 2 to 5 stones, chosen in the menu or with key K. They are placed on G7, C3, G3, C7, E5 (in this order). White moves first; komi is 0.5 points. Key K before the first move sets the handicap up at once; during a game it applies from the next game. END OF THE GAME The game ends after two passes in a row. The computer marks the dead stones itself with a cross; while it is thinking, the panel shows WAIT. If you disagree, type the coordinate of a stone and press ENTER: the mark of the whole chain is switched. ENTER without a coordinate counts the score. The panel reminds you of this: DEAD:A1 and ENT=END. Black's territory is marked with filled squares, White's with hollow ones. The panel shows both scores (B 45, W 36) and the result: the winner's letter and the margin including komi, for example B+2 or W+3.5. If a pass was a mistake, key U returns to the game before counting. If you pass and the computer is winning anyway, it passes too. It decides by the same count as at the end of the game, with the dead stones it sees, so it thinks a few seconds longer then. In a hopeless position the computer resigns. THE COMPUTER The time per move is kept on average. In the opening the computer often moves at once from its opening book; in clear positions it moves faster, and the time saved goes to the difficult moves. While you think, the computer also thinks about your possible moves. Keys pressed while the computer is thinking take effect after its move. It reads ladders: it knows when a string in atari that runs away will still be captured by a ladder. Strength: about 8 kyu (estimated from matches). CHANGES IN VERSION 1.3 A loading screen. CHANGES IN VERSION 1.2 The Kempston joystick (menu key 4): a cursor on the board, Fire to play. CHANGES IN VERSION 1.1 The menu before the game. The computer reads ladders. No more mistaken passes: the computer now counts the score properly before agreeing to end the game.