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This condition in Zillions could probably be solved by having the dropped Pawn trigger the opposing King to immediately capture the dropping player's King(or a dummy piece on a dummy position which has been flagged as checkmate-able) if it has no other option. This may be accomplished by having this move placed within a specific move-type, and this placed last in move-priorities. In this move the King will verify the attacking Pawn for last-to? and the position behind it to be sure that it did not last-from? there. This particular move would then prevent the placement of a drop Pawn in this position since it would result in checkmate for the dropping player. [I've actually tried this and, so far, it doesn't appear to work. Some form of idiosyncracy related to the move-priority. Any ideas about a work-around would be welcomed.]
In Shogi, it is illegal to drop a Pawn to give checkmate. In Zillions, this is hard to program, because you have to detect checkmate 'by hand'. And indeed, there is still a possibility to give checkmate by dropping a Pawn in the Shogi ZRF. If you drop a Pawn on a position which is defended by a pinned defender, you can give checkmate. This is an easy error to make, because Zillions doesn't think you should use a checkmate condition for something else than ending the game (though Shogi is included in Zillions itself). Stranger is that the Shogi Variant program (there is a link from this site to that program), that error is also made. It is strange that the program is able to detect checkmate (It says: Game over), but it didn't detect checkmate to render the Pawn drop illegal. So I wondered what the exact rule is: 'A Pawn cannot be dropped to give checkmate' or 'A Pawn dropped to give check is only legal if dropped on an attacked position or if the King has a flight square' (The latter case would legalize a Pawn drop mate on a position attacked by a pinned defender.
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