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Macadamia Shogi. Pieces promote on capture to multi-capturing monsters. (13x13, Cells: 169) [All Comments] [Add Comment or Rating]
Jörg Knappen wrote on 2015-03-27 UTCExcellent ★★★★★
Great game!

There is a minor glitch in the first diagram: It has two back Leopards (artefacts from an earlier version that was discarded?) in e/i 12.

H. G. Muller wrote on 2015-03-27 UTC
Oops, you are right! Indeed I had these in an earlier version, but the board filling fraction was then higher than that of Maka Dai Dai Shogi. And it seemed to me that the Leopards were the least essential. At first I also had used the Chinese Cock and Blind Monkey instead of Kirin and Phoenix as representatives for the asymmetric pairs of pieces, but in the end favored the latter, because they have more interesting promotions (to pieces that have range-2 and range-3 moves, in stead of just steps and slides). I will fix the diagram.

And thank you for your appreciation. But I should stress that almost all credit should of course go to the Buddhist monks that designed Maka Dai Dai Shogi in the 15th century.

Nicolino Will wrote on 2017-07-17 UTC

I can't get the wolf to move to the third square cpaturing both the pieces on square 1 and 2.

H. G. Muller wrote on 2017-07-17 UTC

> I can't get the wolf to move to the third square cpaturing both the pieces on square 1 and 2.

Good observation! The JavaScript code that powers the interactive diagram currently cannot handle more than a single locust-capture victim. (I still have to work on that; I still regularly make improvements to that code to enhance its abilities. Pieces that fly over arbitrarily many others, like the Tenjiku Shogi Great General, are also still on the to-do list.) Currently the moves are internally encoded by 3 squares and a final piece type: the square between which the piece moves (with possibly replacement capture as a consequence), plus one 'e.p. square' that must be evacuated as a side effect of the move. I will have to add a second e.p. square to the move encoding, and modify the move-entry procedure to allow the user to specify it. The latest WinBoard/XBoard version is already adapted to allow that.

Nicolino Will wrote on 2017-07-17 UTC

Thank you for clarifying. Also, what is the image name for the kirin? I've tried "kirin", as well as "goat", which is an alternate name. My version lacks a kirin, but I would like to use the image for a different piece, which moves one square and is called a guard. I know you have an image for the "prince" or "commoner", which moves the same, but the image looks like a bell, which I don't like. The name of the guardian image would help as well.

H. G. Muller wrote on 2017-07-20 UTC

You mean the star pictogram, in the Design Wizzard? Its root name is 'marshall'. The roofed simplified rook is 'crownedrook2'.

The symbol XBoard uses for the Commoner/Man is supposed to be a spiked helmet. Apparently my drawing talents are wanting.

'Goat' is from 'Scirocco', right? I think this is a brilliant and highly unerrated game. But then again, I like Chu Shogi...

Nicolino Will wrote on 2017-11-03 UTC

The written description says that the capricorner can reach any square of its color on an empty board, but the move diagrams says that it cannot. Same with the hook mover.

Aurelian Florea wrote on 2017-11-03 UTC

Also I think you have described the lance twice once by itself, and another time before when writting (L/R Chariot)

H. G. Muller wrote on 2017-11-03 UTC

It seems I had broken something in the diagram script. Or rather, the changes for the new highlighting method activated a latent bug in the move generation. The diagram stores both pieces and highlight indicators in a board cell. But when testing whether the first leg of a hook mover has bumped into something, it was not ignoring the highlight indications. And because the Hook mover is RmasR, the squares over which the first leg of the hook move goes would already have been highlighted by the plain R component. Before I did not mark squares for normal moves or captures (just those that were targets lof locust captures, e.p. capture or castling), but I started doing that for resolving collisions between such moves and normal moves, to avoid they would eclipse each other in the move diagrams, and to make enforcement of legality possible. The problem would have manifested itself before if a hook move tried to go over an e.p. or locust-capture square, but of course no one ever conceived a piece that combined such moves.

I now fixed this by ignoring the highlight markers when testing whether the first leg is obstructed or can continue. (Flush browser cache!) Thanks for finding and reporting this.

@Aurelian: Not sure what you mean about the Lance. Is that in the piece lists next to the diagram, or in the piece table? I only see one Lance in either case.

Aurelian Florea wrote on 2017-11-03 UTC


I meant in the article, where you describe the promotions under rules section, I wasn't very clear, I apoligize for that :(!

H. G. Muller wrote on 2017-11-03 UTC

L/R Chariot there means Left Chariot or Right Chariot. Not Lance or Reverse Chariot.

Aurelian Florea wrote on 2017-11-03 UTC

Ok, my bad :)! Sorry for the misunderstanding :(! I usually don't like just writting initials because it leads to these kind of confusion though :(!

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