

Chess 2000 is a digital recreation of the board game of the same title. The game features commentary, advices, rules explanation and a 2 players vs mode. The game features 3 different pieces colours and boards, 3 different backgrounds and 5 different kind of pointers.

The Chessmaster 2000 is the most powerful computer chess program in the world today and the friendliest! It draws from a mammoth opening library of over 71,000 moves - the world's largest. In mid-game, it displays amazing combinations of classical and modern strategy. At end game it calls further upon the world's newest and finest computer chess algorithm to mount virtuoso tactics.

Sport / Strategy / Quiz/Trivia / Educational
Chessmaster: The Art of Learning expands the scope of chess to include broader principles of learning. Josh Waitzkin's much-anticipated book The Art of Learning (Free Press) is designed to pave the road to successful long-term growth on and off the chessboard. The eight-time National Chess Champion and two-time martial arts World Champion puts users in his shoes in some of the most riveting and formative moments of his chess career, including the legendary climactic game from the book and film Searching for Bobby Fischer. Waitzkin then turns to the classics, introducing beginners to brilliant games from some of the most important players in the history of chess. In his most revealing commentary ever, Waitzkin not only teaches the beginning chess player the fundamentals of the game, but also humanizes the road to mastery. Never has chess been so exciting.

Origin The original SARGON was written by Dan and Kathleen 'Kathe' Spracklen in a Z80-based computer called Wavemate Jupiter III[1] using assembly language through TDL Macro Assembler. The name was originally written entirely in capitals because early computer operating systems such as CP/M did not support lower-case file names. Introduction SARGON was introduced at the 1978 West Coast Computer Faire where it won the first computer chess tournament held strictly for microcomputers, with a score of 5-0.[2][3] This success encouraged the authors to seek financial income by selling the program directly to customers. Since magnetic media were not widely available at the time, the authors placed an advert in Byte Magazine and mailed $15 photocopied listings that would work in any Z80-based microcomputer.[1] Availability of the source code allowed porting to other machines. For example, the March–April 1979 issue of Recreational Computing describes a project that converted Sargon to an 8080 program by using macros. Later the Spracklens were contacted by Hayden Books and a book was published.[4] Commercialization through electronic media When magnetic media publishing became widely available, a Navy Petty Officer, Paul Lohnes, ported Sargon to the TRS-80, altering both graphics, input, and housekeeping routines leaving the Spracklen's chess-playing algorithm intact. Paul consulted with the Spracklens, both living in San Diego at the time, to make the TRS-80 version an instant success with the help of Hayden Book's newly established software division: Hayden Software. Paul was not involved in further refinements to the TRS-80 version due to his reassignment to sea duty shortly after signing the deal with Hayden Software. In the early 1980s SARGON CHESS was ported to several earlier microcomputers, i.e. NASCOM (by Bits & PCs, 1981), Exidy Sorcerer, Sharp MZ 80K,[5] and many others. A complete rewrite was necessary later for the Apple II port, made by Kathleen's brother Gary Shannon. Both were published by Hayden Software. Sequels The Spracklens made significant improvements on the original program[1] and released Sargon II. In 1978 it tied for third at the ninth North American Computer Chess Championship despite being seeded ninth of 12 entries. Sargon finished only behind Belle and Chess 4.7, and defeated AWIT—running on a $5 million Amdahl mainframe—amazing the audience.[6][3][1] That year they published a series of articles in BYTE on computer chess programming,[2][7] stating "we think it would be nice if not everyone had to reinvent the wheel".[6] Sargon II was ported to a variety of personal computers popular in the early 1980s.[8] The game engine featured multiple levels of lookahead to make it more accessible to beginning chess players. BYTE in 1980 estimated that Sargon II had a 1500 rating at the highest tournament-time difficulty level, and speculated that it was the best chess program on sale, including dedicated devices.[9] Sargon 2.5, sold as a ROM module for the Chafitz Modular Game System, was identical to Sargon II but incorporated pondering.[10] It received a 1641 rating at the Paul Masson tournament in June–July 1979, and 1736 at the San Jose City College Open in January 1980.[3] Sargon 3.0 finished in seventh place at the October 1979 North American Computer Chess Championship. The competition had improved, but 3.0 drew against Cray Blitz and easily defeated Mychess, its main microcomputer rival. In December 3.0 easily won the second microcomputer championship in London.[3] In 1980, the Spracklens' Reversi game finished in first place at a computer tournament at Northwestern University, and in 1981 it finished in third place at the Santa Cruz Open Othello Tournament.[11] Sargon III was a complete rewrite from scratch. Instead of an exchange evaluator, this version used a capture search algorithm. Also included was a chess opening repertoire. This third version was written originally for the 6502 assembler and was commercially published by Hayden Software in 1983. Apple contacted the Spracklens and, after a port for 68000 assembly, Sargon III was the first third-party executable software for the Macintosh.[1] After the demise of Hayden Software, later chess programs were also released under the name Sargon, including Sargon IV (Spinnaker Software), Sargon V (Activision) and a CD-i title simply named Sargon Chess. The Spracklens concurrently wrote the engines for the dedicated chess computers produced by Fidelity Electronics, which won the first four World Microcomputer Chess Championships.

Real Time Strategy (RTS) / Role-playing (RPG) / Sport
Captain Tsubasa Volume II: Super Striker is a continuation of the "Cinematic Soccer" series of soccer games. It's the direct sequel to Captain Tsubasa and is fairly similar to its predecessor but with some slight graphical improvements. The game features an original new story and original characters, starting after the three-year time skip.

Role-playing (RPG) / Sport / Strategy
Captain Tsubasa Vol. II: Super Striker is the second game in the titular franchise, a role-playing take on the sport of soccer.

Simulator / Sport / Strategy / Non-fiction
In Football Manager 2011, managers can negotiate contracts with players, access a training area so that managers can give their team specific areas to focus on before a match, interact with players, staff and the board, enjoy 100 new animations, and much more.

Simulator / Sport / Strategy / Non-fiction
Football Manager 2010 (abbreviated to Football Manager 10 or FM10) is a football manager simulation video game. It was released on Microsoft Windows, Mac OS X and PlayStation Portable on 30 October 2009.[3] It is also available for digital download on Steam and iOS.[4] The game demo was released on 14 October 2009.[5][6] This is the first release in the series to be sold under the Football Manager name throughout the world. Previous North American (i.e., United States/Canada) versions were sold as Worldwide Soccer Manager.