Dam

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Description

Dam is a classic computer adaptation of checkers (draughts) offering multiple gameplay modes including human-versus-human, human-versus-computer, and computer-versus-computer matches. Released initially in 1987 for Atari ST with subsequent ports to Windows and Palm OS, it features customizable difficulty levels tied to AI processing time, online multiplayer support, board layout configuration, and compatibility with Portable Draughts Notation (PDN) files. The top-down, point-and-select interface provides an accessible digital interpretation of this strategic board game.

Where to Buy Dam

PC

Dam Guides & Walkthroughs

Dam Cheats & Codes

Nintendo Entertainment System/Famicom

This cheat requires the Pro Action Replay cheat device.

Code Effect
0003 3404 Invincibility for Player 1
0003 3707 Invincibility for Player 2
0003 3003 Infinite Lives for both players

Dam: Review

Introduction

In an era when pixelated plumbers and arcade shooters dominated the gaming landscape, Dam (1987) arrived as a quiet revolution—a digital preservation of checkers, one of humanity’s oldest strategy games. Developed by Dutch programmer Harm Jetten for the Atari ST, Dam (Dutch for “checkers”) sought to translate the tactile simplicity of draughts into the burgeoning world of home computing. While its legacy is overshadowed by flashier contemporaries, Dam represents a pivotal moment in the democratization of board games, bridging analogue tradition and digital convenience. This review argues that Dam, though mechanically unassuming, is a historically significant artifact—a testament to the early ethos of gaming as a vessel for timeless play.

Development History & Context

Dam emerged during a transformative period for computer gaming. The late 1980s saw the Atari ST carve a niche as a multimedia powerhouse, rivaling the Commodore Amiga with its MIDI capabilities and color graphics. Yet, most software catered to action or RPG genres, leaving traditional board games underrepresented. Harm Jetten, a solo developer, filled this gap with Dam, coding it entirely himself—a feat emblematic of the era’s DIY programming culture.

Technological constraints shaped Dam’s design. The Atari ST’s 8 MHz Motorola 68000 CPU limited AI complexity, forcing Jetten to tie difficulty levels to processing “think time” rather than advanced algorithms. Storage limitations (floppy disks held ~720KB) necessitated minimalist assets, yet Dam leveraged the ST’s 512-color palette to render crisp, functional visuals. Its release coincided with a surge in computerized board games (Chessmaster, Scrabble), but Dam stood out for its niche focus on draughts and support for Portable Draughts Notation (PDN), a feature catering to purists.

Narrative & Thematic Deep Dive

As a checkers clone, Dam lacks narrative frills—no characters, no plot twists, just 12-piece armies locked in diagonal combat. Yet, its thematic resonance lies in its faithfulness to draughts’ primal tension: outmaneuvering an opponent through sacrifice and foresight. The game’s sterile interface (no thematic flourishes like medieval battlefields or space operas) underscores its purity, positioning players as disembodied strategists.

Themes emerge through gameplay. Human vs. computer mode pits intuition against cold logic, echoing the man-vs-machine debates of the AI age. The inclusion of PDN file support nods to archival rigor, framing Dam as a steward of checkers’ history. Even the title’s bilingual pun (“dam” as both water barrier and Dutch for “checkers”) hints at cultural bridging—a Dutch game globalized through computing.

Gameplay Mechanics & Systems

Dam’s mechanics hew closely to international draughts rules:
Core Loop: Players move pieces diagonally, capturing opponents by jumping. Kings gain backward-moving prowess. Victory comes via annihilation or stalemate.
AI: Three difficulty tiers (Easy, Medium, Hard) adjust the computer’s “thinking” duration. While rudimentary by modern standards, the AI provided a competent challenge for 1987, exploiting predictable patterns like forcing king trades.
Multiplayer: Local human-vs-human play and nascent online support (via modem) were revolutionary for the time, predating ubiquitous internet connectivity.
UI/UX: A top-down view with cursor-based piece selection. Menus are text-heavy but intuitive, avoiding the clunkiness of contemporaries like Archon.

Flaws were apparent. The AI could lag on higher difficulties, and the lack of tutorial frustrated newcomers. Yet, Dam excelled in customization: players could tweak board layouts or load PDN files to replay historic matches—a precursor to today’s “shareable replay” features.

World-Building, Art & Sound

Dam’s aesthetic is ruthlessly utilitarian. The board—a green-and-black grid—echoes the Atari ST’s default GEM desktop, reinforcing the game’s “tool-like” ethos. Pieces are monochrome circles (white and black), crowned with a pixelated star when kinged. Animations are minimal: jumps trigger a swift glide, captures a subtle “blip” sound.

Sound design is equally sparse. Movement beeps and victory fanfares are tinny yet functional, composed using the ST’s Yamaha YM2149 chip. While unambitious, this minimalism ensures Dam never distracts from its strategic core—a stark contrast to the bombast of Dam Busters (1984), a WWII flight sim sharing its namesake.

Reception & Legacy

Upon release, Dam slipped under the radar. No contemporary critic reviews exist—a fate common to niche titles—and MobyGames records just one user rating (3/5). Yet, its commercial longevity is telling: ports to Windows (1995, 1997) and Palm OS (2000) extended its life into the mobile age, affirming its utility as a portable time-killer.

Dam’s legacy is subtle but enduring. It presaged the board-game renaissance of the 2000s (e.g., Catan Online), proving that digital adaptations could honor tradition without gimmickry. Its PDN support influenced later titles like ChessBase, while its AI framework informed early research into turn-based game algorithms. Today, Dam is a collector’s curio—a relic of when “video games” encompassed even the humblest of pastimes.

Conclusion

Dam is not a masterpiece. It lacks the innovation of Andromeda Conquest (1984) or the charm of Archon (1983). Yet, as a cultural artifact, it is indispensable—a bridge between the tactile and the digital, the ancient and the modern. Harm Jetten’s creation reminds us that games need not be epic to endure; sometimes, simplicity is sanctuary. For historians, Dam is a footnote. For purists, it is a quiet triumph. Final verdict: 3/5—a competent, if unspectacular, tribute to the enduring power of checkers.

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