Saitek PRO BRIDGE PROFESSOR User Manual

CONTENTS
Welcome
Table of Contents 1
1.0 Introduction 2
2.0 Operating Reference 2
2.1 Installing the Batteries 2
2.2 Display 3
2.3 Keys 4
3.0 The Professor as Tutor 8
3.1 Dealing 8
3.2 Bidding 8
3.3 Playing the Hand 9
3.4 Hints 10
4.0 Additional Features 11
4.1 Changing the Position 11
4.2 Status of the Hand – View Info 11
4.3 Review Bids, Review Play – History 12
4.4 Seeing the Other Hands – View Hands 12
4.5 Redealing 13
4.6 Replaying a Hand – Fast Forward 13
4.7 Sound 13
4.8 Changing the Bidding System 14
5.0 Technical Information 14
5.1 Care and Maintenance 14
5.2 Troubleshooting Guide 15
5.3 Technical Specifications 17
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1.0 INTRODUCTION
The Pro Bridge Professor has been developed with the specific purpose of helping you to improve your bridge game. The computer program has been written in a way that allows you to concentrate on your bidding, or on playing out the contract, or you can play complete hands and cover both. You can begin from any one of 600 illustrative hands that you can specify, or you can let the computer choose one of the hands at random from its library. These have been specially designed to demonstrate particular points of skill and are divided into three groups for your convenience: 1-112 beginners, 113-512 intermediate, and 513 to 600 advanced. Please see the accompanying book “Pro Bridge Professor - A Guide”, which is an important partner with the Professor. It explains all about these hands and how you can extract the most benefit from them. It also explains the basics of Bridge, so you can refer to it if you are not familiar with the game.
The Pro Bridge Professor includes the following features:
• A library of 600 hands with studied bidding/ playing sequences and categorized into three levels of difficulty.
• Choice of hands at random for the element of surprise.
• Repeat selection of the same hands for practice.
• Sight of other hands on request to improve understanding.
• Correct solution available on request.
• Recall of current contract and number of tricks won.
• Recall sequence of bids or playing for study.
• Choice of positions at the “table”.
• Purpose-designed computer, with large clear display, and easy-use key set.
• Pleasant audio tones to support actions.
In addition the computer can be easily modified to offer a choice of popular AcoL, American, or French bidding systems.
2.0 OPERATING REFERENCE
2.1 Installing the Batteries
Remove the cover of the battery compartment on the back of the computer. Insert four AAA, AM4,
2
or R03 batteries as shown in Figure 2-1. (Note: Only use alkaline batteries in your computer.) Replace the battery compartment cover, and press GO/STOP to turn your computer on. Occasionally a spurious signal, created by putting in the batteries, can cause the computer to lock up, so if your computer does not respond, press GO/STOP again to turn off the computer, and press the ACL on the back of the computer. You will need a sharp instrument, such as a paper clip, to reach in to the button. Press the
Insertin
g
Batterie
s
(Note: Under normal conditions of switching the computer Off and then On, the computer will activate with the game situation as it was at the moment of switching Off. However, replacing the batteries will
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cause this information to be lost from memory.)
ACL for at least 2 seconds to clear and reset the computer memories. You are now ready for play.
2.2 Display
The elements of the display of the Pro Bridge Professor are explained below.
Refer to Figure 2-2. Liquid Crystal Display (LCD) – Displays all the
necessary information. Contrast is adjustable for different light conditions.
Dummy’s Hand – In Figure 2-2, your partner is dummy and has ace, king, jack, eight, four, and three
Four AAA, AM4, or R03
alkaline batteries
Figure 2-
1
of spades, ace, queen, eight of hearts, and so on. The top four horizontal rows of information on the screen show the contents of the dummy’s hand, or if your partner is declarer, the Declarer's hand. The line under the spade indicates that spades are
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trumps. For no trumps, no symbol would be
A
WEST NORTH EAST SOUTH
DUMMY
K J 8 4 3
♥ ♦ ♣
A
Q
8
J J 6
♥ ♦ ♣
10
7 5 2 7 2
9
J
A
Q
6
3
4
3
♣♣
Dummy's Hand
Centre Selection– Information, Bids, Cards Played
Your Hand
underlined. Your Hand – The bottom four horizontal rows of
information always show the contents of your hand, which may be declarer or some other hand, depending on which one you selected to bid. In Figure 2-2 you are South, and SOUTH would be flashing to indicate that it is your turn to play. The line under the spade indicates that spades are trumps. For no trumps, no symbol would be underlined.
Figure 2-2 Sample Screen During Play
Center Section – The center section is used to display the bids or the cards played out as each round progresses. Figure 2-2 illustrates queen of clubs having been played by West, king of clubs by North, three of clubs by East, and South would be flashing to indicate South to play. North is indicated as dummy. The center section is also used when you request it, to display other information about the
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game or for the tutorial process.
2.3 Keys
The keys are illustrated in Figure 2-3 1 Value Keys and Suit Keys – 2 to 10 and A, K,
Q, and J are used in conjunction with a Suit Key (,,,) to play a card. Bidding is done in virtually the same way. However, note that A is used for playing the ace, but 1 is used for a bid of one. The suit key, NO TR UMPS, is used only for bidding. The 1 key is shaped and colored differently from the other Value Keys to remind you not to use it to play a card.
Value keys (1-10) are also used to input a number to select a deal.
When selecting a deal number, the 10 is used like a Zero. So deal number 410 would be selected by 4, 1, 10, or deal number 300 would be 3, 10, 10.
2 ENTER – Enter is used for the following
purposes: To initiate a random deal or to confirm the deal
number you have entered at the beginning of a hand.
To confirm the selected bidding position. To use an offered hint. To initiate playing out a round. (The display
gives you a cue with the words PRESS ENTER.)
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To start the next round at the end of a trick. (Again, you are cued by the words PRESS ENTER.)
To see the results at the end of a hand. (You are cued by the words PRESS ENTER.)
To return to the starting conditions after viewing the results of the hand. (The PRESS ENTER cue shows.)
3 DOUBLE – Press this button during bidding to
“Double” the opponent's bid; a “d” will show on the display for your bid. You can also press DOUBLE to redouble an opponent’s double. A bid of Redouble will be indicated by “R”.
4 PASS – Press this button during bidding to
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Contrast
Control
LCD
Display
Value
Keys
Enter
Suit
Keys
16
indicate that you do not wish to bid. When a bid of “Pass” is made, - will show under the position making the bid.
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16
History View Hands
13
View Info
12
Scroll
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5 ESCAPE – Press to end viewing score,
viewing other hands, viewing information, or viewing a hint. When pressed at any other time, Escape will return the program and display to the starting conditions of waiting for a deal to be
ACL
15
Sound
10
1
2
1
9 7 6 8 3 4
5
Hint System Go/Stop Position Double Pass
Escape
selected.
6 GO/STOP – Press the Go/Stop key to
switch the computer On or Off. When switched Off, the computer retains the game situation in memory, and repro­duces it when the computer is next switched On.
7 SYSTEM – See Section 4.8. This key is
inactive unless the computer has been modified to make other bidding systems
Figure 2-3 Computer Keys
available.
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8 POSITION – Press after the deal to
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