To play a game of chess right away, without reading the entire manual first, simply follow these Quick Start steps!
Open the battery
compartment on the
1
back of the computer by pushing the
tab. Insert 2 “AAA”
(Type AM4/R03)
batteries into the
computer, making
sure that you
observe the correct
polarity. Then,
reinstall the battery
door.
Press GO/STOP to
turn the unit on. If
2
the computer does
not respond, press a
paper clip or similar
sharp object into the
hole marked ACL in
the base of the unit,
as described in
Section 4.1.
Set up the chess
pieces in the initial
3
starting position for
a new game, with
the White pieces
closest to you.
board, pressing the
chess pieces down
gently into the holes of
the from and to
squares for each move.
As soon as the
computer makes a
6
move, that move is
shown in the display
window. Press the
computer’s piece lightly
into the indicated from
and to squares to
complete the
computer’s move .
That’s all there is to it!
Make your next move
as described above.
Press GO/STOP at any
time to turn the
computer off. Enjoy
your game!
Example move: e7-e5
TABLE OF CONTENTS
QUICK START
KEYS AND FEATURES
INTRODUCTION
1. USING YOUR CHESS COMPUTER
1.1 Battery Installation
1.2 Making Moves
1.3 The Computer’s Move
1.4 Change Your Mind? Take Back!
1.5 Check, Mate, or Draw!
1.6 Start a New Game
1.7 Change Levels
1.8 Openings Coach
2. ADDITIONAL COMPUTER FEATURES
2.1 Chess Clocks
2.2 Capturing and Special Moves
2.3 Illegal Moves
2.4 Interrupting the Computer’s Search
2.5 Changing Sides with the Computer
2.6 Getting Hints from the Computer
2.7 The Computer Plays Against Itself
2.8 Game Memory and Automatic Power
Down
2.9 Openings Library
3. LEVELS AND SPECIAL MODES
3.1 Levels of Play
3.2 Fun Levels
3.3 Casual Levels
3.4 Blitz Levels
3.6 Bonus Timer Levels
3.7 Tournament Levels
3.8 Fixed Depth Levels
3.9 Tactical Level
3.10 Teach Modes
3.11 Selecting Levels and Teach Modes
3.12 Openings Coach Mode
3.13 Verify Mode: Check Piece Positions!
3.14 Non Auto Mode
4. TECHNICAL DETAILS
4.1 The ACL Function
4.2 Care and Maintenance
4.3 Technical Specifications
TROUBLESHOOTING GUIDE
ENGLISH
3
KEYS AND FEATURES
1. LCD Display Window: The Liquid Crystal
Display (LCD) is used to show moves, game
information, and chess clocks for both
players. For a complete list of the symbols,
refer to Figure 1.
2. Piece Symbol Keys: & (King), % (Queen),
$ (Rook), # (Bishop), @ (Knight), and !
(Pawn). The Piece Symbol Keys are used to
verify positions, select various Teach Modes,
and underpromote pawns.
3. Game Keys
a. NEW GAME Key: Press to reset the
computer for a new game of chess.
b. OPENINGS COACH Key: Press to enter
Openings Coach Mode for training on
opening gambits and responses.
c. SOUND Key: Pressing this key causes the
sound option to cycle through three
different levels of operation. You can tell
which level you have selected by the
number of high tone beeps you hear, as
indicated below:
SOUND LEVELSIGNAL WHEN SELECTED
Sound and Coach ........ 3 high tones
Sound only.................... 2 high tones
Silent............................. 1 high tone
With Coach selected, the computer will
evaluate your move immediately after it is
completed, emitting two low tones if the move
is considered to be bad. With Sound selected, the buzzer beeps to show the
computer’s response to your actions. See
Figure 1 for the meanings of the beeps.
d. TAKE BACK Key: Press to take back the
last individual move made. You may take
back up to 14 individual moves. Note that
an individual move is a move for one side.
e. NON AUTO Key: Press to enter Non Auto
Mode, which allows moves to be entered
manually. Here, the computer monitors the
game, but makes no mov es .
f. LEVEL Key: Press to enter Level Mode to
adjust the level of play to the complexity
and type of game you desire. Also used to
select the Teach Modes.
g. PLAY Key: Press to change sides with the
computer. Press while the computer is
thinking to force it to move, or press during
your own turn to get a move suggestion
from the computer.
h. GO/STOP Key: Press to turn the com-
puter on; press again to turn the unit off.
The current game is retained in memory
for up to 300 hours.
4. Sensory Chessboard: Each square contains
a highly sensitive sensor that registers piece
movement. The squares are identified by file
(letters) and rank (numbers).
5. ACL (Reset): Recessed reset switch is
located in the base of the unit, and used to
eliminate static discharge after inserting a
new set of batteries.
6. Battery Compartment: Batteries are housed
In the base of the unit. The computer uses 2
“AAA” (Type AM4/R03) alkaline batteries.
7. Piece Storage Area: Handy storage compartment for your chess pieces.
4
Figure 1. Display Symbols and Sounds
SYMBOLS
1 ......... 1A .......... Ak ........ King
2 ......... 2B .......... Bq ........ Queen
3 ......... 3c .......... Cr ........ Rook
4 ......... 4D .......... Db ........ Bishop
5 ......... 5E .......... En ........ Knight
6 ......... 6F .......... Fp ........ Pawn
7 ......... 7G .......... Gsb ...... Standard
8 ......... 8H .......... H
9 ......... 9
0 ......... 0
PM.......... Indicates player to move
S............. Indicates black to move
:............. Steady colon indicates that figures
:
ch:)) ..... Black in check
ch:__ ..... White in check
EnD) ...... Checkmate – black wins
EnD( ...... Draw
te: .......... Teach Mode
o(:3 ........ Openings Coach (Spanish Opening)
o_:3 ........ Openings Coach (Spanish Opening)
o):3 ........ Openings Coach (Spanish Opening)
o :3 ........ Openings Coach (Spanish Opening)
are Minutes and Seconds
............. Flashing colon indicates that figures
This electronic chessboard is a powerful computer that will
play chess at whatever level of complexity you choose! Or, if
you prefer, you can play a game with a friend and the computer
will act as referee. The large range of 64 playing levels, combined with 11 extended Teach Modes, make up a total of 768
combinations—enough to satisfy anyone with an interest in
chess, both young and old! The Teach Modes and Openings
Coaches are also superb learning features at any level of play,
and the various modes of timed competition are well-suited for
the intermediate player.
Fig. 1-1
1. USING YOUR CHESS COMPUTER
Battery Installation
1. Your chess computer runs on 2 “AAA” (Type AM4/R03)
batteries. For longer battery life, we recommend using fresh
alkaline batteries. Locate the battery compartment on the back
of the unit, open the cover by pushing the tab, and insert the
batteries as shown in Figure 1-1. Then, reinstall the cover and
press GO/STOP to turn the computer on. If the computer does
not respond, use a paper clip or another sharp object to press
into the hole marked ACL in the base of the unit for at least
one second. This will reset the computer.
After the batteries are inserted or ACL is pressed, the
computer will go through a self-test. Three ‘beeps’ tell you that
the test has passed, while a buzz or silence indicates a problem that should be checked with your local distributor.
Note that inserting new batteries or pressing ACL will
reset the computer’s memory, causing any current game
to be lost.
Making Moves
2. Follow the steps below to start a game.
a. If necessary, press GO/STOP to turn the computer on.
b. Set up the chess pieces in their star ting positions with the
White pieces nearest to you, as shown in Figure 1-2, and
press NEW GAME. The display will indicate that you
should play a White piece:
Note: If NEW GAME is pressed while certain modes are
selected (Teach Mode, Openings Coach, or Non Auto
Mode), these modes will automatically be cancelled.
c. To make a move, lightly press down on the piece you
want to move until you hear a ‘beep’ (see Figure 1-3). The
computer’s sensory board registers your move, and the
display shows the from square that was pressed on the
left-hand side.
d. Take the piece and lightly press it down on the square
you want to move to. A second ‘beep’ sounds, and the
computer briefly shows the to square on the right-hand
side of the display.
As soon as your move is finished (if you have Sound and
Coach selected), the display will show Coch while it
evaluates your move. Two low tones are emitted if the
move is considered bad.
e. Next, it is the computer’s turn, and the computer will start
thinking about its move. Note that in the early stages of a
game, the computer’s response is often virtually instantaneous. This is because it is playing moves already stored
in its openings library (see Section 2.9).
The Computer’s Move
3. When the computer is ready, it ‘beeps’ and displays the
from and to coordinates of its move, as shown in Figure 1-4.
For an example of a move, see Figures 1-5a and b. Press the
indicated piece down on its from square (E7, in this case), until
you hear a ‘beep’ and the from side of the display changes to
show the color and symbol for that piece. For a char t of the
symbols, see Figure 1.
Next, press that same piece down on the second square in
the display—the square the computer wants to move to (E5,
here). Once you press E5, the display clears and you have
completed the computer’s move! The display then indicates that
it is once again your turn to move.
Change Your Mind? Take Back!
4. If you change your mind about a move, you can take it
back. Press TAKE BACK while it is still your turn to move, and
the display shows the to square. Press the piece down on that
square. You now see the piece symbol and the square that
piece came from. Press the piece down on the from square to
finish the take-back. If the move taken back was a capture, the
computer reminds you to put the captured piece back on the
board by displaying the piece type and its square location.
Press this piece down on the indicated square. To take back
another move, press TAKE BACK again. You can take back up
Fig. 2-1a
Fig. 2-1b
Fig. 2-1c
Fig. 2-2
8
to 14 individual moves (or 7 moves for each side), allowing you to experiment and try out
various “What if...?” approaches. To continue the game, either make your next move or press
PLAY to have the computer make a move for you.
Figures 1-6a and b show an example of taking back a Knight move from G8 to F6. After
pressing TAKE BACK, the display shows F6, the square the Knight moved to (Figure 1-6a).
Press down on F6, and the display changes to show the piece color and symbol (Black
Knight) and the square that piece came from (Figure 1-6b). Press the Knight bac k down on G8.
Note that en passant captures cannot be replayed if the take back of the previous move
was not allowed.
Check, Mate, or Draw!
5. When a King is in check, the display shows the check symbol (alternately with the clock
display, if the clock is running). When the game ends in checkmate or a draw (by stalemate,
immediate 3-fold repetition, or the 50-move rule), various End symbols are displayed. These
symbols are shown in Figure 1.
Note that stalemate is determined either by 3-fold repetition of the same move, or by the
50-move rule.
Start a New Game
6. Press NEW GAME to start a new game at any time, using the currently selected level
and sound setting. Since pressing NEW GAME clears your current game from the computer’s
memory, be very careful not to press this key by mistake.
Change Levels
7. Your chess computer offers 64 levels of play, each of which corresponds to one of the
64 board squares. Together with the 11 built-in Extended Teach Modes, you have a choice of
768 level settings! Press LEVEL to enter Level Mode, and the current level is displayed (e.g.,
the level equivalent to board square A3 shows L:A3 alternately with Fun3). To change the
level, simply press a board square, and that level will show in the display. Press LEVEL again
to exit Level Mode. For more information on the playing levels, see Section 3.
ENGLISH
9
Openings Coach
8. Your computer has 16 opening sequences for you to study, such as the
and the
Queen’s Gambit
A1 to B8 to select one of the openings. Press the square again to choose how much help you
would like to get from the computer, and then press OPENINGS COACH once more to start
practicing or to test your knowledge. For more details, see Section 3.12.
. Press OPENINGS COACH, and then press one of the squares from
Italian Opening
2. ADDITIONAL COMPUTER FEATURES
2.1 Chess Clocks
Built in chess clocks keep track of the time for your side and the computer’s side, with a
four-digit display showing the total elapsed time or remaining time for each player alternately
during his turn. After you have entered the computer’s move, the display shows your chess
clock until a key or square is pressed, keeping track of your time until the to square is
pressed. After you make your move, the display immediately switches to the computer’s clock
while it thinks, until the computer indicates that it is ready to move.
Note that the computer may also display Coch after your move has been made, while it
analyzes whether you have made a good move or a bad one. If it thinks your move is not
good, it sounds two low tones.
For the first hour of the game, or whenever the remaining time is less than a hour, the
display will show MINUTES:SECONDS, with a steady colon. If the total elapsed time exceeds
one hour or the remaining time exceeds one hour, the display will show HOURS:MINUTES,
and the colon will flash while the clock is showing.
Please also note the following:
• The clock stops if you verify the level, verify the board, or turn the computer off. In each
of these cases, however, the times are retained in memory, and the clock display resumes when play is continued.
• The clock resets if you change the level or press a square while in Level Mode.
• When your King is in check, the display shows check alternately with the chess clock.
• If you are playing on a level which is against the clock, the clock counts down from your
selected time to show time remaining. When the first clock reaches zero, three low tone
‘beeps’ will signal that time has run out. The clock will then begin counting time up from
10
zero. On levels where time is not part of the competition, the clock counts upwards to
show the total elapsed time.
• If you take back while playing against the clock, the clock does not reverse for each take
back. It simply stops until you start making a move again.
2.2 Capturing and Special Moves
a. CAPTURES: To capture, press down lightly on the piece you want to move, take the
captured piece off the board, and press your piece on the square of the captured piece.
b. EN PASSANT: In an en passant capture, the computer reminds you to remove the
captured pawn from the board by displaying the pawn’s location. Press down on the
captured pawn before removing it from the board. For an example, see Figures 2-1a, b,
and c.
c. PAWN PROMOTION AND UNDERPROMOTION: When you promote a pawn, first press
your pawn down on its from square, as usual. The computer displays your from square
and the Queen symbol (alternately with the clock display). As soon as you press your
pawn down on the to square, it automatically becomes a Queen. Remember to change
your piece on the board! If you wish to underpromote your pawn to a Rook, Bishop, or
Knight, simply press the appropriate Piece Symbol Key between pressing the from andto squares. When the computer promotes a pawn, it will show its from and to squares
as usual. After you press its from square, the display indicates the promotion piece type
by showing the piece symbol and the to square. Press down on the to square with the
indicated new piece to complete the computer’s promotion move.
d. CASTLING: The computer automatically recognizes castling after the King is moved.
After you have pressed the King down on its from and to squares, the computer dis-
plays the Rook’s from square. Press down on this square, and the computer then
displays the Rook symbol, along with the square the Rook should move to. Press down
on the Rook’s to square to complete the move (see Figure 2-2).
2.3 Illegal Moves
Your computer will never accept an illegal move. If you attempt an illegal move, the computer gives a low tone error ‘beep’ and the display keeps showing the from square. Press on
that square to clear the illegal move, and then move again.
If you should move the computer’s piece incorrectly, you will also hear an error ‘beep’. This
ENGLISH
11
can occur if you move the wrong piece or move a piece to the wrong square. Check the
display and move again.
If you press a piece and the from square shows in the display, but you decide not to make
that move, press that same square once again to cancel. Be careful not to make mistakes
when the sound is off, as you will not be able to hear the error ‘beeps’.
2.4 Interrupting the Computer’s Search
To interrupt the computer while it is thinking, press PLAY, and the computer will play the
best move it has found so far. This can be very useful in games at higher levels of play, when
an exhaustive search for the best move can be quite time consuming.
2.5 Changing Sides with the Computer
To change sides with the computer, press PLAY when it is your turn to move. The com-
puter will then make the next move for your side. Change sides as often as you wish!
2.6 Getting Hints from the Computer
If you need help, you can have the computer show you what it would do in your position!
Simply press PLAY on your turn, and the computer will make the next move for you.
To keep this move as your own, make the displayed move on the board. Then, press PLAY
again and the computer will make its next move. Continue the game by making your own next
move. If you do not want to use the computer’s move, first make the displayed move on the
board, and then take it back. Once you have cleared the move in this way, you can make your
own move.
2.7 The Computer Plays Against Itself
To watch the computer play a game against itself, press PLAY for every move. Study the
computer’s playing strategies to learn more about chess!
2.8 Game Memory and Automatic Power Down
You may interrupt a game by pressing GO/STOP to turn the computer off. The computer
will “remember” your position for up to 300 hours (with fresh alkaline batteries). When you
switch on again, simply continue where you left off!
If you do not press a key or make a move for about 20 minutes (when the computer is not
12
ABCDEFGH
8
7
6
5
4
3
2
1
CHOOSE A LEVEL FROM THE 64 BOARD SQUARES
FUN LEVELS
CASUAL LEVELS
BLITZ
BRONSTEINBONUS TIMER
TOURNAMENT
FIXED DEPTH
TACTICAL
thinking), the computer will switch off to conserve power, while retaining your game in
memory. Press GO/STOP to turn the computer back on and resume your unfinished game.
2.9 Openings Library
At the beginning of a game, the computer’s reply is usually instantaneous because the
computer is playing moves which are stored in its
openings library
. If the current board position is in its openings library, the computer plays a response to that position from its collection
of moves, instead of thinking about the move.
3. LEVELS AND SPECIAL MODES
3.1 Levels of Play
With 768 level settings to choose from (including the Extended Teach Modes), you can
learn and grow with this chess computer! As
shown in the playing level charts in the following sections, each level corresponds to one of
the 64 board squares. The basic levels are
categorized into 8 groups, intended to suit
users of different abilities.
• Fun Levels: A1 to A8. For the early
beginner, with A1 being the easiest.
• Casual Levels: B1 to C8. For games not
played against the clock. Full range of
difficulty, from easy (B1) to extremely
challenging (C8). When you first power up
the computer, B4 will be the selected
level.
• Blitz Levels: D1 to D8. Also known as
Sudden Death
within the selected time.
•Bronstein Levels: E1 to E4. The game
must be concluded within the selected
. Game must be concluded
13
ENGLISH
time, which is increased by an amount to compensate for each move. The compensation
is the actual time used or the allowed time, whichever is shorter.
• Bonus Timer Levels: E5 to E8. The game must be concluded within the selected time,
which is increased by a prescribed amount to compensate for each move before the
move is made.
•Tournament Levels: F1 to F8. A certain number of moves must be made within the
given amount of time.
• Fixed Depth Levels: G1 to G8. Computer skill is limited by not being able to look ahead
more than the selected number of moves.
•Tactical Levels: H1 to H8. Computer skill is limited by not being able to look ahead more
than the selected number of moves, and by not evaluating strategic advantage.
Whenever you set the level, bear in mind that when the computer has more time to think
about its moves, it gets stronger and plays better—just like a human player! Sharpen your
chess skills—as you beat the computer on each level, graduate to the next. Keep challenging
yourself and learn more about the game!
3.2 Fun Levels
Selecting any square from A1 to A8 will give you one of the Fun Levels. In this range, the
computer does not make an exhaustive search for the best available move. Instead, it disregards scores, and the program also makes use of randomizers which cause the computer to
occasionally make a move that is not the best one it has found. This introduces an interesting
variability in the computer’s responses, and sometimes it will seem to make quite human
errors of judgement. A1 is the lowest skill level, and A8 is somewhat higher.
3.3 Casual Levels
When the Casual Levels are selected, you are controlling the skill level of the computer by
limiting the average amount of time it can take to select its move. As the skill level is increased, the computer will think ahead progressively more deeply, and as a consequence,
play a more skillful game. When one of these levels is selected from the B or C squares, the
display will alternate between the level selection and the computer’s average response time,
as shown here:
14
Chessboard SquareTime per MoveDisplay
B1 ......................... 1 second ........................... L:B1/00:01
The levels on the D squares are the Blitz Levels. If you wish to play speed chess, or
death,
you can select from a range of times allowed for the game to be completed. You may
instant
choose between a 5 minute “pressure cooker” of a game, up to a more relaxed 1-1/2 hour
game. When you select one of these squares, the display will alternate between the square
you have selected and the corresponding time limit for the game.
By selecting a square from E1 to E4, you can choose a time limit for the game following the
Bronstein system. A basic time is selected for the game, and an increment of a few seconds is
then added to that time whenever a move is made. The increment is either the free time
shown in the table below, or the actual time taken to move, whichever is shorter. When you
choose one of these levels, the display cycles through three different pieces of information,
each of which is shown for one second. For example, if you choose E2 you would see:
• The selected square: L:E2and then...
• The base time in minutes:10:00and then...
• The free time in seconds:00:05
Chessboard SquareTime for GameFree Time per MoveDisplay
Selection of a square from E5 to E8 gives you the Bonus Timer Levels. These levels are
similar to the Bronstein Levels, except the time increment is always 2 seconds, and it is added
to the time before the move is made.
Chessboard SquareTime for GameFree Time per MoveDisplay
The F1-F8 squares provide 8 Tournament Levels. When one of these is selected, you and
the computer are each required to make a prescribed number of moves within a given amount
of time. For example: If you select Level F3, you will be required to make 40 moves within 2
hours under the Primary Time Control. If the game is not finished within that time, the Secondary Time Control period will begin, and you will be required to make 20 moves within 1 hour. If
this secondary period does not produce a result, it is repeated until a conclusion is reached.
In accordance with tournament regulations, any time remaining at completion of the moves
of the Primary Time Control is carried forward and added to the time allowed for the Secondary Time Control. For example: If you selected Level F3 and completed the first 40 moves in
just one hour, you would be allowed 2 hours for the next 20 moves. Surplus time, if any, is
carried forward and accumulated in this way throughout the game.
When you select one of these Tournament Levels, the display will cycle through three
pieces of information, each of which shows for one second. For example, if square F4 is
selected, the display will show
• The selected square:L:F4and then...
• The number of moves in
the Primary Time Control:40and then...
• The duration of
the Primary Time Control:2:00
ENGLISH
17
3.8 Fixed Depth Levels
The Fixed Depth Levels in file G limit the skill of the computer—not by the time to search
for its next move, but by the number of moves it searches ahead. At the lower levels, it behaves like a novice player. At the lowest level, G1, where the computer looks ahead only one
individual move, it does not anticipate the game at all, and could even miss a mate that you
might make in one more move. At the other end of the scale, on Level G8, the computer will
review all the possibilities within the next 8 individual moves.
On these levels, the display alternates between the level you have selected, and how many
individual moves (ply) ahead the computer searches.
• The selected square:L:G5and then...
• The number of individual moves
the computer is looking ahead:5PLy
3.9 Tactical Level
The Tactical Levels are found on Squares H1 through H8. These levels limit how many
individual moves ahead the computer looks, but in this case the computer does not evaluate
strategic advantages, and looks only for material gain such as checkmate or draws. The
number of individual moves the computer looks ahead is equivalent to the chessboard square,
e.g., H1 equals one individual move ahead, and H8 equals 8 moves ahead.
On the Tactical Levels, the display alternates between the level you have selected, and
how many individual moves (ply) ahead the computer will search.
• The selected square:L:H8and then...
• The number of individual moves
the computer is looking ahead:8PLy
3.10 Teach Modes
Your chess computer contains 11 built-in Extended Teach Modes. This feature allows you
to learn basic moves and master the tactics of the pieces, one at a time! For each individual
Teach Mode, the only pieces on the board will be Kings and Pawns, or Kings and Pawns and
one or two selected piece types. This allows beginners to concentrate on one or two pieces at
a time, without losing focus and being distracted by other pieces on the board. More developed players can use this feature to practice playing with selected combinations of pieces.
18
Please note the following, in regard to Level and Teach Modes:
• If NEW GAME is pressed during a game, the computer will exit Teach Mode and switch
back to the standard 32-piece game, with the current level still in effect.
• If you press LEVEL and then decide not to change the current playing level or Teach
Mode, simply press LEVEL again—and the current status will remain as it is.
• You may select a new level at any time during your turn. If you do so, however, note that
the clock will be reset.
• If you press more than 2 Piece Symbol Keys during a Teach Mode selection, only the last
2 symbol selections will be valid when you exit Level Mode.
• If you accidentally press a Piece Symbol Key in Level Mode, you will lose your current
game after exiting Level Mode. To continue with the current game, press the square
corresponding to the current level of play before exiting Level Mode. Note, however, that
the clock will have been reset.
3.11 Selecting Levels and Teach Modes
Press LEVEL to enter Level Mode, and the current level is displayed. For example, Level
A3 shows as L:A3, alternating with Fun3 (the level selected by pressing board square A3). To
change the level, simply press a board square, and the display will show the new level,
alternating with the level details. Press LEVEL again to exit Level Mode.
Please note the following key sequences and effects:
LEVEL, LEVEL:No change; previous level remains selected.
LEVEL, Square, LEVEL:New level selected, clock resets.
LEVEL, Piece Symbol, LEVEL:Starting position of selected Teach Mode is set
at previously selected level.
LEVEL, Square, Piece Symbol, LEVEL:Starting position of selected Teach Mode is set
To select Teach Mode, press LEVEL. The display will show the skill level, as indicated by
the equivalent chessboard square, alternating with the level details. To select a Teach Mode,
press one or two of the Piece Symbol Keys (%, $, #, @ or !) you would like to use. The
ENGLISH
19
display will then show the selected pieces. For example, if you want to play with Kings, Bishops, Knights, and Pawns, after pressing LEVEL, you should press # and @. The display will
show your selection. Then, press LEVEL to exit Level Mode and enter your selection into the
computer, and you can begin your game. Since the King is always required for the game, you
do not need to select this piece for the Teach Mode. In fact, pressing & is how you select a
normal, 32-piece game.
Note that Non Auto is automatically canceled whenever a Teach Mode is selected in the
existing Level Mode.
The 11 Teach Modes and normal game are indicated by the following displays:
TEACH MODEDISPLAY
Kings and Pawnste:_p
Kings, Knights and Pawns ........................................ te:_n
Kings, Bishops and Pawns ....................................... te:_b
Kings, Rooks and Pawns .......................................... te:_r
Kings, Queens and Pawns........................................ te:_q
Kings, Knights, Bishops and Pawns ......................... te:nb
Kings, Knights, Rooks and Pawns............................ te:nr
Kings, Knights, Queens and Pawns ......................... te:nq
Kings, Bishops, Rooks and Pawns ........................... te:br
Kings, Bishops, Queens and Pawns......................... te:bq
Kings, Rooks, Queens and Pawns ........................... te:rq
All Pieces (standard board - normal game) ............. te:sb
3.12 Openings Coach Mode
Your computer has 16 different opening sequences in memory, all of which can be played
through so that you may learn them. Press OPENINGS COACH, and, when first selected, the
computer will ‘beep’ and the display will flash
You can then choose which opening game you want to review by pressing one of the
squares from A1 to B8. Figure 3-1 lists the available openings. For example, to select the third
Openings Coach, press square A3, and o(:3 will flash in the display to confirm that the third
Openings Coach has been selected. The two bars indicate that the computer will display
moves for both sides, so you can watch and learn. Press the same square again and the
display will change to o_:3, indicating that the computer will play the white side and let you
ENGLISH
21
work out the moves for black. Another press on the square changes the bar to show that the
computer will play black while you play white. One more press will remove the bars altogether,
indicating that the computer will leave all the moves to you while it monitors your moves for
legality. Press OPENINGS COACH once again, and the display will indicate that you should
move.
While you are playing, you can press PLAY to have the computer remind you of the next
move. Every time you make a correct move, the computer will confirm the move with a single
‘beep’. If you are wrong, however, it will sound a double ‘beep’ and prevent the from square
from being displayed. Press the correct to square to end the move, or press the from square
to cancel it. At the end of the opening sequence, you may continue to play the game if you
wish. Note that the clock is not used during this mode, and Non Auto Mode, if selected, is only
in effect after the opening moves are finished.
Note that your current Openings Coach selection is retained in memory until another
selection is made.
When you want to get back to playing a normal game, simply press NEW GAME, and you
will be returned to the standard board.
3.13 Verify Mode: Check Piece Positions!
If the pieces get knocked over, or you think some might be in the wrong positions, you can
ask the computer to run a check for you. Simply press the Piece Symbol Key for the piece you
are questioning. The computer will then show you the symbol for that color and piece type,
along with the square on which it should be placed. Pressing the key again shows the position
of the next piece of that type, and so on, until all the pieces of that type on the board have
Key Press Display ShowsMeanings
Press @ first time
Press @ second time
Press @ third time
Press @ fourth time
_n:B1
)n:B8
)n:F6
_n:__
(beep, beep)
White Knight on B1
Black Knight on B8
Black Knight on F6
No more Knights, white to move
22
been shown. The display shows the white pieces first, and then the black pieces. When there
are no more pieces of that type on the board, the display reverts to showing the side to move,
and the computer sounds two ‘beeps’ to get your attention. An example of the sequence of
displays is shown in this section. This example indicates that one of the white Knights has
been captured, and it is now white’s turn to move.
To verify other pieces, repeat the same steps using the other Piece Symbol Keys. When
you are finished, simply make your next move. Note that the clock stops temporarily during
piece verification, and the computer automatically exits Verify Mode if no Piece Symbol Key is
pressed within about 5 seconds.
3.14 Non Auto Mode
Normally, the computer automatically answers with a countermove whenever you enter a
move. If you press NON AUTO, however, the computer responds with a ‘beep’ and you can
then enter all the moves for both sides, one by one, without allowing the computer to answer!
This special feature can be used in a number of different ways:
• Play through master chess games. Tr y pressing PLAY to see what the computer would
do in any position!
• Study opening book lines by entering them manually.
• Play chess against a friend, with the computer acting as referee, checking the legality of
all moves and keeping track of the time for both sides! If you need help with a move,
press PLAY and the computer will make the next move. After the move, Non Auto Mode
remains in effect, and you can continue your game.
• Replay to any board position for further study.
To exit Non Auto Mode and return to normal play, press NON AUTO once again. A double
‘beep’ will verify that the mode has been canceled.
Note that Non Auto Mode is also automatically canceled whenever you press NEW
GAME or select a Teach Mode upon exiting Level Mode.
ENGLISH
23
4. TECHNICAL DETAILS
4.1 The ACL Function
Computers can sometimes “lock up” due to static discharge or other electrical disturbances. If this should happen, use a pin or a similar sharp object to press into the hole
marked ACL in the base of the unit for at least one second. This resets the computer.
4.2 Care and Maintenance
Your chess computer is a precision electronic device, and should not be subjected to rough
handling or exposed to extreme temperatures or moisture. Do not use chemicals to clean your
unit as they may damage the plastic.
Weak batteries should be replaced promptly, since they can leak and damage the computer. Please also note the following regarding the use of batteries.
alkaline or zinc carbon batteries. Do not mix different types of batteries or new and
used batteries. Do not recharge non-rechargeable batteries. Use only the recommended
batteries or equivalent. Be sure to observe the correct polarity when inserting batteries.
Worn out batteries should be removed from the unit promptly. Do not short circuit the
supply terminals.
4.3 Technical Specifications
Keys:14
LCD Display:Viewing area 18 x 9 mm
Sound:Piezo-electric buzzer
Batteries:2 AAA/AM4/R03 (1.5V)
Power Consumption:10 mW
Dimensions:176 X 100 X 35 mm
Saitek reserves the right to make technical changes without notice in the interest of progress.
Warning: Use only
24
CONDITIONS OF WARRANTY
1. Warranty period is 2 years from date of purchase with proof of purchase submitted.
2. Operating instructions must be followed.
3. Product must not have been damaged as a result of defacement, misuse, abuse, neglect, accident,
destruction or alteration of the serial number, improper electrical voltages or currents, repair,
alteration or maintenance by any person or party other than our own service facility or an authorized
service center, use or installation of non-Saitek replacement parts in the product or the modification
of this product in any way, or the incorporation of this product into any other products, or damage to the
product caused by accident, fire, floods, lightning, or acts of God, or any use violative of instructions
furnished by Saitek plc.
4. Obligations of Saitek shall be limited to repair or replacement with the same or similar unit, at our option. To
obtain repairs under this warranty, present the product and proof of purchase (e.g., bill or invoice) to the authorized Saitek
Technical Support Center (listed on the separate sheet packaged with this product) transportation charges prepaid. Any
requirements that conflict with any state or Federal laws, rules and/or obligations shall not be enforceable in that particular
territory and Saitek will adhere to those laws, rules, and/or obligations.
5. When returning the product for repair, please pack it very carefully, preferably using the original packaging materials. Please
also include an explanatory note.
6. IMPORTANT: To save yourself unnecessary cost and inconvenience, please check carefully that you have read and followed
the instructions in this manual.
7. This warranty is in Lieu of all other expressed warranties, obligations or liabilities. ANY IMPLIED WARRANTIES, OBLIGA-
TIONS, OR LIABILITIES, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE, SHALL BE LIMITED IN DURATION TO THE DURATION OF THIS WRITTEN
LIMITED WARRANTY. Some states do not allow limitations on how long an implied warranty lasts, so the above limitations
may not apply to you. IN NO EVENT SHALL WE BE LIABLE FOR ANY SPECIAL OR CONSEQUENTIAL DAMAGES FOR
BREACH OF THIS OR ANY OTHER WARRANTY, EXPRESS OR IMPLIED, WHATSOEVER Some states do not allow the
exclusion or limitation of special, incidental or consequential damages, so the above limitation may not apply to you. This
warranty gives you specific legal rights, and you may also have other rights which vary from state to state.
Information for Customers in the United States:
FCC Compliance and Advisory Statement
Warning: Changes or modifications to this unit not expressly approved by the party responsible for compliance could void the user’s authority
to operate the equipment.
This device complies with Part 15 of the FCC Rules. Operation is subject to the following two conditions:
1. This device may not cause harmful interference, and
2. This device must accept any interference received, including interference that may cause undesired operation
NOTE: This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules.
These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates,
uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference
to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does
cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:
•Reorient or relocate the receiving antenna.
•Increase the separation between the equipment and receiver.
•Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
•Consult the dealer or an experienced radio/TV technician for help.
Saitek Industries, 2295 Jefferson Street, Torrance, CA 90501, USA
25
ENGLISH
TROUBLESHOOTING GUIDE
SYMPTOMS
The computer
doesn’t react or
“freezes” during a
game.
The display is dim.
The computer will
not play a move.
The computer will
not accept your
move.
The computer
seems to be
making illegal
moves.
The computer is
silent.
POSSIBLE CAUSES
• The batteries are not inserted
properly.
• The batteries are weak or bad.
• Static discharge has caused a
lockup.
• The batteries are weak.
• Non Auto Mode is activated.
• The computer still thinking.
• Is it your tur n? Is your King in check?
Will your move leave your King in
check? Did you move the Rook first
when castling? Are you moving to an
illegal square?
• The computer is thinking.
• You have entered the computer’s last
move incorrectly (pressed the wrong
squares).
• The computer has made a special
move, such as en passant, castle, or
pawn promotion.
•Your board position is incorrect.
• The SOUND Key has been pressed
to turn the sound off.
26
WHAT YOU SHOULD DO
• Reinstall the batteries, as shown in
Section 1.1.
• Replace the batteries.
• Use the ACL reset feature, as
described in Section 1.1.
• Replace the batteries.
• Press NON AUTO to de-select.
•You may force the computer to
make a move by pressing PLAY.
•A low tone indicates you are
making an error. Check the chess
rules. Use TAKE BACK to recon-
struct the last move.
•To interrupt the computer, press
PLAY.
• Check the displayed move. Press
the correct square to complete the
move.
Um sofort eine Schachpartie zu spielen, ohne zuerst die gesamte Gebrauchsanweisung durchzulesen,
Das Batteriefach
befindet sich auf der
1
Rückseite des
Computers und wird
durch Schieben des
Deckels geöffnet.
Legen Sie 2 “AAA”
Batterien (Type AM4/
R03) in den Computer
ein, wobei Sie die
richtige Polarität
beachten müssen.
Setzen Sie den Deckel
des Batteriefachs
wieder ein. (Details in
Abschnitt 1.1)
Drücken Sie GO/
STOP um das Spiel
2
anzuschalten. Falls
der Computer nicht
reagiert, drücken Sie
eine Büroklammer
oder einen ähnlich
spitzen Gegenstand in
das mit ACL markier te
Loch auf der
Rückseite des Gerätes
wie in Abschnitt 4.1
beschrieben.
Stellen Sie die Figuren
in der jeweiligen
3
Anfangsstellung auf,
die weißen Figuren zu
Ihnen gerichtet.
folgen Sie einfach den Schritten dieser Kurzanleitung für den schnellen Einstieg.
wobei die Figur jeweils
sanft in das Loch des “von”
und “nach” Feldes gedrückt
wird.
Sobald der Computer einen
Zug ausführt, wird dieser im
6
Anzeigefenster gezeigt.
Drücken Sie die Figur des
Computers leicht auf das
angezeigte Ausgangsfeld
und dann auf das Zielfeld,
um den Zug abzuschließen.
Das ist alles!
Führen Sie Ihren nächsten
Zug wie oben beschrieben
aus. Drücken Sie jederzeit
GO/STOP, um den
Computer auszuschalten.
Viel Spaß bei Ihren Partien!
Merke: Wenn keine Taste
gedrückt wird, schaltet der
Computer nach 20 Minuten
ab um Strohm zu sparen.
(Siehe Abschnitt 2.8)
27
DEUTSCH
e7-e5:
INHALTSVERZEICHNIS
KURZANLEITUNG FÜR DEN SCHNELLEN
EINSTIEG
2.7 Der Computer spielt gegen sich
selbst
2.8 Partienspeicher und
Abschaltautomatik
2.9 Eröffnungsbibliothek
TASTEN UND
AUSSTATTUNGSMERKMALE
VORSTELLUNG
1. GEBRAUCH IHRES
SCHACHCOMPUTERS
1.1 Einlegen der Batterien
1.2 Züge ausführen
1.3 Der Computer ist am Zug
1.4 Sie haben Ihre Meinung geändert?
Nehmen Sie den Zug zurück!
1.5 Schach, Matt oder Remis
1.6 Eine neue Partie beginnen
1.7 Änderung einer Stufe
1.8 Eröffnungstraining
2. ZUSÄTZLICHE
COMPUTERAUSSTATTUNGSMERKMALE
2.1 Schachuhren
2.2 Schlagen und Spezialzüge
2.3 Unzulässige Züge
2.4 Unterbrechung der Suche des
Computers
2.5 Tauschen der Seiten mit dem
Computer
2.6 Hinweise vom Computer bekommen
3. STUFEN UND SPEZIALFUNKTIONEN
3.1 Die Spielstufen
3.2 Leichtstufen
3.3 Normalspielstufen
3.4 Blitzspielstufen
3.5 Bronstein-Spielstufen
3.6 Bonuszeit Spielstufen
3.7 Turnierstufen
3.8 Festgelegte Tiefenstuf en
3.9 Taktische Spielstufen
3.10 Lehrfunktionen
3.11 Auswahl der Stufen und
Lehrfunktionen
3.12 Eröffnungstrainingsfunktion
3.13 Überprüfungsfunktion: Prüfen der
Figurenstellung!
3.14 Manueller Modus
4. TECHNISCHE DATEN
4.1 Die ACL Funktion
4.2 Pflege und Handhabung
4.3 Technische Spezifikationen
FEHLERSUCHE
28
TASTEN UND
AUSSTATTUNGSMERKMALE
1. LCD Anzeigefenster: Die Flüssigkristallanzeige
(LCD) zeigt Züge, Spielinformation und
Schachuhren für beide Spieler. Die meisten der
verwendeter Symbole sind offensichtlich, aber eine
komplette Liste ist in Abbildung 1 dargestellt.
2. Figurensymboltasten &(Könige), %(Damen),
$(Türme), #(Läufer), @(Springer), !(Bauer): Die
Figurensymboltasten werden zur Überprüfung der
Stellungen und zur Auswahl der verschiedenen
Lehrfunktionen verwendet und einige Figuren
werden zur Bauernunterverwandlung gebraucht.
3. Spieltasten
a. NEW GAME Taste: Drücken Sie diese, um den
Computer auf eine neue Schachpartie
einzustellen.
b. ERÖFFNUNGSTRAININGSTaste: Drücken Sie
diese, um die Eröffnungstrainingsfunktion zu
aktivieren und üben Sie mit anerkannten
Eröffnungsgambiten und Gegenzügen.
c. SOUND Taste: Drücken dieser Taste bewirkt, daß
die Tonausstattung durch seine drei
Funktionsstufen zirkuliert. Sie können durch die
Anzahl der zu hörenden hohen Pieptöne
feststellen, welche Einstellung Sie gewählt
haben:
TONSTUFEHÖRBARES SIGNAL WENN DIESE
Ton und Training3 hohe Töne
nur T on2 hohe Töne
Stille1 hoher Ton
Wenn Training gewählt wurde, wertet der Computer
Ihren Zug sofort nach Ausführung aus und gibt 2
tiefe Töne ab, wenn er den Zug als schlecht
empfindet. Wenn Ton gewählt wurde, „piept“ der
Summer um anzuzeigen, daß der Computer auf Ihre
GEWÄHLT WURDE
Aktionen reagiert. Die Bedeutung der verschienenen
“Pieptöne” sind in Abbildung 1 gezeigt.
d. TAKE BACK Taste: Drücken Sie diese, um den
zuletzt ausgeführten Zug zurückzunehmen. Sie
können bis zu 14 einzelne Züge zurücknehmen.
(Ein einzelner Zug ist ein Zug für eine Seite).
e. NON AUTO Taste: Drücken Sie diese, um den
Manuellen Modus zu aktivieren, welche die
manuelle Eingabe von Zügen erlaubt – der
Computer überwacht das Spiel, macht jedoch
keinen Zug.
f. LEVEL Taste: Drücken Sie diese, um die
Spielstufenfunktion zu aktivieren und die
Spielstufe auf die von Ihnen gewünschte
Kompliziertheit und Partietype einzustellen. Wird
auch zur Auswahl der Lehrfunktionen verwendet.
g. PLAY Taste: Drücken Sie diese, um die Seiten
mit dem Computer zu wechseln. Sie können
diese auch drücken, während der Computer
denkt, um ihn zum Zug zu zwingen, oder
während Ihres eigenen Zuges, um einen
Vorschlag vom Computer zu bekommen.
h. GO/STOP Taste: Drücken Sie diese, um den
Computer einzuschalten. Drücken Sie sie
nochmals, um den Computer auszuschalten. Die
aktuelle Partie wird bis zu 300 Stunden im
Speicher festgehalten.
4. Sensor-Schachbrett: Jedes Feld hat einen
hochsensiblen Sensor, welcher die Bewegung von
Figuren registriert. Felder werden durch Linien
(Buchstaben) und Reihen (Zahlen) identifiziert.
5. ACL (Speicherlöschung): Auf der Rückseite des
Gerätes ist eine Unterbrechungs-/ Löschtaste. Sie
wird zur Beseitigung von statischer Aufladung nach
Einlage von neuen Batterien verwendet.
6. Batteriefach: Die Batterien werden auf der
Unterseite des Gerätes eingelegt. Der Computer
verwendet 2 “AAA” (Type AM4/R03) Alkalin
Batterien.
7. Figurenfach: Handliches Aufbewahrungsfach für
Ihre Schachfiguren.
29
DEUTSCH
Abbildung 1. Anzeigesymbole und Töne
SYMBOLE
1 .......... 1A ...........Ak .........König
2 .......... 2B ...........Bq .........Dame
3 .......... 3c ...........Cr ......... Turm
4 .......... 4D ...........Db ......... Läufer
5 .......... 5E ...........En .........Springer
6 .......... 6F ...........Fp ......... Bauer
7 .......... 7G ...........Gsb .......Standard-
8 .......... 8H ...........H
9 .......... 9
0 .......... 0
PM............ Zeigt den Spieler an, der am Zug ist
S............... Zeigt an, daß Schwarz am Zug ist
:............... Fester Doppelpunkt zeigt an, daß die
:............... Blinkender Doppelpunkt zeigt an, daß
ch:)) ........ Schwarz im Schach
ch:__ ........ Weiß im Schach
EnD) ........ Schachmatt – Schwarz gewinnt
EnD( ........ Remis
te: ............ Lehrfunktion
o(:3 .......... Eröffnungstraining (Spanische
o_:3 .......... Eröffnungstraining (Spanische
o):3 .......... Eröffnungstraining (Spanische
Ziffern Minuten und Sekunden sind
die Ziffern Stunden und Minuten sind
Eröffnung) – Computer spielt für
beide Seiten
Eröffnung) – Computer spielt Weiß
Eröffnung) – Computer spielt Schwarz
brett
TÖNE
1 hoher Ton ........ Bestätigungsfunktion jeder
1 tiefer Ton ......... Fehler falscher Zug oder
2 tiefe Töne ........ Warnung vom Trainer
3 hohe Töne ....... Neues Spiel oder Ton und
3 tiefe Töne ........ In Spielen gegen die Uhrzeit,
Taste oder Sensorfeld
falsche T aste gedrückt
Trainer eingestellt
die Zeit ist abgelaufen
30
Loading...
+ 124 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.