Fidelity Chessmaster 2100, The - Manual
HARD DISK USERS:CHESSMASTER 2100 COMES WITH A HARD-DISK INSTALLATION
PROGRAM. BOOT-UP YOUR AMIGA AS YOU NORMALLY WOULD. INSERT THE CHESS-
MASTER DISK INTO A FLOPPY DRIVE. DOUBLE-CLICK ON THE CHESSMASTER 2100
DISK ICON. A WINDOW CONTAINING AN ICON FOR CHESSMASTER 2100 WILL
APPEAR. TO ACCESS THE HARD DISK INSTALLATION PROGRAM, YOU WILL NEED TO
MOVE THE UP/DOWN SCROLL BAR TO REVEAL THE LOWER PORTION OF THE WINDOW.
WHEN THE INSTALLATION PROGRAM ICON IS VISIBLE, DOUBLE CLICK ON IT.
FOLLOW THE INSTRUCTIONS GIVEN TO YOU BY THE PROGRAM.
MOVING PIECES ON THE CHESSBOARD:
YOU MAY MOVE PIECES WITH THE MOUSE OR THE KEYBOARD.
MOUSE:THE MOUSE POINTER-A HAND ON THE SCREEN-FOLLOWS THE MOVEMENTS OF
THE MOUSE. POSITION THE HAND OVER THE PIECE YOU WISH TO MOVE. THEN
PRESS AND HOLD THE LEFT MOUSE BUTTON TO CLOSE THE HAND AND "GRAB" THE
PIECE. CONTINUE TO HOLD DOWN THE LEFT BUTTON, AND DRAG THE PIECE TO
THE DEISRED DESTINATION. RELEASE THE BUTTON TO DROP THE PIECE AND
COMPLETE THE MOVE.
IF YOU PICK UP A PIECE AND THEN DECIDE NOT TO MOVE IT, SIMPLY RETURN
THE PIECE TO ITS ORIGINAL SQUARE.
KEYBOARD:YOU MAY ALSO MAKE MOVES USING THE CURRENT NOTATION(e.g. BY
TYPING "E2E4"). USE THE BACKSPACE KEY TO CORRECT MISTAKES. THE ESC
KEY CANCELS A PARTIALLY ENTERED MOVE. SEE THE CHOICES/NOTATION FOR
INFORMATION ON CHANGING NOTATION.
WHEN ENTERING MOVES FROM THE KEYBOARD, THE PROGRAM WILL BEEP AS SOON AS
IT RECOGNIZES AN ILLEGAL MOVE.
SPECIAL MOVES
CASTLING:WHEN LEGAL, YOU MAY CASTLE BY MOVING THE KING TWO SQUARES
TOWARDS THE ROOK. THE ROOK WILL MOVE INTO PLACE AUTOMATICALLY. SEE THE
ON-LINE TUTORIAL FOR MORE INFORMATION ABOUT CASTLING.
ENPASSANT:WHEN LEGAL, YOU MAY CAPTURE YOUR OPPONENT'S PAWN "IN PASSING"
BY MOVING YOUR PAWN DIAGONALLY BEHIND IT. SEE THE ON-LINE TUTORIAL FOR
MORE INFORMATION ABOUT EN PASSANT CAPTURES.
PROMOTION:IF YOUR PAWN REACHES THE OPPOSITE SIDE OF THE BOARD, THE
CHESSMASTER WILL ASK YOU TO PROMOTE YOUR PAWN TO A QUEEN, ROOK, BISHOP
OR KNIGHT. MAKE YOUR CHOICE BY CLICKING ON THE DESIRED PIECE.
ACCESS TO FEATURES
PULL-DOWN MENUS:MENUS WORK IN STANDARD AMIGA FASHION. AT THE TOP OF THE
SCREEN IS THE (NORMALLY HIDDEN) MENU BAR. HOLD DOWN THE RIGHT MOUSE
BUTTON TO MAKE THE MENU BAR APPEAR. YOU WILL SEE THE TITLES OF SIX MENUS:
GAME, PLAY, ACTION, BOARD, CHOICES, WINDOW.
WHEN YOU MOVE THE POINTER OVER A MENU TITLE, ITS MENU APPEARS. MOVE THE
MOUSE UP AND DOWN TO HIGHLIGHT AN ITEM IN THE MENU. WHEN THE ITEM YOU
WISH TO SELECT IS HIGHLIGHTED, RELEASE THE BUTTON.
TO LEAVE THE MENU WITHOUT MAKING A SELECTION, MOVE THE HAND OUT OF THE
MENU BEFORE RELEASING THE BUTTON.
SOME ITEMS ON A MENU HAVE SUB-MENUS, WHICH APPEAR WHEN YOU HIGHLIGHT THE
ITEM. SCROLL THE POINTER SIDEWAYS TO MOVE BETWEEN ITEMS AND THEIR SUB-
MENUS.
BUTTONS:A BUTTON IS AN OUTLINED RECTANGLE CONTAINING SOME TEXT, SUCH AS
"OK" OR "SAVE". CLICKING ON A BUTTON CAUSES THE ACTION DESCRIBED BY THE
BUTTON TO TAKE PLACE.
FILE REQUESTER:WHENEVER THE CHESSMASTER 2100 NEEDS INFORMATION FROM A
FILE, IT WILL DISPLAY A FILE REQUESTER. THE FILE REQUESTER CONTAINS
SEVERAL PIECES:
A SCROLLING LIST OF DIRECTORIES AND SAVED GAME TITLES. DIRECTORIES
HAVE A "D" SYMBOL TO THE LEFT OF THEIR NAMES. YOU MAY MOVE INTO A
DIRECTORY BY DOUBLE-CLICKING ON ITS NAME WITH THE MOUSE OR BY USING
THE ARROW KEYS TO HIGHLIGHT THE DIRECTORY NAME AND PRESSING ENTER.
EXPERT MENUS
CHESSMASTER 2100 HAS BOTH SHORT MENUS FOR THE FIRST-TIME USER AND LONGER
MENUS FOR THE EXPERT. USE THE EXPERT MENUS ON/OFF ITEM ON THE GAME MENU
TO CHOOSE THE TYPE OF MENU THAT'S BEST FOR YOU.
GAME MENU
NEW GAME:START A NEW GAME AGAINST THE CURRENTLY SELECTED OPPONENT. IF
THERE IS A GAME IN PROGRESS, YOU WILL BE ASKED TO CONFIRM YOUR CHOICE.
LOAD A GAME:USE THE MENU ITEM TO LOAD A CLASSIC GAME OR A GAME YOU
SAVED EARLIER. CHESSMASTER 2100 COMES WITH 110 CLASSIC CHESS GAMES.
THE CHESSMASTER GAMES ARE KEPT IN A FILE CALLED CLASSICS.DAT.
LOAD A SAVED GAME:USE THIS FEATURE TO LOAD A GAME YOU SAVED EARLIER.
SAVE GAME:SAVES THE CURRENT GAME.
ERASE GAME:ERASES A GAME YOU'VE SAVED EARLIER.
SETTINGS:THIS MENU ITEM ALLOWS YOU TO SAVE YOUR CURRENT SETTINGS OR
RESTORE THE ORIGINAL FACTORY SETTINGS.
SAVE CURRENT SETTINGS:USE THE SAVE CURRENT COMMAND TO SAVE THE CHESS-
MASTER'S SETTINGS FOR THE FOLLOWING MENU ITEMS:EXPERT MENUS, PLAY LEVEL,
STYLE, DEEP THINKING, OPPONENT, OPENING BOOK, CHOICE OF SIDE, BOARD
DESING, CLOCKS, COORDINATES, ROTATION, PLAYER NAME, OPPONENT NAME, SOUND,
PIECE SLIDE, NOTATION, TEACHING, COMMENTARY, ANNOUNCE OPENINGS, TOUCHING
PIECES, BLINGFOLD CHESS, COLORS, AND WINDOW LOCATIONS. THE NEXT TIME YOU
RUN THE PROGGRAM, THE SAVED VALUES OF THESE SETTING WILL BE USED.
SETUP:THE SETUP SUB-MENU ALLOWS YOU TO ARRANGE THE PIECES ON THE BOARD.
ENTER SETUP:SELECTING THIS ITEM ALLOWS YOU TO PLACE PIECES ON THE BOARD
IN ALMOST ANY POSITION YOU WANT. YOU MAY ADD, MOVE OR REMOVE PIECES ON
THE BOARD USING THE MOUSE.
SETUP COMPLETE:EXITS SETUP MODE AND ASKS WHICH SIDE SHOULD MOVE FIRST.
ABANDON SETUP:EXITS SETUP MODE AS THOUGH YOU HAD NEVER ENTERED IT.
CLEAR BOARD:REMOVES ALL OF THE PIECES FROM THE BOARD EXCEPT FOR THE KINGS.
NEW GAME SETUP:PLACES THE PIECES ON THE BOARD AS THEY WOULD BE AT THE
START OF A NEW GAME.
SOLVE MATE:THE CHESSMASTER WILL BEGIN SEARCHING FOR A CHECKMATE IN THE
NUMBER MOVES YOU SPECIFY. THE CHESSMASTER ALWAYS SOLVES FOR THE SIDE
WHOSE TURN IT IS TO MOVE.
ANALYSIS:THE CHESSMASTER CAN ANALYZE ANY MOVE MADE IN A GAME AND TELL YOU
WHAT MOVE IT WOULD HAVE MADE IN THAT POSITION.
TAKE BACK THE MOVES YOU WISH TO ANALYZE OR USE TAKE BACK ALL MOVES TO
ANALYZE AN ENTIRE GAME. THEN CHOOSE ANALYZE...AND CHOOSE THE SIDE WHOSE
MOVES YOU WANT ANALYZED(WHITE,BLACK OR BOTH).
FOR EACH MOVE ANALYZED, THE CHESSMASTER EXAMINES THE BOARD POSITION,
DISPLAYS THE MOVE IT WOULD HAVE MADE AT THAT POINT, AND THEN REPLAYS THE
MOVE ACTUALLY MADE.
TO MAKE THE CHESSMASTER DO A MORE IN-DEPTH ANALYSIS OF EACH MOVE, CHOOSE
A LONGER ANALYSIS TIME AT THE PROMPT AFTER YOU CHOOSE THE ANALYZE.
ONCE AN ANALYSIS IS COMPLETED, YOU MAY PRINT OR FILE IT BY CHOOSING SAVE
ANALYSIS.
EXPERT MENUS:WHEN EXPERT MENUS ARE OFF, ONLY A FEW MENU ITEMS ARE
AVAILABLE-THE BARE ESSENTIALS OF CHESSMASTER. THIS MAKES THE PROGRAM
EASY FOR NOVICES AND CASUAL PLAYERS TO USE. TURNING EXPERT MENUS ON
ADDS MENU ITEM FOR ADVANCED FEATURES, TURNING THE PROGRAM INTO A POWER
TOOL FOR THE SERIOUS CHESS PLAYER.
PLAY MENU
NEWCOMER PLAY:NEWCOMER IS THE CHESSMASTER'S EASIEST LEVEL OF PLAY.
INTERMEDIATE PLAY:INTERMEDIATE PLAY IS SIMILAR TO NEWCOMER PLAY, BUT THE
CHESSMASTER LOOK FURTHER AHEAD WHEN COMPUTING EACH MOVE.
ADVANCED PLAY LEVELS:USE THE ADVANCED PLAY LEVELS MENU TO SET HOW STRONGLY
THE CHESSMASTER PLAYS--AND HOW LONG IT TAKES TO MAKE EACH MOVE.
FIXED TIME(MAXIMUM TIME PER MOVE)
TIME CONTROLS(TOURNAMENT PLAY)
FIXED DEPTH(HOW FAR TO THINK AHEAD)
MINUTES PER GAME(MAXIMUM TIME PER GAME)
EQUAL TIME(THE CHESSMASTER TAKES AS MUCH TIME AS YOU DO)
INFINITE TIME(YOU TELL THE CHESSMASTER WHEN TO MOVE)
CHAMPIONSHIP PLAY:EXPERIENCE THE PRESSURE OF TOURNAMENT CHESS PLAY! WHEN
CHAMPIONSHIP PLAY IS ON, YOU CAN'T TAKE BACK MOVES;YOU MUST MOVE THE FIRST
PIECE YOU TOUCH, AND YOU WILL LOSE THE GAME IF TIME RUNS OUT.
DEEP THINKING:DEEP THINGKING IS A MODIFICATION YOU CAN MAKE TO ANY OF THE
ADVANCED PLAY LEVELS. WHEN DEEP THINKING IS ON, CHESSMASTER WILL THINK
AHEAD WHEN IT IS YOU TURN TO MOVE.
OPPONENT:YOU MAY SELECT ONE OF THE FOLLOWING OPPONENTS:
CHESSMASTER
HUMAN
AUTOPLAY
OPENING BOOK:USE THE OPENING BOOK SETTING TO DETERMINE WHETHER THE CHESS-
MASTER CHOOSES IT OPENING MOVE FROM ITS LIBRARY OF PROVEN OPENING SEQUENCES.
THE OPENING BOOK CONTAINS ABOUT 151,000 OPENING POSITIONS, WITH SOME
LINES AS LONG AS 15 OR 20 MOVES.
PRACTICE AN OPENING:GOOD CHESS PLAYERS ARE FAMILIAR WITH A LARGE NUMBER OF
OPENING MOVE SEQUENCES. CERTAIN SEQUENCES OF MOVES ARE KNOWN TO LEAD TO
STRONG POSITIONS FOR ONE SIE OR THE OTHER, AND YOU MUST BE ABLE TO
RECOGNIZE THEM. IF YOUR OPPONENT CHOOSES A SEQUENCE WHICH IS FAVORABLE TO
HIS SIDE, YOU MUST KNOW HOW THWART HIS PLANS.
YOU MAY ONLY SELECT...AN OPENING TO PRACTICE AT THE START OF A NEW GAME.
CHESSMASTER WILL ALWAYS TELL YOU THE FIRST MOVE YOU NEED TO MAKE AND WARN
YOU WHEN YOU BLUNDER OFF COURSE. USE THE TAKE BACK LAST MOVE KEY(AT) TO
CORRECT YOUR MISTAKE.
IF COMMENTARY IS ON, THE CHESSMASTER WILL ALSO TELL YOU THE NEXT MOVE YOU
NEED TO MAKE TO CONTINUE THE OPENING YOU HAVE SELECTED.
PRINT EACH MOVE:TURN PRINT EACH MOVE ON TO RECORD EACH MOVE ON THE PRINTER
AS YOU MAKE IT.
RATE MY PLAY:WHEN THIS FEATURE IS TURNED ON, EACH COMPLETE GAME WILL BE
USED TO RATE YOUR PLAY. TURNING RATE MY PLAY OFF LETS YOU PLAY PRACTICE
GAMES WHICH WILL NOT BE USED TO CALCULATE YOUR RATING. SELECT SHOW..LETS
YOU SEE YOUR CURRENT RATING. YOU MAY ALSO RESET YOUR RATING TO START OVER.
ACTION MENU
SWITCH SIDES:THIS ITEM ALLOWS YOU TO SWITCH SIDES WITH YOUR OPPONENT. IF
YOU CHOOSE TO PLAY BLACK, YOUR OPPONENT WILL MOVE FIRST. YOU MAY ACCESS
THIS FEATURE WITHOUT THE MENUS BY PRESSING AG. IF YOU HAVE CHOSEN TO PLAY
BLACK, YOU WILL PROBABLY WANT TO ROTATE THE BOARD SO THAT WHITE IS AT THE
TOP.
TAKE BACK MOVES:YOU MAY TAKE BACK THE LAST MOVE MADE(PRESS AMIGA T) OR
ALL THE MOVES WHICH HAVE BEEN MADE SO FAR. ONCE MOVES HAVE BEEN TAKE
BACK, YOU MAY REPLAY OR ANALYZE THEM.
IF IT IS YOUR TURN AFTER TAKING BACK A MOVE, YOU CAN CHOOSE TO MAKE A NEW
MOVE. DOING SO WILL CAUSE ALL THE MOVES WHICH HAVE BEEN TAKEN BACK, BUT
NOT REPLAYED, TO BE FORGOTTEN.
IF IT IS THE CHESSMASTER'S TURN TO MOVE AND YOU WISH THE PROGRAM TO MAKE A
NEW MOVE, YOU MUST SELECT FORCE MOVE FROM THE ACTION MENU(OR PRESS AM. F)
REPLAY:YOU MAY REPLAY THE NEXT MOVE(PRESS AMIGA R),ANIMATE ALL THE MOVES
WHICH HAVE BEEN TAKEN BACK, OR JUMP TO THE END OF THE GAME BY REPLAYING
ALL MOVES WHICH HAVE TAKEN BACK. REPLAY IS ONLY ENABLED WHEN MOVES HAVE
BEEN TAKEN BACK.
ANIMATE:REPLAY ANIMATE(ON THE ACTION MENU)AUTOMATICALLY REPLAYS ALL THE
MOVES WHICH HAVE BEEN TAKEN BACK. ONCE BEGUN, YOU MAY PRESS THE SPACE BAR
TO VIEW A REQUESTER WHICH ALLOWS YOU TO SPEED UP OR SLOW DOWN THE REPLAY
SPEED, STOP ANIMATED REPLAY OR CONTINUE WITH THE ANIMATED REPLAY.
YOU MAY SELECT SPEED UP REPLAY OR SLOW DOWN REPLAY MORE THAN ONCE FOR
GREATER EFFECT. THE REPLAY ANIMATE FEATURE IS ONLY ENABLED WHEN MOVES
HAVE BEEN TAKEN BACK.
FORCE MOVE:PRESS AMIGA F OR CHOOSE FORCE MOVE FORM THE MENU TO MAKE THE
CHESSMASTER MOVE IMMEDIATELY. IF MOVES HAVE BEEN TAKEN BACK, AND IT IS
NOW THE CHESSMASTER TURN TO MOVE, SELECTING FORCE MOVE WILL CASUE THE
CHESSMASTER TO BEGIN THINKING ABOUT A NEW MOVE, RATHER THAN MOVING
IMMEDIATELY. FORCE MOVE IS THE ONLY WAY TO MAKE THE CHESSMASTER MOVE WHEN
THE ADVANCED PLAY-INFINITE TIME LEVEL HAS BEEN SELECTED FROM THE PLAY
MENU. THIS ITEM IS ONLY ENABLED WHEN IT IS THE THE CHESSMASTER'S TURN TO
MOVE.
HINT:ASK THE CHESSMASTER FOR ADVICE ON YOUR NEXT MOVE. IF THE CHESSMASTER
HAS HAD SUFFICIENT TIME TO LOOK A COUPLE OF MOVES AHEAD, IT WILL RESPOND
IMMEDIATELY. OTHERWISE, IT WILL ASK FOR TIME TO CONSIDER THE BOARD AND
SUGGEST A MOVE. YOU MAY REQUEST A HINT WITHOUT USING THE MENUS BY
PRESSING AMIGA A.
RESIGN:IF YOU FIND YOURSELF IN A HOPELESS POSITION, YOU MAY RESING.
OFFER DRAW:IF YOU BELIEVE THAT NEITHER SIDE CAN WIN THE GAME, YOU MAY
OFFER A DRAW. OF COURSE, YOUR OPPONENT IS UNDER NO OBLIGATION TO ACCEPT
YOUR OFFER!
PRINT:YOU MAY PRINT THE MOVE HISTORY OR THE BOARD.
PAUSE:WAIT(AMIGA W) IN CASE YOU NEED TO ANSWER THE PHONE OR STRETCH YOUR
LEGS. SELECT THE CANCEL BUTTON TO RESUME PLAY.
BOARD MENU
BOARD DESIGN:THE CHESSMASTER OFFERS YOUR THREE DIFFERENT WAYS TO LOOK AT
THE BOARD:
2-D:AN OVERHEAD VIEW OF THE BOARD
3-D:A PERSPECTIVE VIEW
WAR ROOM:A SMALL 2-D BOARD PLUS THE MOST FREQUENTLY USE STATUS DIS-
PLAYS:CAPTURED PIECES, MOVE LIST AND THE CHESSMASTER'S THINKING.
CHESS SET:USE THE CHESSMASTER'S ELEGANT STAUNTAN PIECE SET, OR ONE OF FOUR
OTHER PIECE DESIGNS, OR DESIGNS YOUR OWN! USE DELUXE PAINT II OR III. THE
CHESSMASTER EXPECTS THE PIECES FILE TO BE IN A SPECIAL ARRANGEMENT. THE
EASIEST METHOD IS TO MAKE A COPY OF THE FILE HOLDING THE STANDARD STAUNTON
PIECES AND MODIFY THE COPY. THE STAUNTON PIECES ARE FOUND ON CHESSMASTER
DATA DISK UNDER THE CHESS SET SUBDIRECTORY.
MAKE A COPY OF THE APPROPRIATE FILE;LOAD IT INTO DELUXE PAINT II, AND THEN
DRAW YOUR PIECES WITH THE RECTANGLES SHOWN. THE PIECES MUST BE DRAWN IN THE
SAME LOCATIONS AS IN THE ORIGINAL FILE, BUT YOU MAY USE ALL OF THE AREA
WITHIN THE RECTANGULAR REGION FOR EACH PIECE.
THE PIECES ARE "MASKED" WHEN THEY ARE DRAWN ON THE CHESSBOARD. THE MASK
REPRESENTS THE AREA WHICH MUST BE "CUT OUT" OF THE BACKGROUND PRIOR TO
DRAWING THE PIECE. WHEN YOU DRAW NEW PIECES, YOU MUST ALSO MAKE SURE THE
MASKS ARE CORRECT. THE BEST WAY TO MAKE A MASK FOR A NEW PIECE IS TO MAKE
A COPY OF THE PIECE IN THE MASKED ARE, THEN ADD ONE EXTRA PIXEL(COLOR DOT)
OF WHITE COMPLETELY AROUND THE PIECE. FINALLY, FILL IN THE ENTIRE MASK
WITH SOLID WHITE. THE SAMPLE PIECE FILE SHOULD MAKE THIS PROCESS CLEAR.
CLOCKS:FOR EACH PLAYER, THE CHESS CLOCKS SHOW THE NAME, THE ELAPSED TIME
AND THE LAST TWO MOVES MADE.
COORDINATES:USING THIS OPTION, YOU MAY TOGGLE THE DISPLAY OF RANK(1-8)
AND FILE (A-H) COORDINATES ALONG THE EDGE OF THE CHESS BOARD. IF YOU
ENTERS MOVES FROM THE KEYBOARD, YOU MAY FIND COORDINATE DISPLAY
CONVENIENT.
ROTATE:FOR ADDED INSIGHT INTO THE GAME, USE THIS OPTION TO VIEW THE CHESS
BOARD FROM ANY SIDE. IF YOU HAVE CHOSEN TO PLAY BLACK, YOU WILL PROBABLY
WANT TO ROTATE THE BOARD SO THAT WHITE IS AT THE TOP.
CHOICES MENU
ENTER YOUR NAME:YOU MAY ENTER A NAME WHICH WILL BE DISPLAYED ABOVE THE
CLOCK FOR THE SIDE YOU HAVE CHOSEN TO PLAY.
SOUND:THE CHESSMASTER USES VOICE PHRASES TO KEEP YOU INFORMED OF THE STATE
OF THE GAME. YOU MAY CHOOSE FROM THE FOLLOWING SETTINGS:
SILENT:IDEAL FOR PLAYING AT WORK OR LATE AT NIGHT.
VOICE:ON SYSTEMS WITH ADEQUATE FREE MEMORY, CHESSMASTER WILL VERBALLY
REPORT CHANGES IN STATUS.
MUSIC:THE CHESSMASTER WILL USE MUSIC TO SIGNAL MOVES.
PIECE SLIDE:WHEN PIECE SLIDE IS OFF, CHESS PIECES WILL "POP" FROM THEIR
STARTING SQUARE TO THE DESTINATION SQUARE. YOU CAN USE THIS TO SPEED UP
PLAY.
NOTATION:THE MOVES CAN BE DISPLAYED IN ALGEBRAIC OR COORDINATE NOTATION.
COMMENTARYU:WHEN THIS ITEM IS TURNED ON,THE CHESSMASTER WILL PROVIDE
ADDITIONAL INFORMATION ABOUT THE PROGRESS OF THE GAME.
ANNOUNCE OPENING:WHEN YOU TURN ANNOUNCE OPENINGS ON, THE CHESSMASTER WILL
TELL YOU THE NAME OF AN OPENING AS SOON AS IT RECOGNIZES THE SEQUENCE OF
MOVES FROM IT OPENING BOOK.
TOUCHING PIECES:THIS PARAMETER HAS TWO SETTINGS:ALLOWED, AND NOT ALLOWED.
BLINDFOLD CHESS:THE BLINDFOLD CHESS PARAMETER HAS FOUR SETTINGS:OFF, HIDE
WHITE, HIDE BLACK, AND HIDE BOTH.
COLORS:YOU MAY SELECT THE COLRS USED FOR BOARD SQUARES OR THE PIECES.
WINDOWS
UP TO FIVE INFORMATIONAL WINDOWS CAN BE DISPLAYED AT ONE TIME:THINKING,
MOVE LIST, CAPTURED PIECES, BEST VARIATION AND LEGAL MOVES. A WINDOW
MAY BE MOVED BY DRAGGING ITS TITLE AREA.
WHEN REMOVED, ALL WINDOWS REMEMBER THE LAST LOCATION AT WHICH THEY WERE
DISPLAYED. WHEN A WINDOW IS OPENED AGAIN, IT WILL APPEAR AT ITS LAST
DISPLAYED LOCATION. TO CLOSE(REMOVE) A WINDOW, CLICK IN THE SMALL BOX
(THE "CLOSE GADGET") IN THE UPPER LEFT-HAND CORNER OF THE WINDOW.
THINKING WINDOW:GIVES YOU A PEEK INTO THE CHESSMASTER'S BRAIN. THERE ARE
SEVERAL PIECES OF INFORMATION DISPLAYED.
BEST:THE BEST SEQUENCE OF MOVES(BASES ON THE RESULTING SCORE) THAT
THE CHESSMASTER HAS FOUND SO FAR. IF YOU FORCED THE CHESSMASTER TO
MOVE AT THIS INSTANT, IT WOULD MAKE THE FIRST MOVE FROM THIS
SEQUENCE. THE REST OF THE MOVES IN THIS SEQUENCE ARE YOUR EXPECTED
REPLY TO THE CHESSMASTER'S MOVE, ITS ANSWER TO YOUR REPLY, AND SO ON.
WHEN DEEP THINKING IS ON AND IT IS YOUR TURN TO MOVE, THE BEST LINE
IS BASED ON YOUR MAKING THE MOVE THAT THE CHESSMASTER PREDICTED YOU
WOULD MAKE IN REPLY TO ITS LAST MOVE(THE SECOND MOVE IN THE PREV
DISPLAY-SEE BELOW).
SCORE:REFLECTS HOW FAR AHEAD (+) OR BEHIND(-) THE CHESSMASTER THINKS
IT WILL BE IF THE BEST LINE OF PLAY IS PLAYED OUT.
POSITONS:THE TOTAL NUMBER OF BOARD POSITIONS THE CHESSMASTER HAS
EXAMINED WHILE CONTEMPLATIN ITS NEXT MOVE.
DEPTH:THE NUMBER OF HALF-MOVES(PLIES) THE CHESSMASTER HAS SEARCHED.
CURR.:THE LINE OF PLAY THAT THE CHESSMASTER IS EXAMINING AT THSI
INSTANT. IF THE SCORE OF THIS LINE IS BETTER THAN THAT OF THE BEST
LINE, THIS WILL BECOME THE NEW BEST.
PREV.:THE BEST LINE OF PLAY FROM THE CHESSMASTER'S LAST MOVE.
MOVE LIST WINDOW:DISPLAYS A LIST OF ALL THE MOVES IN THE CURRENT GAME.
CAPTURED PIECES WIDOW:SHOWS ALL THE PIECES THAT HAVE BEEN REMOVED FROM
TH BOARD.
BEAT VARIATION WINDOW:THIS WINDOW DISPLAYS THE CHESSMASTER'S ANTICIPATED
LINE OF PLAY, AS IT WAS AFTER THE CHESSMASTER'S LAST MOVE.
LEGAL MOVE WINDOW:DISPLAYS A LIST OF ALL THE MOVES YOU ARE ALLOWED TO MAKE
ON THAT TURN.
THESE ARE THE CODE YOU NEED TO TYPE IN:
1. DE LA BOURDONNAIS-McDONNELL, 21st MATCH GAME, 1834
2. McDONNELL-DE LA BOURDONNAIS, 62nd MATCH GAME, 1834
3. ANDERSSEN-KIESERITSKY, LONDON, 1851
4. ANDERSSEN-DUFRESNE, BERLIN, 1853
5. PAULSEN-MORPHY, NEW YORK, 1857
6. MORPHY-ALLIES, PARIS, 1858
7. G.A. MacDONNELL-BODEN, LONDON, 1861
8. MATCHEGO-FALKBEER, LONDON, 1869
9. ROSENTHAL-STEINITZ, VIENNA, 1873
10. ZUKERTORT-BLACKBURNE, LONDON, 1883
11. BLACKBURNE-LIPSCHUTZ, NEW YORK, 1889
12. LASKER-BAUER, AMSTERDAM, 1889
13. CHIGORIN-POLLOCK, NEW YORK, 1889
14. STEINITZ-VON BARDELEBEN, HASTINGS, 1895
15. PILLSBURY-TARRASCH, HASTINGS, 1895
16. PILLSBURY-LASKER, ST. PETERSBURG, 1896
17. TARRASCH-MARCO, VIENNA, 1898
18. PILLSBURY-MARCO, PARIS, 1900
19. MARSHALL-BURN, PARIS, 1900
20. LASKER-NAPIER, CAMBRIDGE SPRINGS, 1904
21. SCHLECHTER-MARCO, MONTE CARLO, 1904
22. ROTLEWI-RUBINSTEIN, LODZ, 1907
23. CAPABLANCA-BERNSTEIN, SAN SEBASTIAN, 1911
24. CAPABLANCA-MOLINA, BUENOS AIRES, 1911
25. ED. LASKER-THOMAS, LONDON, 1912
26. LEWITZKY-MARSHALL, BRESLAU, 1912
27. LASKER-CAPABLANCA, ST. PETERSBURG, 1914
28. NIMZOVICH-TARRASCH, ST. PETERSBURG, 1914
29. SPIELMANN-FLAMBERG, MANNHEIM, 1914
30. CAPABLANCA-MARSHALL, NEW YORK, 1918
31. RUBINSTEIN-VIDMAR, BERLIN, 1918
32. ALEKHINE-STERK, BUDAPEST, 1921
33. ALEKHINE-YATES, LONDON, 1921
34. BOGOLYUBOV-ALEKHINE, HASTINGS, 1922
35. MAROCZY-TARTAKOWER, TEPLITZ-SCHONAU, 1922
36. RUBINSTEIN-HROMADKA, MAHRISCH-OSTRAU, 1923
37. GRUNFELD-ALEKHINE, CARLSBAD, 1923
38. SAEMISCH-NIMZOVICH, COPENHAGEN, 1923
39. RETI-BOGOLYUBOV, NEW YORK, 1924
40. RETI-ALEKHINE, BADEN-BADEN, 1925
41. P. JOHNER-NIMZOVICH, DRESDEN, 1926
42. CAPABLANCA-SPIELMANN, NEW YORK, 1927
43. CAPABLANCA-ALEKHINE, 21st MATCH GAME, BUENOS AIRES, 1927
44. FLOHR-LUSTIG, PRAGUE, 1928
45. ALEKHINE-NIMZOVICH, SAN REMO, 1930
46. STAHLBERG-ALEKHINE, HAMBURG, 1930
47. LILIENTHAL-CAPABLANCA, HASTINGS, 1934-35
48. GLUCKSBERG-NAJDORF, WARSAW, 1935
49. ALATORTSEV-CAPABLANCA, MOSCOW, 1935
50. EUWE-ALEKHINE, 26th MATCH GAME, 1935
51. FINE-GRUNFELD, AMSTERDAM, 1936
52. KERES-EUWE, ZANDVOORT, 1936
53. BOTVINNIK-TARTAKOWER, NOTTINGHAM, 1936
54. KERES-HROMADKA, PRAGUE, 1937
55. BOTVINNIK-CAPABLANCA, AVRO, 1938
56. PLECI-ENDZELINS, BUENOS AIRES, 1939
57. KERES-BOTVINNIK, USSR ABSOLUTE CHAMPIONSHIP, 1941
58. RESHEVSKY-VASCONCELLOS, BOSTON, 1944
59. DENKER-BOTVINNIK, USA-USSR RADIO MATCH, 1945
60. GELLER-E. KOGAN, ODESSA, 1946
61. ZITA-BRONSTEIN, PRAGUE-MOSCOW, 1946
62. STEINER-BOTVINNIK, GRONINGEN, 1946
63. KERES-TAIMANOV, USSR CHAMPIONSHIP, 1951
64. KERES-SMYSLOV, ZURICH, 1953
65. D. BYRNE-FISCHER, NEW YORK, 1956
66. TOLUSH-TAIMANOV, RIGA, 1958
67. POLUGAEVSKY-NEZHMETDINOV, SOCHI, 1958
68. HOLMOV-KERES, TBILISI, 1959
69. FISCHER-BENKO, BLED, 1959
70. TAL-SMYSLOV, BLED, 1959
71. SPASSKY-BRONSTEIN, LENINGRAD, 1960
72. PETROSIAN-UNZICKER, HAMBURG, 1960
73. GUFELD-KAVALEK, MARIANSKE LAZNE, 1962
74. R. BYRNE-FISCHER, U.S. CHAMPIONSHIP, 1963-64
75. BAKULIN-BRONSTEIN, KIEV, 1964
76. BRONSTEIN-LARSEN, AMSTERDAM, 1964
77. GELLER-SMYSLOV, 5th MATCH GAME, USSR, 1965
78. R. BYRNE-EVANS, U.S. CHAMPIONSHIP, 1966
79. LARSEN-PETROSIAN, SANTA MONICA, 1966
80. NIKOLICH-FISCHER, VINKOVICI, 1968
81. POLUGAEVSKY-TAL, USSR CHAMPIONSHIP, 1970
82. LARSEN-SPASSKY, USSR-REST OF THE WORLD MATCH, 1970
83. PETROSIAN-GLIGORIC, ROVINJ-ZAGREB, 1970
84. STEIN-LENGYEL, MOSCOW, 1971
85. FISCHER-SPASSKY, 6th MATCH GAME, 1972
86. BRONSTEIN-LJUBOJEVIC, PETROPOLIS, 1973
87. N. WEINSTEIN-DeFOTIS, CHICAGO, 1973
88. BROWNE-ZUCKERMAN, NEW YORK, 1973
89. KARPOV-SPASSKY, 9th MATCH GAME, USSR, 1974
90. PORTISCH-GLIGORIC, MILAN, 1975
91. GELLER-KARPOV, USSR CHAMPIONSHIP, 1976
92. LJUBOJEVIC-ANDERSSON, WIJK AAN ZEE, 1976
93. KORCHNOI-POLUGAEVSKY, 7th MATCH GAME, EVIAN, 1977
94. SPASSKY-KORCHNOI, 2nd MATCH GAME, BELGRADE, 1977
95. CHRISTIANSEN-SEIRAWAN, BERKELEY, 1978
96. ADORJAN-RIBLI, 4th MATCH GAME, BUDAPEST, 1979
97. KASPAROV-BUTNORIS, USSR, 1979
98. KASPAROV-MARJANOVIC, MALTA, 1980
99. ALBURT-PETERS, U.S. CHAMPIONSHIP, 1981
100. SEIRAWAN-KARPOV, LONDON, 1982
101. KORCHNOI-KASPAROV, LUCERNE OLYMPAID, 1982
102. HANKEN-BELLE, PASADENA, 1983
103. SMYSLOV-RIBLI, 5th MATCH GAME, LONDON, 1983
104. BELIAVSKY-NUNN, WIJK AAN ZEE, 1985
105. KARPOV-KASPAROV, 24th MATCH GAME, 1985
106. RIBLI-KOUATLY, LUCERNE, 1985
107. YUSUPOV-NOGUEIRAS, MONTPELLIER, 1985
108. ROHDE-B. KOGAN, U.S. CHAMPIONSHIP, 1986
109. SHORT-LJUBOJEVIC, NETHERLANDS, 1988
110. SEIRAWAN-TAL, BRUSSELS, 1988
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