Chess Champion 2150L
(600-2254) Operation Faxback Doc. # 31332
Although it might take you months to fully explore all the features your
computer offers, you can begin using your computer within minutes.
Begin by following the steps in "Playing Against the Computer". Then, read
the rest of "Basic Operation" for more detailed information.
After you know how to start a game, enter moves, and read basic displays,
refer to "Additional Features" for information about the computer's more
advanced features.
NOTES: When you first turn on the computer, the play level is A3. We
recommend you play at this level until you are familiar with the
basic steps for using the computer. If you find this level too
difficult or too easy, you can later change the level as described
in "Play Levels".
Normally, you play the white pieces and the computer plays the
black pieces. We recommend you play this way until you are
familiar with the basic steps for using the computer. You can
later change sides as described in "Changing Sides".
PLAYING AGAINST THE COMPUTER
Remove the chess pieces from the storage compartment on the back of the
computer. To remove the compartment cover, press the latches in the
direction of the arrows. Be sure you replace the cover.
Then, follow these steps to play a game against the computer.
1. Place the chess pieces on the chessboard as shown. Be sure the white
pieces are on the side near you (with the board turned so that the
control names are right-side-up.
2. Press GO to turn on the computer.
3. Adjust the display contrast.
4. Press NEW GAME. The WHITE indicator lights to show that it is your
move.
5. Select the piece you want to move, and press it down on its current
square on the board.
Row/column indicators flash to indicate the piece you select.
After a few seconds, the display message shows the symbol and current
coordinates for the piece.
NOTE: See "Chess Piece Display Symbols" to identify the symbols used
on the display message.
6. Move the piece to its new position and press it down. The BLACK
indicator flashes while the computer plans its move.
NOTE: During the opening moves of a game, the computer operates from its
opening book memory, and indicates its moves almost immediately.
The computer also plans during your turn, so it might immediately
indicate a move even during the later moves of a game.
7. When the computer decides its move, row/column indicators light to show
you which piece the computer wants to move. In addition, the display
chessboard alternately flashes the piece's current and new positions.
NOTE: See "Chess Piece Display Symbols" to identify the symbols used
on the display chessboard.
The display message also indicates the current position and new
position coordinates.
Press down the indicated piece on its current square.
8. Row/column indicators show you where the computer wants to move the
piece, and the display chessboard continues to alternately flash the
piece's current and new positions. Move the piece to the indicated
square and press it down.
9. Continue play until the game ends. See "End of Game Displays". Then,
press STOP to turn off the computer.
Or, press STOPS to pause play. To later resume the game, press GO. For
more information, see "Pausing Play".
CHESS PIECE DISPLAY SYMBOLS
Use the following chart to identify the symbols the computer uses to
indicate the chess pieces.
MORE ABOUT MOVES
Illegal Moves
The computer prevents illegal moves as follows:
If you make an illegal move, the row/column indicators for the piece's
new position flash, and the display tells you to clear the move.
Press the piece down on the indicated square. The row/column
indicators for the piece's previous position flash. The display tells
you to put the piece back.
Return the piece to the indicated square, and press down. The
indicators turn off. You can now move this or any other piece.
If you do not correctly carry out the computer's move, the computer
continues to indicate the move it wants.
Capturing
To capture a piece, press down the capturing piece on its original square.
Remove the captured piece from the board. Then, press down the capturing
piece on its new square.
Capturing En Passant
Capture en passant as follows:
1. Press down the capturing pawn on its original square. Then, press it
down on its new square. The captured pawn's row/column indicators
flash.
2. Press down the capture pawn, and remove it from the board.
Castling
Follow these steps to castle:
1. Press down the king on its current square.
2. Row/column indicators light for the king's new square. Press down the
king on the indicated square.
3. The rook's row/column indicators flash. Press down the rook on its
current square.
4. Row/column indicators light for the rook's new square. Move the rook
to the indicated square, and press down.
Under Promoting
Under-promoting is declaring an advanced pawn to be something other than a
queen. Follow these steps to under-promote:
1. Press down the pawn on its current square and remove it.
2. Press the rook, bishop, or knight button to show what you want to
promote the pawn to.
3. Press down the chosen piece on the new square.
When the computer under-promotes, the display message shows what piece it
wants to promote the pawn to.
Pausing Play
The computer's memory holds the information for the current game even when
you turn off the computer. With fresh batteries, the computer holds the
information for up to 2 years. We recommend you conserve battery power by
turning off the computer any time you stop the play.
To turn off the computer, press STOP. All indicators turn off. To resume
play, press GO and proceed with play as usual.
End-Of-Game Displays
The computer recognizes check, checkmate, forced checkmate, and draw.
Check
When a king is placed in check, the following display appears:
PLAY (last piece moved) (last move) (check symbol)
Checkmate
When a game ends in checkmate during normal play, the WHITE or BLACK
indicator lights to show which side is checkmated. When you take back and
replay moves, or any other time you press ANALYSIS and view the checkmate
move, the display shows End.
(Move #) (checkmate symbol) (last move) (end-of-game symbol)
Forced Checkmate
If the computer foresees that the selected side will place the opponent in
checkmate, regardless of the opponents defense, the following display
appears during the winning side's turn.
(move #) (black to move) M (Forced checkmate symbol) (Moves to
checkmate)
NOTE: At level B8, the computer searches for forced checkmate within 16
moves. At all other levels, the computer searches for forced
checkmate within 8 moves
Draw
When a game ends in a draw, the following display appears:
(move #) (type of draw) (last move)
(03/11/96)
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