Mega 2050X Chess Computer
(600-2441)                 Operation                  Faxback Doc. # 33669

STORING/REMOVING GAME PIECES

1.  Press and hold down both tabs on the piece storage compartment cover
    in the direction of the arrows, then lift and remove the cover.

2.  Remove or replace the pieces in the compartment.

3.  Replace the cover.

TURNING THE GAME BOARD ON OR OFF

Press GO/STOP to turn on the game board.  If you were playing a game before
you pressed GO/STOP , the computer automatically returns to the game it was
playing.

NOTE:  If you installed batteries or pressed ACL to reset the computer, it
       resets itself to level D1.  After that, the computer remains on the
       last selected level.  For more information, see "Play Levels", on
       Faxback Doc. # 33670.

Press GO/STOP to save the current game and turn off the computer.  The
computer stores all the game positions and any next-move calculations it
was computing.

NOTE:  To save game information, you must install batteries in the computer
       even if you are using an AC adapter.

STARTING A NEW GAME

To start a new game and erase any game stored in memory, press NEW GAME,
or press ENTER and CLEAR at the same time.

NOTE:  The computer always starts a new game with you playing white pieces
       and your opponent playing black pieces.

VIEWING THE GAME TIMER

The computer's game timer starts counting up from 0:00:00 when you press
any key or press any board square after you press NEW GAME.

NOTES:  The game timer starts counting up even if the first move is an
        illegal move.

        The game timer continues to count up after a checkmate, draw, or
        stalemate until you press NEW GAME.

        If you are playing a tournament or sudden death game, you can set
        the game timer so it counts down.  See "Tournament Levels (A3
        through H3)" and "Sudden Death Levels (A4 through H4)."

ENTERING MOVES

Playing chess against the computer is like playing with a human opponent
you make your move, and the computer responds with its move.  The only
difference is that you must physically move both your piece and the
computer's.

To make a move, press down gently on the center of the FROM square, then
the TO square.  The FROM square is the current location of the piece you
plan to move; the TO square is where you are moving the piece.

NOTES:  On the LCD display, [] indicates it is white's turn to move, while
        (BLACK [] ) indicates it is black's turn to move.

        If you try to use any key other than GO/STOP or NEW GAME before you
        complete a move by pressing the TO square, the computer sounds an
        error beep.

Follow these steps to enter moves.

1.  When it is your turn to move, press down the piece you want to move
    on the FROM square.  The display shows (WHITE [] ) or (BLACK [] ), the
    piece's symbol, and the FROM square and ---.  A rank board light
    shows the rank the piece is on, and a file board light shows the file
    the piece is on.  Together, these lights show the FROM square.

    NOTE:  If your move captures an opponent's piece, (WHITE [] ) or (BLACK
           ( [] ), the attacking piece's symbol, the FROM square, *, and
           the TO square appear on the display.

2.  Gently press the piece down on the TO square.  The computer displays
    the FROM and TO squares.  Then (WHITE [] ) or (BLACK [] ) flashes on
    the display, and the game timer counts up while the computer plans its
    move.

NOTES:  The computer might respond instantly, so you might not see (WHITE
      [] ) or (BLACK [] ) flash and the game timer count up.

      If you do not want to wait for the computer to calculate its move,
      press ENTER to force the computer to make a move.

3.  When the computer is ready to move or if you press ENTER to force a
    move, the display shows (WHITE [] ) or (BLACK [] ), the piece symbol
    for the piece the computer wants to move, the FROM square, and the TO
    square.  The rank/file board lights show the FROM square.

NOTE:  If the computer's move captures one of your pieces, (WHITE [] ) or
       (BLACK [] ), the attacking piece's symbol, the FROM square, *, and
       the TO square appear on the display.

4.  Press the computer's piece down on the FROM square. The rank/file board
    lights show the TO square.

5.  Gently press the computer's piece down on the TO square.  The display
    shows (WHITE [] ) or (BLACK [] ) to indicate it is your turn to move,
    and the game timer continues to count up.

Here's an example of how to move pieces and communicate with the computer.
Try it now!

1.  Press the white pawn on square E2.  The display shows (WHITE [] ), a
    pawn piece symbol, E2 ---, and the rank/file board lights show square
    E2.

2.  Move the pawn to square E4 and press it on the square.  (BLACK [] )
    flashes on the display and the game timer counts up while the computer
    calculates its move.

3.  The computer might display (BLACK [] ), a pawn piece symbol, and C7 -
    C5, for example, to indicate that it wants to move a pawn from square
    C7 (the FROM square) to square C5 (the TO square).  The rank/file board
    lights show the FROM square C7.

4.  Press the black pawn on the FROM square.  The rank/file board lights
    show the TO square C5.

5.  Press the black pawn on the TO square.  The computer displays (BLACK
    [] ) or (WHITE [] ) to indicate it is your turn to move, and the game
    timer continues to count up.

For each move, remember the three basic steps: press, move, and press
again.

CORRECTING ACCIDENTAL WRONG MOVES

If you press down on a piece and the FROM square information appears on the
display, but you decide not to make that move, press and piece down on the
FROM square again.  The computer displays (BLACK [] ) or (WHITE [] ), the
game timer continues to count up, and you can enter another move.

If you change your mind after completing a move, you must wait for the
computer to indicate its move.  Enter the computer's move, then press TAKE
BACK.  The computer shows you how to take back its last move.  Press TAKE
BACK again, then the computer shows you how to take back your last move.
(See "Taking Back Moves", on Faxback Doc. # 33671).

ILLEGAL MOVES

The computer only allows moves that comply with the rules of chess.  If the
computer detects an illegal move or error, it sounds an error tone (if the
sound is on).  The display still shows the FROM square, and the rank/file
board lights also remain unchanged.

Here are the main things that cause the computer to indicate an illegal
move:

    Pressing on a piece of the wrong color (e.g., it is white's turn and
    you press on a black piece).

    Pressing on the wrong square when making the computer's move (e.g., the
    rank/file board lights show square C5 and you press square B5).

    Pressing on an empty square without having first pressed a piece that
    can move to that square.

    Moving a piece that puts or leaves your own king in check or checkmate.

FORCING THE COMPUTER'S MOVE

When it is the computer's turn and the game timer is counting up, you can
press ENTER to force the computer to make an immediate move.

NOTE:  At the mate search levels, pressing ENTER does not cause the
       computer to make a move.  Instead, the computer to make a move.
       Instead, the computer sounds an error beep, and the display shows
       (BLACK [] ) and -----, indicating that it was interrupted before it
       could find a checkmate.  To continue the game, you must change to
       another level of play.  See "Mate Search Levels (A6 through H6)", on
       Faxback Doc. # 33670.

CHANGING SIDES WITH THE COMPUTER

To change sides with the computer, press ENTER when it is your turn to move
(WHITE [] ) flashes on the display while the computer takes over your
pieces and makes a move.  Then you can enter moves for the computer's side
and continue to play the same game.

To watch the computer play itself, simply press ENTER every time it is your
turn to move.

GAME INDICATORS

Checkmate

Whenever a checkmate occurs on the board, MATE flashes on the display for
about 10 seconds.  Press NEW GAME to start a new game.

When the computer discovers an opportunity to checkmate its opponent during
a game, it first indicates its move as usual.  When you make the move for
the computer, the computer then flashes a checkmate announcement for about
10 seconds.  For example, if an opponent makes a move, then the computer
finds an opportunity to checkmate the opponent in 2 moves (for each player)
-/+ in:2 flashes on the display.

NOTE:  The game timer continues to count up after a checkmate until you
       press NEW GAME.

Check

Whenever a check occurs on the board, CHECK flashes on the display for
about 10 seconds, indicating that a king is in check.

Draw Game

When the computer detects the conditions for a draw game, End flashes on
the display.

If the draw game is a stalemate, the game is over and cannot be continued.
If the draw game is not a stalemate, you can take back moves (see "Taking
Back Moves", on Faxback Doc. # 33671), or change piece positions (see
"Problem Setup", on Faxback Doc # 33671), and then continue play by making
your next move or pressing ENTER.

NOTE:  The game timer continues to count up after a draw game until you
       press NEW GAME.

MAKING SPECIAL MOVES

En Passant Capture

The computer recognizes when you capture a piece en passant, and it can
decide to capture a piece en passant, as well.

When performing an en passant capture the computer first indicates the move
for its pawn. Then the computer displays the TO square of the captured pawn
with *, and the rank/file board lights also show the location of the
captured pawn.  Press the square and take away the captured pawn.

NOTE:  For more information about capturing en passant, see " Capturing En
       Passant", on Faxback Doc. # 33668.

Pawn Promotion

When one of your pawns reaches the opposite side of the board, press the
queen's piece symbol key after you press the TO square to register it as a
queen.  If you choose to promote the pawn to a piece other than a queen,
press that piece symbol key instead.

If one of the computer's pawns reaches the opposite side of the board, the
computer promotes its pawn to the piece it considers most advantageous and
displays that piece's symbol.

NOTE:  You can substitute the promoted piece if one is available, but you
       don't need to.  The computer accepts the pawn as the piece it was
       promoted to.

All you need to do is remember which pawn is yours or the computer's
promoted piece. (To make this easier, you can put a piece of tape on top of
the promoted piece to mark it.)

Castling

The computer castles whenever it determines that such a move is desirable.
The computer castles by displaying 0-0 for a king side castle, or 0-0-0 for
a queen side castle. You must then move the computer's king first, then its
rook.

The computer recognizes when you choose to castle.  Castle by moving your
king first.  When you properly move your king two squares, the computer
recognizes the move as the first part of castling.

NOTES:  Castling is a king's move.  If you attempt to castle by moving your
        rook before moving the king, the computer accepts the rook's move
        as a valid move, but will not let you complete the castle by moving
        the king. You must take back the rook's move, then castle by moving
        the king first. See "Taking Back Moves", on Faxback Doc. # 33671.

        If you move your rook incorrectly when castling and you moved your
        king first, the display shows Er and the correct TO square for the
        rook, and the rank/file board lights also show the correct TO
        square.  Press the rook on the correct TO square.

For example, follow these steps to perform a white queen's side castle.

1.  Press the white king on square E1.  The computer displays (WHITE [] ),
    (KING SYMBOL), and E1 ---, and the rank/file board lights show square
    E1.

2.  Move the white king to square C1 and press it on the square.  The
    computer displays (WHITE [] ), (KING SYMBOL), and 0-0-0, and the rank/
    file board lights show square Al.

3.  Press the white rook on square A1.  The computer displays (WHITE [] ),
    (KING SYMBOL), and 0-0-0, and the rank/file board lights show square D1

4.  Move the white rook to square D1 and press it on the square.  The
    computer displays (BLACK [] ) to indicate it is black's turn to move.

If the computer castles during a game, follow these steps to perform a
black king's side castle.

1.  Press the black king on square E8.  The computer display (BLACK [] ),
    (KING SYMBOL), and E8 ---, and the rank/file board lights show square
    E8.

2.  Move the black king to square G8 and press it on the square.  The
    computer displays (BLACK [] ), (KING SYMBOL) and 0-0, and the rank/file
    board lights show square H8.

3.  Press the black rook on square H8.  The computer displays (BLACK [] ),
    (KING SYMBOL), and 0-0, and the rank/file board lights show square F8.

4.  Move the black rook to square F8 and press it on the square.  The
    computer displays (WHITE [] ) to indicate it is white's turn to move.

HAVING THE COMPUTER SUGGEST A MOVE

The computer can suggest moves for you during a game.

To view the move the computer suggests for you press INFO during your turn.
The computer displays ---- while it computes the move, then displays (WHITE
[] ) and the FROM and TO squares for the suggested move.

To continue the game, simply enter your move.

NOTE:  If you press INFO during the computer's turn, it displays counter
       move information.  See "Principal Variation", on Faxback Doc.
       # 33672.


(WL/EB 5/30/96)

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