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)