orion 2000 - Millennium 2000

Transcription

orion 2000 - Millennium 2000
ORION 2000
Instructions
HOW TO INSERT THE BATTERIES:
• Place the game face down on a flat
surface and locate the battery
compartment on the bottom of the
unit.
• Close the
cover.
battery
compartment
• Open the battery compartment door
by pressing on the tab with your
thumb and lifting up.
• When inserting batteries, make sure
that the positive tip of each battery
matches up with the + sign inside
the battery compartment.
TO ENSURE PROPER FUNCTION:
• DO NOT MIX OLD AND NEW BATTERIES.
• DO NOT MIX ALKALINE, STANDARD OR RECHARGEABLE BATTERIES.
• DO NOT USE RECHARGEABLE BATTERIES.
• BATTERY INSTALLATION SHOULD BE DONE BY AN ADULT.
• NON-RECHARGEABLE BATTERIES ARE NOT TO BE RECHARGED.
• RECHARGEABLE BATTERIES ARE TO BE REMOVED FROM THE TOY
BEFORE BEING CHARGED (IF REMOVABLE).
• RECHARGEABLE BATTERIES ARE ONLY TO BE CHARGED UNDER ADULT
SUPERVISION (IF REMOVABLE).
• ONLY BATTERIES OF THE SAME OR EQUIVALENT TYPE AS
RECOMMENDED ARE TO BE USED.
• BATTERIES ARE TO BE INSERTED WITH THE CORRECT POLARITY.
• EXHAUSTED BATTERIES ARE TO BE REMOVED FROM THE TOY.
• THE SUPPLY TERMINALS ARE NOT TO BE SHORT-CIRCUITED.
This Product conforms to the EMC-Requirements as laid down
by the Council Directive 89/336/eec.
CONTENTS - CHESS
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
Quick Start Manual
Learn Chess -- The Rules and How the Pieces Move
The King and How it Moves
The Queen and How it Moves
The Rook and How it Moves
The Bishop and How it Moves
The Knight and How it Moves
The Pawn and How it Moves
Pawn Promotion
En Passant Captures
Check and Checkmate - Winning the Game
Stalemate and Other Types of Draw
Castling
Hints for Beginners
Setting Up the Computer
The Chess Pieces and the Starting Position
Chess Notation
Making Moves
The Computer's Move
The Chess Rules
Errors
The "Teaching" Feature
Warnings of Threats
Special Moves
Captures
En Passant Captures
Pawn Promotion
Castling
Taking Moves Back
Check and Checkmate - End of the Game
New Game
Explaining the moves
Interrupting the Computer and Changing Sides
Checking the Position
Levels of Skill
Displaying the Level
Changing the Level
The Clock Times
The Clock Key
Rating Mode: Scores for Your Moves
5
13
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15
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Instruction manual ORION 2000 • Page 3
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25
26
27
28
29
Your Rating Number
What Your Rating Means
Evaluating the position
Playing Both Sides
Hint
Setting Up a Position
Solving Chess Problems
Styles of Play
World Champion Games
Sounds
Switching Off and Saving the Game
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33
33
34
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35
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36
38
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Instruction manual ORION 2000 • Page 4
CONTENTS -- CHECKERS (DRAUGHTS)
30
31
32
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34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
Learn Checkers
Winning a Game
Drawing a game
The Man and How it Moves
How to Capture an Enemy Piece
You Must Capture if You Can
Multiple Captures
Crowning a Man, and How the King Moves
Hints for Beginners
Winning Material
Back Row Men
1 King v 1 King
The Double Corner
Starting Play
The Checkers Pieces and the Starting Position
Checkers Notation
Making Moves
The Computer's Move
The Rules of Checkers
Errors
Special Moves
Captures
Multiple Captures
Crowning a King
Winning the Game
New Game
Interrupting the Computer and Changing Sides
Levels of Skill
Changing Levels
Checking the Position
Taking Moves Back
Sounds
Switching Off and Saving the Game
Checkers Teaching
Trouble Shooting Guide
Appendix to World Champion Games
39
39
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Instruction manual ORION 2000 • Page 5
1. QUICK START MANUAL
1.1 PLAYING CHESS WITH THE COMPUTER
This is a brief introduction which explains how to start a game of chess with your
computer. Later you will want to learn about all the computer's special features. You
should then read the full instruction manual carefully.
CHESS RULES If you don't know how to play chess, you can learn the rules from this
instruction manual -- see the section "Learn Chess". Your computer knows the rules and will
never break any of them. If you think the computer has "cheated", look for the explanation in this
manual, paying special attention to the section on "Special Moves".
STARTING PLAY
INSERT BATTERIES The battery compartment is on the underside of the computer. A label
tells you which type of batteries to use. When inserting them, make sure that the positive tip of
each battery matches up with the + sign inside the compartment.
Once the batteries are inserted, the computer should respond with a sound signal (three rising
notes).
Now look at the liquid crystal display (LCD). In the top left-hand corner of the display, you
should see a square. Below this square, a circular symbol ¥ should be "flashing" on and off.
IF THIS IS NOT THE CASE, PUSH A THIN OBJECT INTO THE "RESET" HOLE
ON THE UNDERSIDE OF THE COMPUTER, AND PRESS DOWN WITH IT.
SET UP THE PIECES Set up the pieces in the starting position. The white pieces should be at
your end near the controls.
Chess board set up for the start of a game
Instruction manual ORION 2000 • Page 6
For those of you who are beginners or fairly new to the game of chess, the chess pieces and their
symbols are identified on page 13.
START THE GAME The computer indicates its moves and other information using the Liquid
Crystal Display (LCD). The square in the top left-hand corner of the display is the "White"
symbol (o), which shows that the computer is ready for White to make a move. You may now
start a game. We suggest you play your first game with the white pieces.
MAKING MOVES You will see that each square of the chessboard is marked with a letter and
a number (for example E2); we call these the co-ordinates of the square. Press down with the
piece you wish to move -- there will be a "beep", and the co-ordinates of the square will show in
the display. If the move doesn't appear to have registered, press down with the edge of the piece.
Complete your move by pressing the piece down on its new square. Then the "Black" symbol n
will show in the display, and the computer indicates its reply, for example:
Example of move shown in LCD display
The "flashing" co-ordinates (on the left) tell you which piece the computer wishes to move. The
letter and number on the right tell you which square it wishes to move to.
Press down with the computer's piece -- there will be a beep and the co-ordinates of the "from"
square stop flashing and those of the "to" square start flashing. Press the piece down on its new
square to complete the move.
WARNINGS OF MISTAKES (Teaching function) Often when you have finished your move,
the co-ordinates of the two squares will remain on the LCD for a few seconds. You will then
sometimes hear a rising tone signal, and the letters and numbers will all "flash" on and off. This
means that the computer thinks your move is a mistake. If you are sure you want to play this
move, press the MOVE />> key. If instead you want to take the move back, see the section
"Taking Moves Back" in the instruction manual.
Sometimes after carrying out the computer's move, you will hear a falling tone signal, and the
co-ordinates for the move will "flash" on the display. This warns you that the computer is
threatening something (checkmate or the win of material). Consider your next move carefully,
and carry it out in the usual way.
If you prefer to play without these warning signals, press the a (switch) key and then the
BISHOP/TUTOR key, so that the symbol ¥ disappears from the bottom left-hand corner of the
LCD. The computer should then reply to your moves more quickly.
CAPTURING A PIECE To make a capture, press down with the piece you want to move.
Remove the enemy piece and press your piece down on the square which the captured piece
occupied.
Instruction manual ORION 2000 • Page 7
CHECKING THE POSITIONS OF THE PIECES You may want to check where each piece
should be (for instance if you accidentally knock a piece over). For how to do this, see the
section "Checking the Position" in the instruction manual.
SPECIAL MOVES
Sometimes inexperienced players do not understand the special moves, in particular en passant
captures and castling. These moves are explained in detail in this manual (see section 11).
Remember -- the computer may also make these special moves.
SWITCH OFF AND SAVE THE POSITION When you want to stop playing, press the
ON/OFF key. The computer switches off but still remembers the position. To resume play, press
the ON/OFF key again.
NOTE: The computer cannot be switched off (or a new game started) while it is still the
computer's turn to move. Complete the computer's move, then press ON/OFF.
WHEN TO REPLACE THE BATTERIES If the computer appears to act abnormally or will
not switch on (even after RESET has been used), the batteries probably need replacing.
Instruction manual ORION 2000 • Page 8
1.2 PLAYING CHECKERS WITH THE COMPUTER
This is a brief introduction explaining how to play checkers (which is called "draughts" in
some countries) with your computer. For complete information, you should read the full
instruction manual carefully.
STARTING PLAY
For information on how to insert batteries, and how to prepare the computer for play, see the
first part of section 1.1 on page 5.
SET UP THE PIECES Set up the pieces in the starting position.
Checkers board set up for the start of a game.
START THE GAME The computer indicates its moves and other information using the Liquid
Crystal Display (LCD). To start a game of checkers, first press the START key, and the display
will show StA.
Now press the KING key (which is also labelled ¥ ), and the display shows:
Now press any square on the chess board, and you will see the "checkers" symbol ¥ appear
together with the "Black" symbol n, because Black moves first in checkers.
Instruction manual ORION 2000 • Page 9
SETTING THE LEVEL OF PLAY The computer can play checkers on 15 levels of skill.
When you first connect the power or press RESET, or switch from playing chess to checkers, it
is set to level 1 (weakest). To select a higher level, follow the procedure in "Levels of Skill"
(section 42 of the instruction manual).
MAKING MOVES We suggest you play your first game with the black pieces. You will see
that each square of the checker board is marked with a letter and a number (for example E3); we
call these the co-ordinates of the square. Press down with the piece you wish to move -- there
will be a "beep", and the co-ordinates of the square will show in the display.
If you are using pieces with magnets in the bases and the move doesn't appear to have
registered, press down with the edge of the piece.
Complete your move by pressing the piece down on its new square. Then the "White" symbol o
will show in the display, and the computer indicates its reply, for example:
Example of move shown in LCD display
The "flashing" co-ordinates (on the left) tell you which piece the computer wishes to move. The
letter and number on the right tell you which square it wishes to move to.
Press down with the computer's piece -- there will be a beep and the co-ordinates of the "from"
square stop flashing and those of the "to" square start flashing. Press the piece down on its new
square to complete the move.
CAPTURING A PIECE To make a capture, press down on the "from" and "to" squares of the
piece you are moving. The display will then show the square of the captured piece (flashing),
followed by 0. Press down with the captured piece and then remove it from the board.
CHECKERS RULES The rules are explained on pages 47 - 49 . Your computer knows the rules
and will never break any of them. If you think the computer has "cheated", check this manual,
especially pages 48 - 49 on capturing.
SWITCH OFF AND SAVE THE POSITION When you want to stop playing, press the
ON/OFF key. The computer switches off but still remembers the position. To resume play, press
ON/OFF again.
NOTE: The computer cannot be switched off (or a new game started) while it is still the
computer's turn to move (or you are in the middle of making a capturing move). Complete the
moves for yourself and the computer, then press ON/OFF.
Instruction manual ORION 2000 • Page 10
1.3 THE KEYS AND THEIR FUNCTIONS
Piece Keys
These are the six round keys identified by the chess piece symbols.
Press for example the PAWN key if you want to check where the pawns
should be. When you are setting up a position, press the appropriate key
before placing a piece on its square.
In checkers, the PAWN key displays the positions of the ordinary men, and
the KING key displays the positions of the kings.
Some of the "piece" keys have alternative uses (see , below).
Press
followed by ROOK/STYLE to inspect (and alter) the computer's
style of play.
Press
and BISHOP/TUTOR to switch the "teaching" function on or off.
When "teaching", the computer tells you when it thinks your move is a
mistake. It also warns you when its own move contains a threat.
Press
and KNIGHT/SOUND to switch the sound signals on or off.
(Apart from this, the
key is not used in checkers.)
Press
you.
START
and PAWN/HINT if you want the computer to suggest a move for
When "setting up" a position, press
or vice versa.
to switch from white to black pieces
When displaying the "level", the
Black's time limit. See section 18.
key switches between White's and
Press the START key twice to start a new game of chess from the standard
starting position.
To start a game of checkers, press START followed by the KING key, then
any other key or square.
(For other uses, see "Rating Mode", "World Champion Games", and "How
the pieces move".)
Instruction manual ORION 2000 • Page 11
POSITION
Press this key to put the computer into "set-up mode" (section 24). This
allows you to alter the position on the board, or construct a new position.
(Not used in checkers.)
LEVEL / >
Press LEVEL / > (level/game) to see the computer's current level of play.
You can then press the key again to alter the level.
(For another use, see "World Champion Games")
RATING
Press START followed by RATING if you want to play a game in which
the computer gives you a score for your moves. Use the same key to see
your current "rating number", i.e. the computer's assessment of your overall
standard of play. (Not used in checkers.)
Press
followed by START to start a game of "Rapid Chess", i.e. 25 or
30 minutes per player per game.
When displaying the "level", press
to switch between "timed move",
"timed game" and "fun" levels. See section 18.
(Not used in checkers.)
TAKE BACK Press
moves.
TAKE BACK if you want to retract the last move or pair of
MOVE />>
Press this key to make the computer play the next move.
At the start of the game, you press MOVE />> if you want the computer
to play White in chess or to play Black in checkers.
(For other uses, see "Levels of Skill" section 18, "Setting Up a Position"
section 24, and "World Champion Games" section 27.)
ON/OFF
Press this key to switch the computer on or off. When you switch off, the
computer still remembers the current position in the game. It will resume
play from this position when you switch on again.
?
The „Where and Why“ function is a very useful feature, especially for
beginners.
If you press ?
? followed by one of your pieces, the computer tells you
where this piece can move. When the computer gives you a "TEACHING"
message, you can press ?
? for further explanation. See also section 10.
(Not used in checkers.)
?
Instruction manual ORION 2000 • Page 12
1.4 DISPLAY SYMBOLS
The display shows which colour is to move next, which square a piece is being moved from (or
to), as well as check and the result of the game, etc. Here is a list of all the symbols and other
information which can be shown on the display.
o
This is the "White" symbol. It will be on when you are playing White and it is your turn
to move. It will also be on when you are "setting up" a chess position in the computer and
you have chosen to set up a white piece next. And it will be on when the computer is
"verifying" the position of a white piece.
This symbol will be flashing when the computer is playing White and it is thinking about
its move.
n
This is the "Black" symbol and is used in a similar way to the "White" symbol.
n
The "White" and "Black" symbols are on together when the computer is displaying
its playing style (see section 26).
+
The "Check" symbol. It is on when you are playing chess and either player (you or the
computer) makes a move which puts the opponent in check.
¥
In chess, this symbol is displayed, "flashing", when the computer is in "teaching" mode,
i.e. when it is ready to warn you of your mistakes. (See section 10.)
The symbol is displayed "static" when you are playing a game of checkers.
:
The "Capture" symbol. It is on, flashing, when the computer is indicating a move which
captures a piece. In checkers, the same symbol also directs you to capture one (or more)
of the computer's pieces.
#
The "Set-up" symbol. It is on when you are "setting up" a chess position (see section 24).
ô
The "rating" symbol -- it is on when you are inspecting your "rating number" (see section
20). If you are playing a game in "rating mode", this symbol will "flash" on and off.
#
ô
The "Set-up" and "Rating" symbols are displayed together when you are playing through
a "World Champion game" (see section 27).
D2
This is an example of how a square on the board is indicated in the main part of the LCD
display. The display can also show the result of the game and other information.
Instruction manual ORION 2000 • Page 13
1.5 GAME MODES AND FUNCTIONS OF THE COMPUTER
The following sections explains the different modes and functions of play, and how they
are shown on the LCD display. Try to memorize this system and you will find the
operation of your computer quite logical and easy to understand.
1.5.1 Selecting the playing mode for chess
You can select different playing modes by pressing the START key. Then you have
the following options.
If you want to play a normal game of chess, press START again. You see a little square
at the upper left (= symbol for white to move) and the flashing symbol ¤ indicating that
"teaching" is switched on (see picture on left side). If you don't want to be helped by
the " teaching " function, press the
key followed by BISHOP/TUTOR and the
flashing symbol ¤ disappears (see picture on right side). Now your computer is ready
for a game of chess.
1.5.2 Selecting the playing level for chess
Now you may want to select a playing level. Press LEVEL / > and you can see the
current level (see picture on left side) P Un. This means unlimited reflection time and
no time pressure for you. You can press the
key in order to see the computer’s
reflection time. The display C 10 indicates 10 seconds per move for the computer.
The letters P and C indicate player resp. computer. There are many possible level
settings, as described in section 18.
Instruction manual ORION 2000 • Page 14
Another option is playing a "rating game" against the computer. Press START followed
by RATING if you want to play a game in which the computer gives you a score for
your moves.
Use the same key to see your current "rating number", i.e. the computer's assessment of
your overall standard of play (see section 19).
1.5.3 Setting up a chess position on the board
You have the option to set up any desired position on the chess board. Press the
POSITION key to put the computer into "set-up mode" (section 24). This allows you
to alter the position on the board, or construct a new one.
1.5.4 Selecting famous games from the database
Press START and when the display shows StA, press LEVEL / > to select the
"Famous Games" database. The LCD now shows FP (for „famous player“) followed by
a number (see picture on left side).
The players are indicated with 1 = Bobby Fischer, 2 = Garry Kasparov, 3 = Anatoly
Karpov and 4 = Deep Blue. by repeatedly pressing LEVEL / > you can display the
players’ numbers in rotation.
To select one of the players, bring the appropriate number onto the LCD and press
START again. The display now shows G (for "game"), and a number in the range 1 327 (if you have selected a human World Champion) or 1-20 (if you have selected
player number 4).
Having decided on the player, you must now choose which of that player's games you
Instruction manual ORION 2000 • Page 15
want to play through. By pressing LEVEL / > repeatedly, you can increase the number
displayed. If you press MOVE />>, the number increases in steps of 10. After
reaching the maximum, it goes back to 1. When the LCD shows the number of the game
you want, press the START key.
For more information about the famous games database see section 27.
1.5.5 Selecting the chess practice mode
When, after pressing START, StA is displayed, you have the option to practice a game of
chess with limited material on the board. Instead of again pressing START to begin a new
game, you may press the PAWN, KNIGHT, BISHOP, ROOK or QUEEN key to start a
game of chess with reduced material.
As explained in section 14, there are five types of "mini-chess" for you to choose from:
(1) PAWN =
A game using kings and pawns only.
(2) KNIGHT =
Kings, knights and pawns.
(3) BISHOP =
Kings, bishops and pawns.
(4) ROOK =
Kings, rooks and pawns.
(5) QUEEN =
Kings, queens and pawns.
These simplified forms of chess are designed to give novices excellent practice in handling
each type of piece in turn.
1.5.6 Selecting the playing mode for checkers
Press START and then KING/
to select the game of checkers. The display shows:
Now by pressing any square on the chess board you are entering the checkers mode.
This is indicated by the static (non-flashing)
symbol in the lower left corner of the
display.
Now the computer is ready to play with you a game of checkers (for more information
see section 30).
Instruction manual ORION 2000 • Page 16
2
LEARN CHESS -- THE RULES AND HOW THE PIECES MOVE
Chess is a game for two players which is played on a chequered board of 64 squares. Each player
starts the game with an army of 16 chessmen, or pieces. We call the two players White (the
player who is moving the white pieces) and Black (the player who is moving the black pieces).
The pieces are of six types. In the diagrams in this instruction manual, they are represented by
the following symbols:
Kings
Queens
Rooks
Bishops
Knights
Pawns
The most important piece is the king, since the object of the game is to put your opponent's king
in a position where it cannot avoid being captured.
At the beginning of the game, the pieces are arranged on the board like this:
Notice the way the board is placed between the two opponents: each player has a white square in
the bottom corner on his right. Also, notice the positions of the kings and queens: each queen is
placed on a square of its own colour.
The players take it in turns to move one piece at a time. The first move of the game is always
made by White. Whenever it is his turn, a player must move one of his pieces onto a square
which is either empty or occupied by an enemy piece. In the latter case, the enemy is
immediately removed from the board -- it is "captured".
For the only case in which a player moves two pieces at once, see "Castling".
Each type of piece has its own way of moving. We will now look at each of them in turn.
Instruction manual ORION 2000 • Page 17
2.1 THE KING AND HOW IT MOVES
The king is moved one square at a time, in any direction -- forwards, backwards, to the right or
left, or diagonally. So in the middle of an open board, it has a choice of 8 different moves.
In this position White's king can move to any of the squares marked X and Black's king to any of
the squares marked with an asterix.
Like most other pieces, the king makes a capture by moving in the same way as when it makes
an ordinary move. (It is not, however, allowed to move into "check", i.e. to place itself under
attack from an enemy piece. This will be explained more fully later.) The king is the most
important piece in chess and must be guarded with great care.
2.2 THE QUEEN AND HOW IT MOVES
The queen can move any number of squares at once, in any straight line -- horizontally, vertically
or diagonally. If it lands on a square occupied by an enemy piece, the enemy is captured and
removed from the chessboard. In the middle of an open board, the queen has 27 possible moves.
The great mobility of the queen means that it is the most powerful of the pieces.
We shall see that the rook and the bishop, like the queen, can travel from one end of the board to
another in a single move. None of these pieces, however, has the power to "jump across" another
piece of either colour. For the sole exception -- where the rook "jumps over" the king -- see
"Castling". In the diagram, White's queen can move to any of the squares marked X or capture
the black Pawn on f7.
Instruction manual ORION 2000 • Page 18
2.3 THE ROOK AND HOW IT MOVES
The rook is the second most powerful piece. It can move or capture in a horizontal or vertical
direction, travelling across any number of squares. Here the white rook can move to any square
marked X or capture the black queen on d7.
2.4 THE BISHOP AND HOW IT MOVES
The bishop moves diagonally, any number of squares at a time. Notice that a bishop will always
be on a square of the same colour as the one on which it started the game.
Here White's bishop can move to any square marked X or capture the black rook on g8.
2.5 THE KNIGHT AND HOW IT MOVES
The knight's move is best described as an "L-shape": two squares horizontally or vertically, then
one square at right-angles. The knight has the unique privilege of being able to jump over other
pieces (of either colour). Here White's knight can move to any square marked X or capture the
black bishop on e8.
Instruction manual ORION 2000 • Page 19
2.7 THE PAWN AND HOW IT MOVES
The ordinary move of a pawn is simply one square straight forward. On its first move, however,
a pawn has the right to go two squares forward if the player wishes (and the two squares ahead
are vacant). If the pawn only goes one square on its first move, it cannot later advance two
squares at once.
The pawns are the least valuable of all the pieces on the board, partly because they can never
move backwards.
In another respect too, the pawn is exceptional: its capturing move differs from its ordinary
move. When making a capture, the pawn moves diagonally forward (one square only, even on
its first move). In the diagram, the white pawn may move to either of the squares marked X, or
capture the black knight b3. The black pawn may move to the square marked ★ or capture the
white rook h5.
There are two more special kinds of pawn move: pawn promotion, and the capture en passant.
2.8 PAWN PROMOTION
Although it is the most lowly of pieces, the possibility of promotion increases the pawn's value.
When a pawn reaches the far end of the board (with either an ordinary move or a capture), it is
immediately "promoted" -- it is changed into a queen, rook, bishop or knight. The player chooses
which piece he wants, and places it on the square to which his pawn has just advanced. The
pawn is removed from the board. Normally, of course, the player will promote his pawn to a
queen -- since this much the most powerful piece. Very occasionally, however, an "underpromotion" to rook, bishop or knight is preferred (for instance, in order to avoid stalemate, see
section 2.11).
Instruction manual ORION 2000 • Page 20
2.9 EN PASSANT CAPTURES
Suppose that one of your pawns is on its starting square, and there is an enemy pawn ready to
capture it if it moves one square forward. The rules state that even if your pawn goes two squares
forward, the opposing pawn may still capture it on the next move, just as if it had only advanced
one square. This is called capturing en passant (which is French for "in passing").
In the diagram, if Black advances his pawn two squares (to d5), the white pawn can capture it en
passant. The white pawn moves to d6, and the black pawn is removed from the board.
An en passant capture can only be made by a pawn, and only on the move immediately
following the double advance of the pawn that is being captured.
2.10
CHECK AND CHECKMATE - WINNING THE GAME
A piece is said to be under attack if an enemy piece is in a position to capture it next move. (Also
a square may be "under attack", meaning that if you moved a piece there it could be captured.) If
your opponent's last move has placed your king under attack, the king is said to be in check. You
must now move out of check. A move which leaves (or puts) your own king under attack is
illegal.
In friendly games a player will usually say "check" when he makes a move that checks the
opponent's king.
If a player whose king is in check is unable to move out of check, the game is over. His opponent
has delivered checkmate, and has won! ("Checkmate" is often abbreviated to "mate".)
2.11 STALEMATE AND OTHER TYPES OF DRAW
If the player whose turn it is to move cannot make any legal move and his king is not in check,
the game is a draw. This is called stalemate.
Instruction manual ORION 2000 • Page 21
If exactly the same position occurs three times, with the same player to move, that player may
claim a draw. This may come about as a result of both players moving the same pieces back and
forth twice running.
A draw may also be claimed if, during a series of 50 consecutive moves, no capture is made and
no pawn is moved. (For the purpose of counting, "one move" means a move by one player
together with his opponent's reply.)
Also, a draw may simply be agreed between the players, if the position is such that neither of
them thinks he has much chance of winning.
2.12 CASTLING
Castling is a special move which a player makes with his king and one of his rooks. It is the only
time when a player moves two pieces at one turn.
To be able to castle, the king and the rook have to be on their starting squares. The king then
moves two squares towards the rook; the rook jumps over the king, finishing in between the
king's original square and the square where the king now stands.
Castling is usually advantageous, since it moves the king to a safer part of the board, nearer the
corner, and at the same time brings the rook into play.
In the next position White may castle by moving his king to either of the squares marked by the
arrows and then jumping the nearby rook over it. Black has already made the castling move -his king has moved two squares sideways and his rook has jumped over it.
There are a number of restrictions that apply to castling, and it is important that you learn all of
them:
(1)
(2)
(3)
(4)
You may not castle if your king has already moved.
You may not castle with a rook which has already moved.
You may not castle if you are "in check".
You may not, of course, castle if your king would land on a square where it is "in check".
Instruction manual ORION 2000 • Page 22
(5)
(6)
You may not castle if the square that your king crosses over is attacked by an enemy
piece.
You may only castle if the squares between your king and rook are all vacant.
2.13 HINTS FOR BEGINNERS
The most obvious way to work towards victory is to try to increase your own fighting force
relative to that of your opponent. We call this "winning material". It is usually a good idea to
capture any of your opponent's pieces that are undefended or insufficiently defended. The bigger
your material advantage, the easier it will normally be for you to dominate the game and to force
a win.
The pieces do not all have the same value and power because some are more mobile and control
more squares than others. The following table of material values will serve you as a useful guide.
PAWN
KNIGHT
BISHOP
ROOK
QUEEN
KING
=
=
=
=
=
=
1 point
3 pawns
3 pawns
5 pawns
9 pawns
beyond material value
The most common mistake that beginners make is to put a piece on a square where it may simply
be captured at once. So whenever you are about to make a move, spend a few seconds to ask
yourself:
(a) Can your opponent safely capture the piece that you are going to move?
(b) Did his last move threaten one of your pieces?
(c) Has your opponent been careless and made a move which allows you to win material,
possibly by capturing the piece he has just moved?
Material is not the only important factor in chess. During the first 10 or so moves of the game
you should try to bring out both of your knights and both bishops so that they are active, and you
should try to castle. And finally, try to use your pieces to attack the central squares -- the player
who controls the centre usually has the advantage.
Instruction manual ORION 2000 • Page 23
3
SETTING UP THE COMPUTER
The computer is powered by batteries; on the underside there is a label telling you which type to
use. The battery compartment is near this label. Remove the lid and insert the batteries, making
sure that the "positive" end of each battery matches up with a "+" sign inside the compartment.
The computer should respond with a sound signal (three rising notes).
The computer announces its moves and other information by means of the Liquid Crystal
Display (LCD). Once the batteries are installed, you should see the "White" symbol (o) in the
top left-hand corner of the display. Just below it, the "teaching" symbol (¥) should be "flashing"
on and off. The computer is now ready to start a game.
OCCASIONALLY AFTER INSTALLING NEW BATTERIES, YOU MAY
FIND THAT THE COMPUTER ACTS ABNORMALLY. IN THIS CASE
PUSH A THIN OBJECT INTO THE "RESET" HOLE IN THE BASE OF THE
COMPUTER, AND PRESS DOWN WITH IT.
If you have not just loaded new batteries, press the ON/OFF key to switch the computer on. The
computer will remember the position which was on the board when you last switched it off.
4
THE CHESS PIECES AND THE STARTING POSITION
If you are a beginner or fairly new to the game of chess, the chart of chess pieces on page 13 of
this instruction book will help you to learn the symbol for each different piece. Set up the pieces
on your computer in their starting position, as shown in the next diagram.
Chess board set up for the start of a game.
Instruction manual ORION 2000 • Page 24
5
CHESS NOTATION
To announce its moves, the computer uses a system called "algebraic notation".
The files, or vertical columns of squares on the chessboard, are identified by the letters a-h
(looking at the board from White's side, and reading from left to right). The ranks, or horizontal
rows, are numbered 1-8, starting from the White end.
This means that every square can be named by giving the letter of its file and the number of its
rank -- like a grid reference on a map. For instance, at the start of the game the white king is on
e1 and the black queen is on d8. You will see that on the computer's chessboard, each square is
actually marked with its letter and number (for example E2, D3). The letter and number are
called the co-ordinates of the square.
6
MAKING MOVES
To make a move, simply press down gently with your piece on its "from" square. The LCD will
display the colour symbol (o if you are playing White or n if you are playing Black), together
with the co-ordinates of the square.
If you are using pieces with magnets in the bases and the move doesn't appear to have
registered, press down with the edge of the piece. Then press down with the same piece on
the "to" square to complete the move.
Here is an example at the start of a new game. You have decided to play with the white pieces,
and want to move the pawn in front of your king from e2 to e4. Press with that pawn on the e2
square, and you will see E2 appear on the LCD. Now press down with the same pawn on the e4
square, and your move is completed.
7
THE COMPUTER'S MOVE
If the colour symbol on the LCD is "flashing", it means that the computer is thinking about its
move. While the computer is thinking, none of the control keys has any effect -- except for the
MOVE />> key (see section 16).
When the computer has decided on its move, the LCD will display its colour symbol, the letter
and number of the "from" square (flashing), and the letter and number of the "to" square. Press
down with the computer's piece on its "from" square. Then the LCD will stop flashing the "from"
square and start flashing the "to" square.
If the computer's move is a capture, it will also be flashing the symbol on the LCD.
Instruction manual ORION 2000 • Page 25
Press the computer's piece on its "to" square. The LCD will then display the o or n symbol to
show which player's turn it is next. Here is an example.
Imagine that the computer is playing White. It is the computer's turn to move from the position
in the left-hand diagram and it decides to advance its pawn from e5 to e6. The o symbol will be
on, and the display will show E5 (flashing) and E6 (not flashing).
If you press down with the computer's pawn on the e5 square you will see the E5 stop flashing
while the E6 starts flashing. If you then press the pawn down on the e6 square, the o symbol
will go off and the n symbol will come on, showing you that it is now Black's turn to move (in
other words, it is your move next).
The position on the chessboard should then look like the one in the right-hand diagram because
you have moved the computer's pawn from e5 to e6.
If you want the computer to play with the white pieces, press the MOVE />> key at the start of
the game.
Instruction manual ORION 2000 • Page 26
8
THE CHESS RULES
Remember that your computer knows the rules of the game, including the rules about castling,
en passant captures, pawn promotion and stalemate. It will never break any of these rules.
Sometimes you may think that the computer has made an illegal move, but the explanation is
that you will have made a mistake when carrying a move out (either your own move or one by
the computer); or you may have accidentally put one or more pieces on the wrong squares. If this
happens, you should check the locations of all the pieces in the way described in section 17 of
this manual.
If you are in any doubt about any of the rules, you should take another look at "Learn Chess"
(section 2).
9
ERRORS
If you try to make an illegal move, the computer will give its "error" signal (a low buzz). In
general, the same thing will happen whenever you press a wrong key or square.
If you have selected a "from" square, the error will clear the co-ordinates from the display. You
can then start again to make a legal move.
If you make a mistake while carrying out the computer's move, simply carry on by pressing the
square that is "flashing" on the LCD.
10
THE "TEACHING" FEATURE
The flashing symbol ¥ in the bottom left-hand corner of the display tells you that the computer
is operating as a "teacher", i.e. it is ready to warn you if you make a weak move or if its own
move contains a threat.
Usually, after completing your move, you will see that the co-ordinates remain on the LCD for a
short while. During this time the computer is deciding whether it thinks your move is a mistake.
If it does think so, it will give a special sound signal (a long, rising note) and the four coordinates will start "flashing" on and off. You now have three options:
(a) If you see what is wrong with your move, you may take it back and play a different one.
Proceed as in section 12 ("Taking Moves Back").
(b) If you are happy to let your move stand, press the MOVE />> key. The computer starts
thinking about its reply, and the game continues.
(c) If you want an explanation of what you have done wrong, press the ?
Instruction manual ORION 2000 • Page 27
? key.
If you press ?
? , the computer will give you one of the following messages:
• If the display simply shows a number, it means that you could have won material
equivalent to that number of pawns. (See the table of values on page 18.)
• The number may be preceded by a minus sign, e.g.: -2
This means that your last move allows your opponent to win material (in this case equivalent
to two pawns). Perhaps the computer can capture a piece and you can only recapture one of
lesser value (for example a knight or bishop in exchange for a rook). Or your move may
simply have put a piece on a square where your opponent can take it for nothing.
• If you have allowed the computer to checkmate you next move, the display will show:
-• If you failed to play a move which would have checkmated the computer, the display will
be:
-||• If your move gave stalemate when you had more material than your opponent and could
expect to win, the display will be:
====
When any of these messages is shown, you have the same choices as before. You can press
TAKE BACK and retract your last move; you can press MOVE />> so that your last
move stands and the computer makes its reply; or you can press ?
? again, for further
explanation. This time, the LCD will show either a good move which you missed, or a move
that the computer can play to take advantage of your error.
You can re-press ?
? as many times as you like - the display will keep switching between
the move that the computer thinks you have missed, and its explanation of the type of error
you have made. Finally you must decide whether to retract your move (by pressing TAKE
BACK) or confirm it (by pressing MOVE />> ).
WARNINGS OF THREATS
After carrying out a move for the computer, you may sometimes hear a falling note, and
again the four co-ordinates will "flash" on and off. This warns you that the computer is
threatening to win material or checkmate you. If you want further explanation, you can press
the ?
? key. Then if the computer is threatening checkmate it will display -||-, while if
it is threatening to win material it will indicate how many pawns that material is worth.
A second press on the ?
? key will display the move that your opponent is threatening.
(Further presses on ?
? will switch between the threatened move and the explanation of
the type of threat.). Consider your next move carefully, and carry it out in the usual way.
Instruction manual ORION 2000 • Page 28
If you want the computer to play without warning you of mistakes and threats, press the
key (so that the display shows ALt), then press the BISHOP key which is also labelled
TUTOR. The symbol ¥ then disappears. Afterwards the computer should take slightly less
time over its moves.
To switch the "teaching" feature on again, repeat the same pair of key-press:
BISHOP/TUTOR.
and
Note: The use of
- if immediately followed by a press on ROOK, BISHOP, KNIGHT or
PAWN, it makes that key always perform its alternative functions. (If you press the
key
by mistake, re-press it to cancel the first press.)
11
SPECIAL MOVES
11.1 CAPTURES
If the computer makes a capture it will display its "from" square flashing in the usual way, and
you will also see the : symbol flashing between the "from" and "to" squares on the LCD.
The capture is carried out like any other move. Press down with the computer's piece on the
"from" square. The LCD stops flashing the co-ordinates of the "from" square, and flashes those
of the "to" square -- which is occupied by one of your pieces. Remove your piece from the board
and replace it with the computer's piece, pressing down on the square as usual.
11. 2 EN PASSANT CAPTURES
Press the "from" and "to" squares of the capturing pawn. The square of the pawn being captured
will then appear on the display (flashing), followed by 0. You should now press on this square as
you remove the pawn from the board. This applies whether the en passant capture is made by
you or the computer. Here is an example:
Instruction manual ORION 2000 • Page 29
In the position in the left-hand diagram, let us imagine that the computer is Black and has just
advanced its pawn from e7 to e5. This double pawn move, landing on a square next to your pawn
on d5, allows you to make an en passant capture. (If you do not understand why, take another look
at the section "Learn Chess".)
To capture the black pawn on e5, move your pawn from d5 to e6 (as though the black pawn had
advanced just one square, to e6, instead of two squares to e5). Your pawn's move is shown by
the arrow in the right-hand diagram; carry it out in the usual way, by pressing down with the
pawn first on d5 and then on e6.
The LCD will then display E5 (flashing), and 0. Now press down with the black pawn on e5 and
remove it from the board. The position will then be as shown in the right-hand diagram.
11.3 PAWN PROMOTION
Press the "from" and "to" squares for the pawn in the normal way. The LCD then shows the "to"
square and the appropriate colour symbol, and flashes the number 5 (denoting a queen). If you
wish to promote your pawn to a queen, there is no need to change what is on the LCD. Simply
press the QUEEN key to select the piece. The LCD then flashes the promotion square. To
complete your move, press down on this square as you place the new queen on the board.
Occasionally, instead of promoting your pawn to a queen, you may wish to promote it to a rook,
bishop or knight. In that case, when the computer displays the number 5 on the LCD, press the
ROOK, BISHOP or KNIGHT key. This displays 4, 3 or 2 respectively. When the number for the
desired piece is shown, press the "piece type" key again to select it. The promotion square then
flashes. Press this square to confirm the move as you place the promoted piece on the board.
If the computer promotes a pawn it will display its move in the usual way (the "from" square
then the "to" square of its pawn). When you have moved the pawn to its promotion square, you
will see the number 5 flashing on the LCD, telling you that the computer wishes to promote its
pawn to a queen. Now press the QUEEN key. After that, the promotion square flashes again;
press this square as you place the newly promoted queen on the board.
11.4 CASTLING
If you wish to castle, move your king first and then your rook. When you have pressed your king
on its "from" and "to" squares, the computer will automatically display the "from" and "to"
squares for the rook's move. For example, if you are playing White and you decide to castle on
the king's side, you press with your king on the square e1 followed by the square g1, and the
computer will display H1F1, with "H1" flashing. (There may be a short pause before this display
appears.) Now press the rook on the h1 square, and "F1" starts flashing instead. Move the rook to
the square f1, and press down with it to complete your move.
Instruction manual ORION 2000 • Page 30
When the computer castles, the move is carried out in the same way.
Here is an example of how the board will look, before and after castling:
In the position shown in the left-hand diagram, imagine that you are playing White and you
decide to castle on the king's side. First you press down with the white king on the square e1;
your computer will display "E1" as your "from" square. Then you move the king to the square g1
and press down with it again. This tells the computer that you are making the castling move
(since any other move by the king may only be to a square next to its current square).
Once the computer knows that you are castling, it will remind you to make the second half of the
castling move with your rook. In this case the computer will display H1 (flashing) and F1 to
remind you to put your rook there. When you have pressed down with your rook on h1 and f1,
the computer knows that the castling move has been completed.
When you have finished making the castling move in this example, the chess board will look like
the position in the right-hand diagram.
12
TAKING MOVES BACK
As explained before, the computer can tell you if it thinks you have made a bad move. (It will
give a rising tone signal and "flash" all the co-ordinates on the LCD.)
If you press ?
? it can offer you an explanation. You may then want to take your move back.
Also, after you have finished carrying out a move for the computer, you may realize that your
own last move was a mistake. You may wish to take back the computer's move and your own,
and play something different instead.
To retract a move, do the following.
Press the
TAKE BACK key. The LCD displays the last move in reverse, with the "to"
square flashing. Now press the "to" square. The co-ordinates of this square stop flashing, while
those of the "from" square start to flash. Move the piece back to its "from" square, and press it
down.
Instruction manual ORION 2000 • Page 31
If the move was a capture, the LCD will now display the colour symbol and a number denoting
the captured piece (1 = pawn; 2 = knight; 3 = bishop; 4 = rook; 5 = queen). The square where the
capture was made will also be shown (flashing). Press down on this square as you replace the
captured piece there.
If the move taken back was a castling move, the computer directs you to take back the king move
first, then the rook move.
If the move taken back was a pawn promotion, the computer displays the "to" and "from"
squares directing you to move the promoted piece back; then it displays the number 1, while the
"from" square flashes. Press the "from" square a second time as you replace the promoted piece
with a pawn.
If the move taken back was a capture and a pawn promotion, press the "to" square, the "from"
square, then the "from" square again (as you replace the pawn on the board), and finally the "to"
square once again as you put the captured piece back.
After taking back a move, you have these options:
-- You may carry on the game by making a move in place of the one retracted. (You could also
press MOVE />> to make the computer do so; see section 16.)
-- You may press
TAKE BACK again, and retract one more move (i.e. the previous move
for the other side) in the same way as before.
13
CHECK AND CHECKMATE - END OF THE GAME
•
If the computer puts your king in check, you will hear six warning "beeps". When either king
is in check, the + symbol is displayed on the LCD.
•
If White gives checkmate, the display shows 1 0 . If Black gives checkmate, it shows 0 1 .
•
If either player gives stalemate, the display shows == .
•
If both players move the same pieces backwards and forwards twice running, the computer
recognizes that the game is drawn by repetition, and displays 3= .
•
If the game is drawn under the 50-move rule, the LCD display shows 50= .
•
When the game finishes in any of these ways, the computer gives a sequence of twelve
"beeps".
NOTES:
(1) When a draw by repetition or 50-move rule is displayed, you may still continue playing if
you wish. (Make the next move, or press MOVE />> to make the computer do so; see section
16.)
(2) When moves are taken back, the counting of moves (for threefold repetition or the fiftymove rule) starts again.
Instruction manual ORION 2000 • Page 32
14
NEW GAME
To start a new game, press the START key. The LCD will display
To confirm that you want a new game, press the same key again. Then the o symbol is
displayed, and the computer is ready to begin.
NOTE: In some situations (if, say, you are in the middle of carrying out a move), pressing the
START key will have no effect. Before you can start a new game you may need to complete a
particular operation, by doing one or more of the following:
--
If the LCD is showing a move, for example E2 E4 , press whichever square on the
chessboard is flashing on the display.
--
If the LCD is "flashing" the number 2, 3, 4 or 5, press the corresponding "piece type" key
(KNIGHT, BISHOP, ROOK or QUEEN).
--
If the LCD shows # (the "set-up" symbol) but not (the "rating" symbol), you should press
the POSITION key to exit from "set-up" mode; see section 24.
--
If four co-ordinates are all flashing at once, or if the LCD shows # and together (denoting
a "World Champion game"), you may need to proceed by pressing MOVE />>. This is
explained in section 27.
Having finished the operation, you should be able to press the START key to begin a new game.
Instead of pressing START a second time (which starts a new game under normal conditions),
you have various other options when the display is showing StA. You can press the RATING
key to play a game in "rating mode" (see section 19). You can press LEVEL / > to play through
a "World Champion game" (see section 27). Or you can press the KING key (which is also
labelled ¥ ) to begin a game of checkers. Alternatively, you may press one of the following:
or
PAWN
to start a game with only kings and pawns
QUEEN
to start a game with only kings, queens and pawns
ROOK
to start a game with only kings, rooks and pawns
BISHOP
to start a game with only kings, bishops and pawns
KNIGHT
to start a game with only kings, knights and pawns.
Instruction manual ORION 2000 • Page 33
If you select one of these options, the game will begin with only the indicated piece types, all of
which will be on their usual squares for the start of the game. These five options enable
beginners to learn how to handle each type of piece in turn.
If you press START by accident, you can cancel the command by pressing any square of the
chessboard (or any key other than those indicated above).
15
EXPLAINING THE MOVES
If you are learning the rules of chess, you may ask the computer what moves can be made
with any particular piece in a given position.
You can use this feature whenever it is your turn to play. Press the ?
will show:
[
]
? key, and the LCD
Now press a square occupied by one of your pieces. If this piece cannot move, the display
will show:
---On the other hand if your piece has any legal moves, the computer will display one of them.
You now have these options:
(a) If you press any square to which your piece could legally move, the computer assumes
you are in fact moving it to that square. The game then continues normally. If your move is a
"special" move, the computer prompts you to complete it in the usual way.
(b) You may press the same piece again, and the computer will show you a different legal
move if this piece has one available. By repeatedly pressing the piece, you can be shown all
its legal moves in rotation.
(c) You can press a different piece (as many times as you like), to discover whether and where
that piece can move.
If you press ?
? again (or any other key), or a square not covered by (a), (b) or (c), the
display is cleared and the computer expects you to carry on playing by making a move in the
usual way.
Instruction manual ORION 2000 • Page 34
16
INTERRUPTING THE COMPUTER and CHANGING SIDES
If you press the MOVE />> key when the computer is thinking, it will immediately make the
best move it has found so far.
If you press MOVE />> when it is your turn to move, the computer will swap sides with you;
it will compute a move for the side you have been playing, and let you take over the other side.
If you press the MOVE />> key after every move played, the computer will be playing an
entire game against itself.
Pressing MOVE />> at the start of the game makes the computer play White.
Note that the MOVE />> key has no effect on level 0 (i.e. when the user is playing for both
sides) -- see section 22.
17
CHECKING THE POSITION
Sometimes you may want to check where the pieces should be (for instance if you have knocked
some of them over). You can do this whenever it is your turn to move, by using the "piece type"
keys (the six keys identified by the symbols of the chess pieces).
To display the positions of the pieces, the computer uses the following code:
6
5
4
3
2
1
=
=
=
=
=
=
King
Queen
Rook
Bishop
Knight
Pawn
For example, if you press the PAWN key, the display may show something like:
o A2 1
This means there should be a white pawn on the a2 square. If you now re-press the PAWN key
several times, the computer will show you the position of each pawn in turn, starting from the
"White" end of the board and proceeding from left to right along each rank. When indicating a
black pawn, the display will of course show n in place of o. When the computer has indicated
all the pawns that are on the board, the next press on the PAWN key will return you to normal
playing conditions. (Then another press on PAWN would begin displaying the pawn positions
all over again.)
Instruction manual ORION 2000 • Page 35
In the same way, you can check any of the other pieces by using the corresponding key. If the
key-press has no effect, it means there are no pieces of this type on the board.
The procedure of checking the pieces can be broken off at any time, by pressing any square or
any key other than a "piece type" key. The game can then continue.
18
LEVELS OF SKILL
The computer has various different levels of playing strength. By selecting a higher level, you
give it more time for its moves and make it play more strongly.
The levels fall into four categories:
(1) "Timed move" levels: On these levels, the computer will make each move within a
certain specified time. On the weakest level in this category, it takes a maximum of 5 seconds
per move. On the strongest level, it may take as much as 4 minutes. You may also set a time
limit for your own moves; then when it is your turn to move the LCD will show how many
seconds you have left, "counting down" to zero.
(2) "Timed game" levels: On these levels, each player has a certain amount of thinking time
in which to make all his moves - as in a "blitz" or "speed chess" game. On the lowest "timed
game" level, the players have 5 minutes each; on the highest, they have 2 hours.
(3) "Fun" levels: These levels are designed to give practice to beginners. On a "fun" level the
computer will not think for more than a few seconds over its move, and will often make
deliberate mistakes. The lower the level, the more serious the mistakes will be; on level 1 it
may even give away its queen!
(4) "Rating" levels: This set of levels is used when the computer is in "rating" mode, i.e.
when it is giving you a score for your moves. For details, see section 19.
There are also two special cases:
"Unlimited" level: This is the strongest level, on which the computer has no specific time
limit; individual moves may take about 5-10 minutes. On "unlimited" level the computer can
solve chess problems for mate in 2 moves (see section 25). The "unlimited" level is assigned
to the same category as the "timed move" levels.
Level 0: On this level, the computer will not play any moves of its own but will allow the
user to make moves for both White and Black. See section 22 ("Playing Both Sides"). Level 0
is assigned to the same category as the "fun" levels.
Instruction manual ORION 2000 • Page 36
DISPLAYING THE LEVEL
You can inspect (and alter) the level whenever it is your turn to move. Press the LEVEL / >
key. The LCD then displays the current level. If the computer is in "rating" mode, the symbol
will be "flashing" on and off, and the display will show something like:
ôL 5
The "rating" mode and its levels are explained in section 19. If the computer is not in "rating"
mode, the display will show a "timed move", "timed game" or "fun" level.
If the computer is currently playing on a "timed move" level, the display will show either P or
C, followed by a number (or Un), for example:
This means that you (the "player") are playing without a time limit; your time is unlimited.
This means that the computer is set to play at 10 seconds per move. By pressing the
you can switch from the player's to the user's time limit or vice versa.
key
To display a "timed game" level, the LCD shows L followed by a number, and the : symbol
"flashes" on and off, e.g.:
L :35
In this case, each player has 35 minutes' thinking time for the entire game.
A level in the "fun" category is displayed simply as L followed by a number in the range 0-4,
e.g.:
L3
If you press a square of the chessboard, or any key other than
,
, LEVEL / > or
MOVE />> , the level is cleared from the display and play may continue.
Instruction manual ORION 2000 • Page 37
CHANGING THE LEVEL
When the level is displayed, you may alter it if you wish. First decide which category of level
you want ("timed move", "timed game" or "fun"). By repeatedly pressing the
key you can
switch from one category to another, in rotation. When the desired category is displayed, you
can select a particular level.
Setting a "timed move" (or "unlimited") level:
Once the LCD is showing P (followed by a number or Un), you can alter the time limit
specified for the player (i.e. the computer's opponent). If you repeatedly press LEVEL / >, the
display will show a number which increases from 5 to 30 in steps of 5; then it increases in
steps of 10, as far as 60; then in steps of 30, as far as 240. After that, the next press on the
LEVEL / > key displays "P Un"; then the sequence of numbers begins again from 5. If you
press MOVE />> instead of LEVEL / >, the number increases in greater steps, e.g. from 5
to 30, then to 120.
The number displayed is the number of seconds per move that the player will be given. (Un
means "unlimited".) When the display shows the desired time limit for the "player", you can
press the
key to display the time limit for the computer - which you can then alter in the
way just described.
When both time limits are as you want them, press any square of the chessboard or any key
other than LEVEL / >, MOVE />>,
or
. You can then carry on playing.
NOTES:
• When you first install the batteries, the computer is set to play at 10 seconds per move
while the "player" has unlimited thinking time.
• If the "teaching" feature is active (see section 10), the computer may think for slightly
longer than the specified time for the level.
Setting a "timed game" level:
Once the display is showing a level in this category (e.g. "L : 5"), you may alter it by pressing
LEVEL / > (or MOVE />> ) as many times as required. From the fastest "timed game"
level (5 minutes per game), the level increases in steps of 5 minutes, up to 30; then it goes up
by 30 minutes, as far as 2 hours. The time is shown in hours and minutes, e.g.:
L1:30
When "L2:00" is displayed, the next press on LEVEL / > takes you back to "L : 5".
When the LCD shows the desired time limit for the game, press any square, or a key other
than LEVEL / >, MOVE />>,
or
. Play may then proceed.
Instruction manual ORION 2000 • Page 38
Setting a "fun" level (or level 0):
Once a level in this category is displayed (e.g. "L 1"), repeated presses on the LEVEL / >
key will step through the numbers 0-4 in rotation. Level 1 is the weakest of the "fun levels", 4
is the strongest. Once the LCD shows the level that you want, press any square or key except
LEVEL / >, MOVE />>,
or
. You can then carry on with the game.
THE CLOCK TIMES
On a "timed game" level, the LCD will display a "countdown" for the side whose turn it is to
move - unless that side has "unlimited" thinking time. When you are down to your last 5
seconds, you will hear three warning beeps. If your time runs out, you will hear six beeps. If
you make your move after that, however, the computer will still accept it.
If you are playing on a "timed game" level (or level 0), the LCD will show the total time used
so far by the side whose turn it is. At first the time will be displayed in minutes and seconds
(e.g. 14:06) and will usually be incremented every second - although occasionally, during the
computer's thinking time, there may be a few seconds' pause before the display is updated. If
the time exceeds one hour, it is displayed in hours and minutes, e.g. 1:24. (It would be
exceptional for either player to use more than 4 hours 15 minutes during a single game; if you
do so, the display will continue to show 4:15.)
The time limit for a "timed game" is the same for you and the computer. If either player
oversteps the limit, you will hear five "buzzes" and the display will show 10 (if White has
won) or 01 (if Black has won). However, you can still continue the game if you like. In that
case the computer will stop displaying the times.
NOTES:
• You cannot "win on time" if you have insufficient material to checkmate your opponent. If
one side is reduced to a lone king and the other side oversteps the time limit, the computer
will display ==, meaning that the game is a draw (although, again, you may still continue
playing).
• The computer is equipped with an "openings book" containing a large number of standard
chess openings; so it will often play the first few moves of a game instantaneously,
irrespective of the level. However, if you take any moves back (see section 12) or receive a
hint (see section 23), the computer will stop using its openings book and will simply
compute its moves in the normal way.
Remember that there is a separate system of levels for "rating mode“. This is explained in
the next section.
Instruction manual ORION 2000 • Page 39
THE CLOCK KEY
One of the most popular forms of chess in recent times has been "Rapid Chess", i.e. chess
played to a time-limit of 25 or 30 minutes per player per game. You can of course select
either of these time-limits in the way described above, but there is also a simpler method.
Instead of starting with the LEVEL / > key (to display the current level), press the
key.
This will display either :25 (the level for 25 minutes per game) or :30 . By pressing
again you can switch between these two displays. When the LCD hows the level that
you want, press the START key. The computer is now ready to start a new game of "Rapid
Chess".
19
RATING MODE: SCORES FOR YOUR MOVES
If you like, you can play a game in which the computer gives you points for your moves,
according to how strong or weak it thinks they are. This special mode of play is called "rating"
mode.
To start a game in this mode, press START, and when the LCD shows StA, press the RATING
key. The symbol flashes on and off, to show that the computer is in rating mode.
In rating mode, after each move you make, the computer will give one or more beeps and display
a number. (Usually it will need to think for a few seconds before doing so.) The number of beeps
tells you your score for that particular move. Six quick, high-pitched beeps mean that you have
scored six points. If you hear five beeps that are slightly longer, and slightly lower in pitch, this
means the computer gives you five points -- and so on. A single falling tone means a score of
one. A longer falling tone indicates zero. (You will score zero if you overlook that your opponent
is threatening checkmate next move!)
The number on the LCD indicates your total score for the game so far. It will remain displayed
for about 4 seconds; then the computer will start thinking about its reply.
While the score is displayed, you have the opportunity to press the RATING key to display your
percentage for the current game, e.g.:
= 60
Then another press on RATING will display your provisional "rating number" for the game;
this is explained in section 20. (A further press on RATING switches back to the percentage
score.)
The "rating" mode has its own system of "levels". To inspect the current level, press LEVEL /
>. The LCD will then show "ô" (flashing), "L" and a number, for example:
ôL 5
Instruction manual ORION 2000 • Page 40
By repeatedly re-pressing LEVEL / > you can display all the levels in rotation. From 5, the
number increases in steps of 5 as far as 30; after that it jumps to 45 and 60, then increases in
steps of 30, up to 240; then it starts again from 5. If you press MOVE />> instead of
LEVEL / > , the next 4 levels are skipped over - the number jumps straight from 5 to 30, and
from there to 150.
The number for each level is the maximum number of seconds that the computer will take
over any individual move. When the LCD shows the level that you want, press any key or
square, and play may proceed.
In "rating" mode you are expected to keep to the same time limit that you have specified for the
computer. During your thinking time you will see the number of seconds "counting down" on the
display, from the maximum to zero. When you are down to your last 5 seconds, the computer
sounds 3 warning beeps. If your time runs out, it sounds 6 beeps. After that, you may still play a
move and score points for it, but your score is likely to be lower than if you had moved within
the time limit. To score maximum points, you must move within half the prescribed thinking
time.
NOTE:
The sound signals denoting the end of the game (see section 13) are not used in
"rating" mode.
In "rating" mode there are certain restrictions. You cannot ask for a "hint", enter "set-up" mode,
use the "teaching" feature, ask the computer to demonstrate the legal moves of your pieces, or
take back the computer's move. You can, however, retract your own move, provided you
press
TAKE BACK while your score is still displayed.
When you have finished using "rating" mode and want to play under normal conditions,
simply press the NEW GAME key twice. We recommend that you then inspect the "level"
and adjust it if necessary, before proceeding with the next game. If you have altered the level
in "rating" mode, this affects the level set for "normal" mode - and vice versa.
Instruction manual ORION 2000 • Page 41
20
YOUR RATING NUMBER
"Rating" systems to compare the strength of chess players have been used ever since the late
1950s. On the basis of his results in supervised competitions over a certain period, a player is
given an official rating number. The better his performance, the higher the number.
Your computer obviously cannot give you an official rating, but it can estimate the rating
number that corresponds to your playing strength.
When you finish a game in "rating" mode, the computer calculates your rating for this game on
the basis of your average score. It then gives you a new rating number which takes account of all
games that have been rated so far.
You can inspect your current rating number whenever it is your turn to move. Press the
RATING key, and the display shows the symbol together with the number. This will be the
rating based on the games you played before the present one started. The next press on a key or
square erases the number from the display.
As you gain more experience of chess, your rating should increase. You can then write down
your rating after each game and keep notes on your progress.
NOTE: Only a game played in "rating" mode can count towards your rating. The game may end
in checkmate or the announcement of a draw, or it may be broken off before that stage, by a
press on START. However, the game will not be rated if you have played less than 10 moves. If
you try to inspect your rating before any games have been played in "rating" mode, the display is
----.
If you press the RATING key twice while the computer is displaying your score for a move, the
LCD will show a number "flashing" on and off together with the symbol. The number is the
rating that you would be given for this individual game if it ended at this moment. (If you have
played less than 10 moves, the display will be ----). After about 4 seconds without a key-press,
this display is automatically cleared.
WHAT YOUR RATING MEANS
The following scale indicates your playing category:
If your rating is below 800 you are an absolute beginner.
Between 800 and 1,000 you are a novice.
From 1,000 to 1,200 you are an intermediate player.
From 1,200 to 1,500 you are an advanced player.
Instruction manual ORION 2000 • Page 42
21
EVALUATING THE POSITION
You may press the RATING key when the computer displays its own move. (This is possible
either in "rating" mode or under normal playing conditions.) The computer will then give you
an idea of how it evaluates the current position. Usually the LCD will show the symbol
together with a number. The number measures the advantage which the computer thinks one
player has, in units equivalent to one-hundredth of a pawn.
So if (for instance) one player has two extra pawns and his opponent has no compensation,
the number on the LCD will be 200. If material is equal and the display shows -43, this means
that one side has a positional disadvantage almost equivalent to half a pawn. If the number
displayed is 0, the computer considers the position equal.
If the LCD shows OPEN instead of a number, this means that the position is in the
computer's "openings book" (see section 18).
To clear this display, press any key or square. The computer then indicates its move again;
you can carry it out and resume play.
22
PLAYING BOTH SIDES
If you set the computer to level 0 (see section 18), you can play a sequence of moves for both
sides. When you have entered a move for one colour, the computer will not start to think about a
reply; it will simply wait for you to enter the move for the other colour.
On level 0 you can use the computer as a chessboard and referee for a game between yourself
and a friend. The computer will make sure that you both follow the rules of chess. If one of you
tries to make a move which is against the rules, the computer will give its "error" buzz, and the
impossible move must be corrected before the game can continue. (On level 0 the computer will
not, however, give any "hints" -- see section 23. The "teaching" feature, described in section 10,
will also be inactive.)
Level 0 is also useful if, for example, you want to enter the moves of a particular opening, to see
how the computer handles the resulting position. Or you may want to reach a position in a game
you have found in a newspaper or chess book. Once the desired position is reached, you can
continue playing from there. Switch from level 0 to whatever other level you prefer. You may
then make the next move yourself in the usual way, or you may press the MOVE />> key to
ask the computer to move.
Instruction manual ORION 2000 • Page 43
23
HINT
If it is your turn to move and you aren't sure what to do, you can ask the computer to give you
a hint. Press the
key, so that ALt appears on the LCD. Then press the PAWN key, which
is also labelled HINT. After a short pause the computer will suggest a move to you. It is for
you to decide whether to carry out the suggested move or play a different one.
24
SETTING UP A POSITION
Sometimes you may want your computer to solve a chess problem, or you may wish to set up a
position from a book or magazine, to see how the program handles it.
To rearrange the pieces on the chessboard, start by pressing the POSITION key. (Note that this
will not work if you are playing a game in "rating" mode. You must first return to "normal"
playing conditions, by pressing START twice.)
The symbol # will appear in the LCD, to show that the computer is in "set-up" mode. As long as
this symbol is displayed, you may do any of the following:
(a) To clear the chessboard, press the MOVE />> key; when the display shows "Cb", press
MOVE />> again to confirm the command. (If you press a different key or a square, the
command is cancelled.) Usually you will want to clear the board before doing anything else, but
not if the position you want to set up differs only slightly from the current position.
(b) To insert a piece on the board, press the corresponding "piece type" key, then press the piece
down on its square. Note that as long as the "White" symbol ( o ) is displayed, all pieces you
insert will be white. To switch from White to Black or vice versa, press the a key.
When you press a "piece type" key, the computer confirms which piece you have selected, using
the same code as when you are checking the position (see section 17). For example, a press on
the PAWN key is acknowledged by "1" (KNIGHT = 2, BISHOP = 3, ROOK = 4, QUEEN = 5,
KING = 6).
Then when you press a square, the computer confirms that your piece has been inserted, e.g.:
n F6 3
In this case you have placed a black bishop on f6.
(c) To clear an individual square, simply press the square without first pressing a "piece type"
key. The code "0" confirms that the square is vacated, e.g.:
o E2 0
Instruction manual ORION 2000 • Page 44
When the position is ready, re-press the POSITION key to exit from "set-up" mode and return to
normal playing conditions. The # symbol disappears from the display. You can now press the
MOVE />> key to make the computer play the next move; or you can carry out a move
yourself and let the computer play the other side.
If the "White" symbol is displayed when you exit from "set up" mode, it will be White's turn to
move from the position you have constructed. So before pressing the POSITION key to exit
from the mode, you may need to press a to switch to the right colour.
ILLEGAL POSITIONS
When you exit from "set up" mode, the program tests that:
(a) each player has one king;
(b) the player whose turn it is to move is not giving check; and
(c) there are no pawns on the 1st or 8th rank.
The position is illegal if it does not pass these tests. Play cannot continue from such a position.
To denote an illegal position, the computer displays "??". You now have these possibilities:
(a) You can check the locations of the pieces, to find out what you have done wrong (section 17).
(b) You can press POSITION again, return to "set up" mode and alter the position to make it
legal.
(c) If you don't understand what is wrong, or want to abandon the position you have been setting
up, you can simply start a new game by pressing the START key twice.
NOTE:
There can be no castling with a rook that has been inserted on the board in "set up"
mode. If you want to create a position in which the players have castling rights, you can do so as
follows. First press the START key twice, to return to the starting position. Then put the
computer in "set up" mode by pressing the POSITION key. Now leave the rooks alone while
you rearrange other pieces as approppriate -- by removing them from the board individually and
re-inserting them. To make castling with a particular rook impossible, remove the rook and reinsert it.
25
SOLVING CHESS PROBLEMS
The chess problems found in many chess columns in newspapers, or in chess books or
magazines, normally have a caption which says something like "White to play and mate in 2
moves". This means that the solver must find a move which enables White to give checkmate on
the following move, no matter what reply Black makes in the meantime.
Your computer can solve chess problems for mate in two moves, with certain exceptions (e.g. if
they involve promoting a pawn to a knight, bishop or rook ).
Instruction manual ORION 2000 • Page 45
First you need to "set up" the problem position, as described in the previous section. Make sure
the computer knows which side is to move. After coming out of "set up" mode, select the
"unlimited" level (see section 18). Then press the MOVE />> key so that the computer starts
thinking. Once it has solved the problem, it will display the first move of the solution. After
making this move on the computer's chess board in the usual way, you may try to find a defence
to the checkmate threat. If you carry a move out, the computer will reply with a checkmating
move.
If you set up a position for "unlimited" level but there is no way to force checkmate in 2 moves,
the computer will simply make the best move it can find.
26
STYLES OF PLAY
The computer can play in 5 different styles:
Style 1
Style 2
Style 3
Style 4
Style 5
Very Passive
Passive
Normal
Aggressive
Very Aggressive
In Very Passive style you will generally find that the computer keeps its own pieces near its
side of the board and does not like to advance them very much.
In Passive style it still has a tendency to keep its own pieces near its side of the board but less
so than when playing in "Very Passive" style.
In Normal style the computer does not play unusually passively or aggressively. With this
style its play is likely to be strongest.
In Aggressive style the computer is more than normally intent on advancing its pieces in the
direction of your king.
In Very Aggressive style it likes to advance its pieces even more than when playing in
"Aggressive" style.
To inspect the current style, press the
key so that the display shows ALt; then press the
ROOK key, which is also labelled STYLE. The LCD will show the "style" symbol (this is
made up of the
and
symbols together) and the current style number. To change the
style number, press the STYLE key again - this increases the number by 1 (after style 5 the
computer cycles back to style 1).
When the required number is displayed, press a different key or square. The "style" symbol is
cleared from the LCD, and play can continue.
Instruction manual ORION 2000 • Page 46
27
WORLD CHAMPION GAMES
Your computer's memory contains 1,001 games played by chess champions (human or
electronic!). It can demonstrate these games to you, move by move. Before carrying out a
move by the champion, you have the chance to guess what move it is, and the computer gives
you points according to how many guesses you need.
Twenty of these games were played by "Deep Blue" (or its forerunner "Deep Thought") - the
world's strongest computer chess program. In many cases the computer defeated its human
opponent, but a few games which it drew or lost are also included.
The other 981 games were won by human World Champions: 327 by Anatoly Karpov, 327
by Bobby Fischer and 327 by Gary Kasparov. The games are varied in character; some
occurred in grandmaster tournaments, others were played in informal events such as
simultaneous displays.
To use this feature of your computer, place the pieces on the board in the starting position,
press the START key, and when the display shows StA, press LEVEL / > . The LCD now
shows FP (for "famous player"), followed by a number.
Player number 1 is Anatoly Karpov, number 2 is Bobby Fischer, 3 is Garry Kasparov
and 4 is Deep Blue.
By repeatedly pressing the LEVEL / > key, you can display the numbers in rotation.
To select one of the players, bring the appropriate number onto the LCD and press START
again. The display now shows G (for "game"), and a number in the range 1-327 (if you have
selected a human World Champion) or 1-20 (if you have selected player number 4).
Having decided on the player, you must now choose which of that player's games you want to
play through. By pressing LEVEL / > repeatedly, you can increase the number displayed. If
you press MOVE />>, the number increases in steps of 10. After reaching the maximum, it
goes back to 1. When the LCD shows the number of the game you want, press the START
key.
To show that a "Champion game" is being demonstrated, the symbols # and
the display together. At this point there are two possibilities:
appear on
(a) The LCD may be showing White's opening move, with the "from" square flashing in the
normal way.
(b) The LCD may be blank except for the symbols #, and .
If (a) is the case, you have chosen a game that was won by Black (or a drawn game in which
Deep Blue played the Black side). Carry out White's move in the usual way, and you are
ready to guess Black's reply.
Instruction manual ORION 2000 • Page 47
If (b) is the case, you have chosen a game won by White (or a drawn game in which White
was played by Deep Blue). You are now ready to guess White's first move.
To make your guess, press down with the piece that you think should be moved. If you are
right, the computer gives a double "beep" and displays the "from" square. If you are wrong, it
gives its "error" buzz and momentarily displays "??". You can now try again, as many times
as you like. Once the correct "from" square is displayed, press the piece down on the square
to which you think it is moving. Again a wrong guess will produce the error buzz and display
??, and you can have further tries.
When you guess the correct "to" square, the computer beeps and shows your score for this
move in the right-hand part of the display. The score will depend on how many mistakes you
made when trying to guess the "from" and "to" squares, as shown in the following table:
Mistakes
0
1
2
3
4
5
6
Score
10
8
6
5
4
3
2
If you make more than 6 mistakes you will score 0 for this move, unless by that time you have
guessed the right "from" square, in which case you score one point.
Now press a key or square, and the computer displays = followed by your percentage score
for the game so far.
Again press a key or square, and the LCD shows the next move for the opposing side. Carry
out this move as you would in a normal game, pressing down on the "from" and "to" squares.
Then the "colour" symbol switches from
to
(or vice versa), and you are ready to
guess the next move for the side you are "playing".
Whenever White or Black makes one of the "special" moves described in section 11, the
computer will remind you to complete the move in the normal way. Note, however, that when
you promote a pawn, you are not given a choice of promotion piece; the computer simply
directs you to press the QUEEN key before pressing the "to" square a second time.
If you want to "give up" guessing a move, you can press the MOVE />> key (either before
or after the "from" square has been guessed). The computer will then direct you to carry out
or complete the correct move. Your score for this move will be 0 (unless you guessed the
right "from" square before making 7 mistakes, in which case you score 1). Of course, you
Instruction manual ORION 2000 • Page 48
may not be interested in guessing the moves at all; you may simply prefer to use the
MOVE />> key to make the computer demonstrate the game.
In many chess positions there is, of course, more than one good move available. (This will
naturally be the case during the opening phase of the game; or at the end of the game there
may be more than one way to force a win.) In such cases, if you make a "wrong" guess, it
does not mean that the move you chose is necessarily bad, and you can be content if, say, you
guess the right move at the second or third try. It follows that you can hardly ever hope to
make a perfect score, but should be happy if you maintain a high average.
Before starting to guess a move (or at the end of the game), you may display your current
percentage score by pressing the RATING key. A further press on a key or square clears this
display and allows you to continue.
Eventually you will hear twelve beeps denoting the end of the game. The middle of the LCD
will show 10 (meaning that White won), or 01 (meaning Black won), or == if the game was a
draw.
At the end of the game, or whenever you are ready to start a move for the side you are
"playing", you have the option of pressing START to display StA. You can then press
LEVEL / > to begin another Champion game as described above. Alternatively, if you have
finished using the "World Champion games" feature, you can begin a normal game of chess
(or checkers) as described in section 14.
NOTE: before starting play, you may need to re-set the level (see section 18).
A complete list of the "World Champion games", giving the names of the players and the
events in which the games took place, will be found in the Appendix.
28
SOUNDS
Normally, when you press a correct square or key, the computer "beeps", whereas a wrong press
is followed by the "error" buzz. The computer also has special sound signals for the end of the
game, or warnings of threats, etc.
If you prefer to play without these sounds, press the
key (so that ALt appears on the
display), then press the KNIGHT key which is also labelled SOUND. When you want to
switch the sound on again, repeat the same pair of key-presses (you will then hear a double
beep).
When the sound is off, the LCD will display "?" in all cases where it would normally give its
error buzz. A press on any key or square clears the "?" from the display and allows you to
correct the error.
Instruction manual ORION 2000 • Page 49
29
SWITCHING OFF AND SAVING THE GAME
If a game in progress has to be interrupted, the computer can be switched off (with the ON/OFF
key) when it is your turn to move; it will then retain the game position in its memory while using
a minimum amount of current.
You may even put away the chess pieces, since you can afterwards find out where they are by
using the "piece type" keys as described in section 17. Alternatively you can write down the
locations of the pieces when you interrupt the game. When you switch on again (by re-pressing
ON/OFF), the situation will be wholly unchanged, and the game can be resumed as before.
Instruction manual ORION 2000 • Page 50
30
LEARN CHECKERS - THE RULES AND HOW THE PIECES MOVE
Checkers is a game for two players which is played on an 8 x 8 board, the same as a chessboard.
The checkers board is placed between the opponents in such a way that there is a white square at
each player's bottom right-hand corner.
Each player starts with an army of 12 pieces. We call the two players Black (the player who is
moving the black pieces) and White (the player who is moving the white pieces). Black always
moves first and then the players move alternately.
WINNING A GAME
The object of the game is to leave your opponent without any moves. You can do this by
capturing all his pieces, so that he has no pieces left on the board, or you can do it by blocking
his pieces so that none of them has any moves.
DRAWING A GAME
Sometimes you will find that neither player is able to win the game. This usually happens when
most of the pieces have been exchanged and only a few pieces remain, the same number on each
side. (If a position is reached where one of the players has more pieces than his opponent, the
side which is ahead usually tries very hard to force a win, usually by exchanging off his
opponent's remaining pieces.)
If a game is drawn, this result is usually reached by agreement between the players. At
Grandmaster level, roughly 96% of checkers games are drawn because it is so difficult to win
against a careful player.
THE MAN AND HOW IT MOVES
At the start of the game each of the 24 pieces is called a man. Later on a piece which is
"crowned" (see page 41) is called a king.
Instruction manual ORION 2000 • Page 51
A man may move one square diagonally, in a forward direction, to a vacant square. For example,
in this position, at the start of a game, Black may move a man from:
or
or
or
or
or
or
a3 to b4
c3 to b4
c3 to d4
e3 to d4
e3 to f4
g3 to f4
g3 to h4.
HOW TO CAPTURE AN ENEMY PIECE
A capture is made by jumping one of your pieces over an enemy piece and removing the enemy
from the board. The capturing piece must land on a vacant square. In this position Black has the
choice of two different captures:
The man on c3 can capture the white man on d4 by jumping over it, landing on
e5 and removing the man on d4 from the board.
or
The man on e3 can capture the same white man by jumping over it and landing on c5.
YOU MUST MAKE A CAPTURE IF YOU CAN
Captures are compulsory in checkers. If you can make a capture you must do so. If you overlook
that a capture is possible and try to make a different (non-capturing) move, your opponent should
point it out to you so that you can take back the non-capturing move and make the capture. If this
happens when you are playing against the computer it will indicate an error (see section 37).
If you have a choice of captures, you may decide which one to play.
Instruction manual ORION 2000 • Page 52
MULTIPLE CAPTURES
If you capture an enemy piece and your own capturing piece lands on a square from where it
could capture a second enemy piece, then you must do so.
In this position the black man on a1 may capture the white man on b2, landing on c3. But from
c3 the black man may continue to capture, and he must do so, by jumping to a5 thereby
capturing the white man on b4, and then by jumping to c7, capturing the white man on b6.
Here is the position that would arise after this triple capture.
If one capturing possibility would capture 1 enemy piece and another capturing possibility would
capture 2 or more enemy pieces, you do not need to make the largest number of captures. In the
next position Black has a choice of two capturing possibilities.
Instruction manual ORION 2000 • Page 53
Black's man on c3 can capture the white man on d4, landing on e5 and removing the d4 man. But
Black may instead capture the d4 man with his man from e3, landing on c5, and then continue
the capturing sequence by jumping to e7, capturing the white man on d6. In this position Black
may choose whichever possibility he prefers. If he chooses the double capture, the checkers
board will then look like the next diagram.
CROWNING A MAN AND HOW THE KING MOVES
When a man reaches the far side of the board it is immediately "crowned" -- promoted to a king.
We show this on a traditional checkers board by placing a second man of the same colour on top
of the man which has been crowned, so the kings are 2 men high.
A king is much more powerful than an ordinary man because kings can move backwards as well
as forwards.
In this position Black's king on f4 may move to g5, e3, g3 or e5.
And in the next position Black's king on b4 can capture the white man on c3, jumping to d2, or it
can capture the white man on c5, jumping to d6.
Instruction manual ORION 2000 • Page 54
One point which often confuses beginners is that a man which makes a capture immediately
before being crowned may not continue, as part of the same move, to capture another enemy
man.
In this next position, for example, Black's man on h6 captures the white man on g7, landing on f8
and being crowned king. But Black may not then continue this move by capturing White's man
on e7 with the king on f8. White is therefore allowed a move to escape, by moving his man away
from e7.
HINTS FOR BEGINNERS
Winning Material
The most obvious way to work towards victory is to try to increase your own fighting force
relative to that of your opponent. We call this "winning material". It is usually a good idea to
threaten to capture any of your opponent's pieces that do not appear to have an easy method of
escape. Here are two examples.
Instruction manual ORION 2000 • Page 55
In this position it is Black's move and he threatens the white man on c5 by playing from c3 to b4.
This threatens to jump to d6, capturing White's c5 man, and White is powerless to prevent this
from happening -- so the c5 man is lost. In fact White is in serious trouble on the other side of the
board as well, because the only move which his man on h4 can make would be to g3, and then
the Black man on h2 can capture the g3 man by jumping to f4. So in two more moves Black will
win the game.
In the next position Black has only one king while White has two, but it is Black's turn to move
and he can regain his lost king. Can you see how he does it?
Black's king moves from c3 to d4. Although this puts it next to two white kings, neither of the
white kings may capture on d4 because in each case the landing square is occupied by another
white king. So White may not capture the black king. But that is not all. The black king on d4
now threatens both white kings, on c5 and e3. Whichever king White moves, Black will capture
the other one to level the game which should then end in a draw.
The most common mistake that beginners make is to put a piece on a square where it may simply
be captured for nothing. So every time that you are about to make a move, spend a few seconds
to ask yourself: Can your opponent safely capture the piece that you are going to move?
Back Row Men
Material is not the only important factor in checkers. It is useful to try to keep your back row
men on their original squares for as long as possible (a1, c1, e1 and g1 for White; b8, d8, f8 and
h8 for Black). This is because if you have all four of these squares occupied, it will not be
possible for your opponent to crown any of his men.
A strategy which often works well in checkers is playing to run your opponent out of good
moves, so that he will be forced to make a move which he does not want to play. Sooner or later
you will be forced to move one or more of your back row men and it is a good idea to remember
which ones to move first. Unless there is a good reason to the contrary, move the corner man first
(a1 for Black; h8 for White). And the next best back row man to move is two away from the
corner (e1 for Black; d8 for White).
Instruction manual ORION 2000 • Page 56
1 King v 1 King
Is 1 King v 1 King always a draw? No. Just look at this position. It is White's turn to move.
If, for example, White plays from f6 to g7, Black replies by moving from d4 to e5.
White will then have three options to try to save his king. He can move from g7 to any of the
squares h8, f8 or h6, but in all three cases Black would reply by moving from e5 to f6, when
White has no alternative but to throw himself upon the sword by moving his king to a square on
which it can be captured.
Instead of moving from f6 to g7 in the diagram position, White could try playing from f6 to e7.
Black then closes in for the kill by advancing from d4 to e5.
Again White has a choice of moves, but if he plays from e7 to d8 Black advances again from e5
to d6. And if White plays instead from e7 to f8, Black will play from e5 to f6. In each case White
is forced to move away from the protection of the edge of the board and onto a square where his
lone king can be captured -- which wins the game for Black.
The Double Corner
The dangers of being driven to a corner or an edge of the board are clear from the previous
example. Here we see a slightly different position where again it is White's turn to move.
Instruction manual ORION 2000 • Page 57
The difference between this position and the previous one is that here White's king can run
towards the "double corner" -- the two squares a7 and b8 (or towards the other double corner,
g1/h2).
A double corner offers protection because both squares in the corner are on the edge of the
board. A king in a double corner may, if it is vacant, move to the other square of the double
corner, so by moving back and forth between the two squares of a double corner a king can be
safe against a single enemy king. Let us see how this works out in practice.
We have seen how Black can force a win if White plays from e5 to f6 and Black replies with c3
to d4. So instead White plays from e5 to d6. When Black advances from c3 to d4 the white king
runs from d6 to c7, and when Black advances again from d4 to c5, White's king moves from c7
to the double corner square b8.
Now White's position is completely safe. If Black advances from c5 to b6, White will play from
b8 to a7, and if Black then plays from b6 to c7 White will respond by moving back from a7 to
b8. White can never be driven out of the double corner so Black cannot force a win.
31
STARTING PLAY
The computer is powered by batteries; on the underside there is a label telling you which type to
use. The battery compartment is near this label. Remove the lid and insert the batteries, making
sure that the "positive" end of each battery matches up with a "+" sign inside the compartment.
The computer announces its moves and other information by means of the Liquid Crystal
Display (LCD. Once the batteries are installed, you should see the "White" symbol (o) in the
top left-hand corner of the display.
OCCASIONALLY AFTER INSTALLING NEW BATTERIES, YOU MAY
FIND THAT THE COMPUTER ACTS ABNORMALLY. IN THIS CASE
PUSH A THIN OBJECT INTO THE "RESET" HOLE IN THE BASE OF THE
COMPUTER, AND PRESS DOWN WITH IT.
Now you have two options:
Press START and the computer is ready to start a new game
of chess.
If you want to play checkers, Press the KING key, (which is
also identified by the "checkers" symbol ¥)
instead of pressing START.
Instruction manual ORION 2000 • Page 58
Now press any key on the chess board. If you did everything
right, the LCD display now shows
(for checkers) and n
(for Black to move).
The computer is now ready to play a new game of checkers.
If you have just installed the batteries, or if you have just switched from chess to checkers, the
computer will be on level 1, i.e. its weakest level of play. If you want to alter the level, see
section 42 ("Levels of Skill").
If you have not just loaded new batteries, switch the computer on by pressing the ON/OFF key.
The computer will remember the position which was on the board when you last switched it off,
no matter whether you were playing chess or checkers.
32
THE CHECKERS PIECES AND THE STARTING POSITION
Set up the checkers men on your computer in their starting position, as shown in this diagram.
Checkers board set up for the start of a game
Note that in Checkers it is the black pieces that start the game at the "bottom" and move "up" the
board. This is different from chess where White starts from the bottom of the board and Black
from the top.
33
CHECKERS NOTATION
To announce its moves, the computer uses a system called "algebraic notation".
The files, or vertical columns of squares on the checkerboard, are identified by the letters a-h
(looking at the board from Black's side, and reading from left to right). The ranks, or horizontal
rows, are numbered 1-8, starting from the Black end.
Instruction manual ORION 2000 • Page 59
This means that every square can be named by giving the letter of its file and the number of its
rank -- like a grid reference on a map. For instance, at the start of the game the black men are on
a1, c1, e1, g1, b2, d2, f2, h2, a3, c3, e3 and g3.
You will see that on the computer's checkerboard, each square is actually marked with its letter
and number (for example D2, E3). The letter and number are called the co-ordinates of the
square.
34
MAKING MOVES
To make a move, first press down gently with your piece on its "from" square. The LCD will
display the colour symbol (o if you are playing White or n if you are playing Black), together
with the co-ordinates of the square.
If you are using pieces with magnets in the bases and the move doesn't appear to have
registered, press down with the edge of the piece.
Then press down with the same piece on the "to" square to complete the move.
Here is an example at the start of a new game. You have decided to play with the black pieces,
and want to move a man from c3 to d4. Press with that man on the c3 square, and you will see
C3 appear on the LCD. Now press down with the same man on the d4 square, and your move is
completed.
35
THE COMPUTER'S MOVE
If the colour symbol (o or n) on the LCD is "flashing" on and off, it means that the computer is
thinking about its move. While the computer is thinking, none of the control keys has any effect - except for the MOVE />> key (see section 41).
When the computer has decided on its move, the LCD will display its colour symbol, the letter
and number of the "from" square (flashing), and the letter and number of the "to" square. Press
down with the computer's piece on its "from" square. Then the LCD will stop flashing the "from"
square and start flashing the "to" square.
The LCD will then display the o or n symbol to show which player's turn it is next.
Here is an example:
Instruction manual ORION 2000 • Page 60
Imagine that the computer is playing White. It is the computer's turn to move from the position
in the left-hand diagram and it decides to move its man from f6 to g5. The o symbol will be on,
and the display will show F6 (flashing) and G5 (not flashing).
If you press down with the computer's man on the f6 square you will see the F6 stop flashing
while the G5 starts flashing. If you then press the man down on the g5 square, the o symbol
will go off and the n symbol will come on, showing you that it is now Black's turn to move
(in other words, it is your move next).
The position on the checkers board should then look like the one in the right-hand diagram
because you have moved the computer's man from f6 to g5.
If you want the computer to play with the black pieces, press the MOVE />> key at the start of
the game.
36
THE RULES OF CHECKERS
REMEMBER THAT YOUR COMPUTER KNOWS THE RULES OF THE GAME,
INCLUDING THE RULES ABOUT CAPTURING AND CROWNING. IT WILL NEVER
BREAK ANY OF THESE RULES.
Sometimes you may think that the computer has made an irregular move, but the explanation is
that you will have made a mistake when carrying a move out (either your own move or one by
the computer); or you may have accidentally put one or more pieces on the wrong squares. If this
happens, you should check the locations of all the pieces in the way described in section 43 of
this manual.
If you are in any doubt about any of the rules, you should take another look at "Learn Checkers"
(section 30).
Instruction manual ORION 2000 • Page 61
37
ERRORS
If you try to make an illegal move, the computer will give its "error" signal (a low buzz). In
general, the same thing will happen whenever you press a wrong key or square.
If you have selected a "from" square, the error will clear the co-ordinates from the display. You
can then start again to make a legal move.
If you make a mistake while carrying out the computer's move, simply continue by pressing the
square indicated by the LCD.
38
SPECIAL MOVES
CAPTURES
If it is your turn to move and you are in a position to make a capture, the computer will display
the ":" symbol (flashing) together with your colour symbol (o or n).
To carry out the capture, press down with your piece on its "from" and "to" squares in the usual
way. The computer will then display the capture square, flashing, followed by 0. This reminds
you to remove the captured piece from the board. As you do so, press down on the square.
The procedure is the same when the computer makes a capture. It displays its "from" and "to"
squares with the flashing ":" symbol in between. Press down on the squares as you move the
computer's piece. The display then shows the square of the captured piece, flashing, followed by
0. Press down with the captured piece as you remove it from the board. After that you will see
the colour symbol for the side you are playing, indicating that it is your turn to move.
MULTIPLE CAPTURES
Sometimes the computer may make a multiple capturing move. After you have completed one
jump for the computer it will immediately display the next part of its capturing move, with the
"to" square flashing. Press down on this square as you move the computer's piece there.
After you have made all the jumps with the capturing piece, the computer will "flash" the coordinates for the square of the first piece which it has just captured; the right-hand part of the
LCD will display 0. Press the captured piece down on its square and then remove it from the
board. The LCD will then show the square of the second piece captured (and so on).
The same applies when you make a multiple capture yourself. After you have completed the first
jump, the display will show the square where your piece has landed, together with the flashing
":" symbol. This reminds you that you must continue the capturing sequence with the same piece
until no more captures are possible. Continue to make all the jumps, and then you will see the
square of the first captured piece, flashing on the LCD, accompanied by 0. Press this piece down
on its square as you remove it from the board. The LCD will then indicate the square of the next
captured piece, and you continue to remove the captured pieces one by one.
Instruction manual ORION 2000 • Page 62
CROWNING A MAN TO MAKE A KING
Press the "from" and "to" squares for the man in the normal way. The "to" square remains on the
display, flashing, accompanied by 2, to remind you to make the man into a king. To do so you
simply press down on this square as you place the king on the board.
If the move was a capture, the computer will first direct you to remove the captured piece or
pieces. It will then direct you to "crown" the capturing man.
39
WINNING THE GAME
When one player makes a winning move -- either by capturing the opponent's last piece, or by
leaving the opponent without any moves to make -- you will hear twelve "beeps", and the
LCD will show either 1 0 (Black wins) or 0 1 (White wins).
40
NEW GAME
When the game is over, or at any time when it is your turn to move, you may start a new game
by pressing the START key. The LCD will display
and now, to confirm that you want a new game of checkers, press the KING key which is also
labelled ¥. The LCD shows:
If you now press any square of the board, or any key other than the KING key, the computer
is ready to start play under normal conditions, with all 24 men on the board. Note that before
starting play, you may want to re-set the playing level as described in section 42.
When "CG A" is displayed, you also have the option of re- pressing the KING key in order to
start a game with limited material. This is explained in the section "Checkers Teaching".
Also when StA is displayed, you have various other options. Instead of pressing KING to start a
new game of checkers, you may re-press the START key if you prefer to play chess (with all the
pieces on the board); or you could press the PAWN, KNIGHT, BISHOP, ROOK or QUEEN
Instruction manual ORION 2000 • Page 63
key to start a game of chess with reduced material (see section 14). You could press RATING to
play chess in "rating" mode (see section 19), or LEVEL / > to play through a World Champion
game (section 27). If you press any other key or any square of the board, the "new game"
command is cancelled and the situation remains unchanged.
41
INTERRUPTING THE COMPUTER AND CHANGING SIDES
If you press the MOVE />> key while the computer is thinking, it will immediately make the
best move it has found so far.
If you press MOVE />> when it is your turn to move, the computer will swap sides with you;
it will compute a move for the side you have been playing, and let you take over the other side.
Pressing MOVE />> at the start of the game makes the computer play Black.
If you press the MOVE />> key after every move played, the computer will be playing an
entire game against itself.
42
LEVELS OF SKILL
The computer can play checkers on 15 different levels of skill. Level 1 is the weakest, level
15 is the strongest.
If you have just installed the batteries, or if you have just switched from chess to checkers, the
level is automatically set to 1. On the low levels the computer will often make deliberate
mistakes. If you want to play on a higher level you need to select it as follows.
CHANGING LEVELS
To display the current level, press the LEVEL / > key. The LCD will show the letter L
followed by the level number. Further presses on LEVEL / > will increase the number.
(If instead you press MOVE />>, the number increases by 5 at a time).
When the level reaches 15, the next press on the LEVEL / > key will display 0; then the
numbering starts again from 1.
When the display shows the level that you want, press any other key or any square. Play may
then continue.
On Levels 1-11, the computer will play its moves almost
instantaneously.
Instruction manual ORION 2000 • Page 64
Levels 12-13 take around 2-5 seconds per move.
Levels 14-15 take an average of about 15 seconds.
NOTE: in checkers, level 0 is not used. In chess, it is used when you want to make moves for
both White and Black. See sections 18 and 22.
43
CHECKING THE POSITION
Sometimes you want to check where the pieces should be (e.g. after accidentally knocking some
of them off the board). You can do this whenever it is your turn to move, by means of the KING
and PAWN keys.
To find out the positions of the ordinary men, use the PAWN key. When you press it, the display
may show something like:
n C1 1
This means there should be a black man on the c1 square. If you now re-press the PAWN key
several times, the computer will show you the position of each man in turn, starting from the
"Black" end of the board and proceeding from left to right along each rank. When indicating a
white man, the display will of course show o in place of n. When the computer has indicated all
the men that are on the board, the next press on the PAWN key will return you to normal playing
conditions. (Then another press on PAWN would begin displaying the positions all over again.)
Similarly you can check the positions of the kings by repeatedly pressing the KING key. To
indicate (e.g.) a white king on e5, the LCD will show:
o E5 2
The number 1 denotes an ordinary man, while 2 denotes a king. If a press on the KING or
PAWN key has no effect, it means there are no pieces of the corresponding type on the board.
The procedure of checking the pieces can be broken off at any time, by pressing any square or
any key other than KING or PAWN. The game can then continue.
Instruction manual ORION 2000 • Page 65
44
TAKING MOVES BACK
If you press one of your pieces on its square but then decide not to move it after all, simply press
down with it again. This clears the display, and you can make whatever move you like.
If you complete a move and then realize that it is a mistake, you may take it back. First you must
wait for the computer to reply (or make it do so at once, by pressing MOVE />>.) Then you
can retract the computer's move and your own.
To retract a move, press the
TAKE BACK key. The LCD then displays the last move in
reverse, with the "to" square flashing. Now press the "to" square. The co-ordinates of this square
stop flashing, while those of the "from" square start to flash. Press down on this square as you
move the piece back.
If the move was a capture the LCD will now display the colour symbol for the captured piece,
the square that had been occupied by that piece (flashing), and 1 if the captured piece was a man
or 2 if it was a king. Now press the square where the capture was made, and replace the captured
piece on the board.
If the move taken back was a multiple capture, the computer will lead you through all the stages
of the capture sequence. It will direct you first to move the capturing man back, then to replace
each captured piece. At each stage you must press the square that is "flashing" on the LCD.
If you take back a move which "crowned" a piece, the computer will begin by flashing the "to"
square, together with "1". This reminds you to replace your king with an ordinary man; press
down on the square as you do so.
After taking back a move, you have these options:
• You may carry on the game by making a move in place of the one retracted. (You could also
press MOVE />> to make the computer do so; see section 41.)
• You may press
TAKE BACK again, and retract one more move (i.e. the previous move
for the other side) in the same way as before.
45
SOUNDS
Normally, when you press a correct square or key, the computer "beeps", whereas a wrong
press is followed by the "error" buzz.
If you prefer to play without these sounds, press the
key (so that ALt appears on the
display), then press the KNIGHT key which is also labelled SOUND. When you want to
switch the sound on again, repeat the same pair of key-presses (you will then hear a double
beep).
When the sound is off, the LCD will display "?" in all cases where it would normally give its
error buzz. A press on any key or square clears the "?" from the display and allows you to
correct the error.
Instruction manual ORION 2000 • Page 66
46
SWITCHING OFF AND SAVING THE GAME
If a game in progress has to be interrupted, the computer can be switched off (with the ON/OFF
key) when it is your turn to move; it will then retain the game position in its memory while using
a minimum amount of current.
You may even put away the checkers pieces, since you can afterwards find out where they
should be by using the KING and PAWN keys as described in section 43. Alternatively you can
write down the locations of the pieces when you interrupt the game.
When you switch on again, the situation will be wholly unchanged, and the game can be
resumed as before.
47
CHECKERS TEACHING
If you are learning checkers you may find it easier to play from a simplified starting position.
To do this you use a slightly different procedure when beginning a new game.
Press the START key, and the display shows:
Press the KING key (to confirm that you want to play checkers), and the display shows:
Up to here this procedure is the same as when starting a new game of checkers with all the
men on the board. Now, re-press the KING key. You will find that successive presses on this
key produce the following displays, in rotation:
CGb
CGC
CGd
CGE
CGA
CGb
If you press any other key or square while "CGb " is displayed, the computer is ready to play
a game with 4 men on each side: black men on a3, c3, e3 and g3, white men on b6, d6, f6 and
h6.
Instruction manual ORION 2000 • Page 67
If you start from this position you will learn how to force a man through the enemy defences
and make it into a king.
Alternatively if you display "CGC " and press any square or key other than KING, the
computer is ready to play with black men on b2, d2, f2 and h2, and white men on a7, c7, e7
and g7.
If you start from this position you will get more practice at forcing a man through the enemy
defences. But this is a harder starting position than the previous one because both sides have
more attacking and defensive possibilities.
Another option is to bring "CGd " onto the display and then press any square or key other
than KING. The game will then begin with black men on a1, c1, e1 and g1, and white men on
b8, d8, f8 and h8.
Starting from this position helps you to learn the best way to protect your back row and to
prevent your opponent from forcing his way through to make a king.
Finally, if you press any square or key other than KING when the display shows "CGE ", the
computer is ready to play with two black kings on a1 and h8 versus one white king on d4.
Instruction manual ORION 2000 • Page 68
Starting from this position gives you practice in winning with two kings against one. If you
select this option the computer automatically sets itself to level 15, so that it can offer the
strongest resistance.
When you want to begin a game of checkers under normal conditions (or a game of chess),
follow the normal procedure as in section 40 (or 14).
Instruction manual ORION 2000 • Page 69
48
TROUBLE SHOOTING GUIDE
Your computer has been manufactured and tested to very high quality standards and it is most
unlikely to have a fault. We have found in the past that almost all so-called "faults" can be traced
to the user accidentally pressing a wrong key or moving a piece to the wrong square, which
makes it appear later in the game that the computer is not operating as expected.
THE MOST COMMON "FAULT" TO BE FOUND WITH CHESS AND CHECKERS
COMPUTERS IS THAT THE USER HAS DONE SOMETHING WRONG AND, WITHOUT
REALIZING IT, PUTS THE BLAME ON THE COMPUTER!
Often a "fault" is due to the user having misunderstood something about the way the pieces
move. You may wish to consult the section "Learn Chess" or "Learn Checkers".
Just in case you do encounter a problem when using your computer, we have prepared this
troubleshooting guide.
THE DISPLAY SHOWS NOTHING
If there is nothing showing on the display and the computer does not react to any key press or to
pressing any of the pieces down on its square:
1
If you are using batteries make sure that they are held firmly by the battery clips and that
the positive tips of the batteries are all the right way round.
If you have had the batteries a long time they may have run down so try replacing them.
2
If the batteries appear to be OK the computer may have been affected by a static
discharge which might have caused it to "lock up". Press a thin object in the "RESET"
hole in the base of the computer and press it down firmly once.
THE COMPUTER REFUSES TO MAKE A MOVE
If the computer has been playing normally but then refuses to make a move:
1
If the computer's colour symbol (o or n) is flashing then the computer is still thinking.
Be patient if you can, or press the MOVE />> key and the computer will respond
immediately with the best move it has found so far.
2
If your colour symbol (o or n) is on, the computer thinks that you have not made your
last move. Make sure that the pieces on the board are on the same squares as those in the
computer's internal memory. You can do this by using the "piece type" keys (see section
17 for chess, or section 43 for checkers). If the pieces all appear to be on the same
squares as the computer thinks they should be, this means that it is still your turn to
move.
Instruction manual ORION 2000 • Page 70
THE COMPUTER REFUSES TO ACCEPT YOUR MOVE
If you make a move but the computer refuses to accept it as a move:
1
Make sure that you have completed your move by pressing down on the "to" square.
2
In Chess:
2a
If you are playing chess and your move was castling, make sure that you have moved the
rook as well as your king (see section 11).
2b
If the move was an en passant capture, make sure that you have moved the capturing pawn
in the correct way and that you also pressed down on the square of the captured pawn
before you removed it from the chess board (see section 11).
2c
If your move was a pawn promotion, make sure that you completed it by pressing the
appropriate "piece type" key and then pressing down a second time on the "to" square
with the newly promoted piece (see section 11).
2d
If the check symbol + is on, the computer's last move has put you in check. Make sure
that your reply move does not leave you in check.
2e
If the check symbol is not on, look to see if your move puts your king in check, either by
moving the king to a square attacked by an enemy piece or by moving something away
from a square where it blocked an attack on your king by an enemy piece.
2f
If the # symbol (but not
) is displayed on the LCD, the computer is in "set-up
position" mode. You may have gone into this mode deliberately and not left the mode,
or you may have pressed the POSITION key by accident. Try re-pressing this same
key. If the LCD then shows "??", this means you have altered the position in such a
way as to make it illegal. Section 24 explains how you can continue.
2g
If the symbols # and
are displayed together, the computer is in "World Champion
games" mode. You may need to complete a pair of moves for White and Black before
pressing START to exit from this mode. For details, see section 27.
3
In Checkers:
3a
If you are playing checkers and your move was a capture, make sure that you have
removed the captured piece by pressing it down on its square before taking it off the
board (see sections 30 and 38).
3b
If your move crowned a king, make sure that you pressed down on the promotion square
with the newly promoted piece (see sections 30 and 38).
Do You Know the Rules?
1
Make sure that your move was not against any of the rules of the game. If in doubt read
through the parts of section 2 ("Learn Chess") or section 30 ("Learn Checkers") which
could affect whether your last move is against the rules.
Instruction manual ORION 2000 • Page 71
IF YOU THINK THE COMPUTER IS CHEATING
If the computer makes a move which you believe to be against the rules:
1
Make sure that the pieces on the board are on the same squares as those in the computer's
internal memory. You can do this by using the "piece type" keys (see section 17 for
chess, or section 43 for checkers). If the pieces all appear to be on the same squares as
the computer thinks they should be, this means that nothing is wrong but that you have
probably misunderstood one of the rules (so read section 2 again for chess -- particularly
if the computer's move was a castling move, a pawn promotion or an en passant capture -or section 30 for checkers).
2
Press the MOVE />> key to see if the computer makes a normal reply move. If it does
you will know that the computer is working properly. Then you can use the "take back"
feature (see section 12 for chess, or section 44 for checkers) and make a move of your
own choosing to continue the game.
THERE IS NO SOUND
If you do not hear any sound when you press the keys:
Press the
key (so that Alt appears on the display), then press the SOUND key (which is
also marked by the KNIGHT symbol) to ensure that the sounds are switched on.
RESET SWITCH
This product is not designed to immune from the effects of electrostatic discharge, strong
electromagnetic radiation or other electrical disturbances since malfunction under such
conditions is non-critical. The reset switch is included in the design to allow the unit to be
reset to normal operation and a new game started in the event of malfunction.
Instruction manual ORION 2000 • Page 72
49
APPENDIX TO WORLD CHAMPION GAMES
The following lists give the players of each game and the place or event in which it took
place.
Abbreviations:
ch
cf
cqf
csf
ct
izt
Jch
mem
ol
op
simul (sim)
Tch
Wch
WCup
Championship
Candidates Final
Candidates Quarter-final
Candidates Semi-final
Candidates Tournament
Interzonal Tournament
Junior Championship
Memorial
Olympiad
Open
Simultaneous Display
Team Championship
World Championship
World Cup
Games by Karpov:
1 K - Vujakovic, 1968 USSR-JUG
2 Vujakovic - K, 1968 USSR-JUG
3 K - Vujakovic, 1968 USSR-JUG
4 Cihelashvili - K, 1968 USSR Tch
5 K - Piesina, 1968 USSR Tch
6 Kirpichnikov - K, 1968 USSR Tch
7 Reimann - K, 1968 USSR Tch
8 Vaganian - K, 1969 USSR U18 Jch
9 Barcza - K, 1970 Caracas
10 Slujssar - K, 1970 Caracas
11 K - Villarroel, 1970 Caracas
12 Yepez - K, 1970 Caracas
13 K - Caro, 1970 Caracas
14 Doroshkevich - K, 1970 USSR ch
15 K - Mecking, 1971 Hastings
16 Keene - K, 1971 Hastings
17 K - Kurajica, 1971 Hastings
18 K - Hort, 1971 Moscow
19 K - Savon, 1971 Moscow
20 Korchnoi - K, 1971 Moscow
21 Lengyel - K, 1971 Moscow
22 K - Tseitlin, 1971 USSR ch
23 K - Campos Lopez, 1972 San Antonio
24 Alvarez - K, 1972 Skopje ol
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
Bisguier - K, 1972 Skopje ol
K - Cobo Arteaga, 1972 Skopje ol
K - Enevoldsen, 1972 Skopje ol
K - Pedersen, 1972 Skopje ol
K - Uddenfeldt, 1972 Skopje ol
K - Ungureanu, 1972 Skopje ol
Saren - K, 1972 Skopje ol
Sznapik - K, 1972 Skopje ol
Stein - K, 1972 USSR Tch
K - Markland, 1972 U26 Wch
K - Whiteley, 1973 EU-Tch
Tukmakov - K, 1973 Leningrad izt
K - Torre, 1973 Leningrad izt
Calvo Minguez - K, 1973 Madrid
Planinc - K, 1973 Madrid
Taimanov - K, 1973 Moscow
K - Spassky, 1973 Moscow
Korchnoi - K, 1973 USSR ch
K - Spassky, 1974 Leningrad csf
K - Spassky, 1974 Leningrad csf
K - Korchnoi, 1974 Moscow cf
K - Korchnoi, 1974 Moscow cf
Korchnoi - K, 1974 Moscow cf
K - Mallah, 1974 Nice ol
Instruction manual ORION 2000 • Page 73
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50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
K - Westerinen, 1974 Nice ol
Salm - K, 1974 Nice ol
Williams - K, 1974 Nice ol
Zalim - K, 1974 Nice ol
K - Unzicker, 1975 Milano
K - Portisch, 1975 Portoroz
K - Barle, 1975 Portoroz
K - Garcia Martinez, 1975 Portoroz
Musil - K, 1975 Portoroz
K - Mariotti, 1975 Portoroz
Jancev - K, 1976 Skopje
Tarjan - K, 1976 Skopje
Fraguela Gil - K, 1976 Montilla
Grigorian - K, 1976 USSR ch
K - Tseshkovsky, 1976 USSR ch
Hug - K, 1977 BBC TV Master Game
Gerusel - K, 1977 Bad Lauterberg
K - Wockenfuss, 1977 Bad Lauterberg
Torre - K, 1977 Bad Lauterberg
Portisch - K, 1977 EU-Tch
Browne - K, 1977 Las Palmas
Garcia Padron - K, 1977 Las Palmas
K - Pomar, 1977 Las Palmas
K - Miles, 1977 Las Palmas
K - Martin Gonzalez, 1977 Las Palmas
K - Cabrera, 1977 Las Palmas
Tatai - K, 1977 Las Palmas
Garcia Gonzales - K, 1977 Leningrad
K - Kuzmin, 1977 Leningrad
K - Smejkal, 1977 Leningrad
K - Miles, 1977 Tilburg
Olafsson - K, 1977 Tilburg
K - Hort, 1978 Bugojno
Portisch - K, 1978 Bugojno
K - Korchnoi, 1978 Wch
Korchnoi - K, 1978 Wch
Korchnoi - K, 1978 Wch
K - Lutikov, 1979 USSR Spartakiad
Kavalek - K, 1979 Montreal
Timman - K, 1979 Montreal
Spassky - K, 1979 Montreal
Sosonko - K, 1979 Waddinxveen
K - Sosonko, 1979 Tilburg
K - Hübner, 1980 Bad Kissingen
Unzicker - K, 1980 Bad Kissingen
K - Tal, 1980 Bugojno
K - Hort, 1980 IBM
K - Ribli, 1980 IBM
K - Van der Wiel, 1980 IBM
Larsen - K, 1980 IBM
K - Spassky, 1980 Tilburg
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
Ribli - K, 1980 Tilburg
Timman - K, 1980 Tilburg
Giardelli - K, 1980 Buenos Aires
K - Alburt, 1980 Malta ol
Olafsson - K, 1980 Malta ol
Garcia Gonzales - K, 1981 Linares
Portisch - K, 1981 Linares
K - Belyavsky, 1981 Moscow
K - Geller, 1981 Moscow
K - Smyslov, 1981 Moscow
K - Timman, 1981 Moscow
K - Ljubojevic, 1981 Amsterdam
Langeweg - K, 1981 Amsterdam
K - Romanishin, 1981 Moscow
Korchnoi - K, 1981 Wch
Korchnoi - K, 1981 Wch
K - Larsen, 1982 Mar del Plata
Spassky - K, 1982 Phillips & Drew
K - Ljubojevic, 1982 Turin
K - Spassky, 1982 Hamburg
Seirawan - K, 1982 Hamburg
Bouaziz - K, 1982 Hamburg
K - Nunn, 1982 Tilburg
K - Portisch, 1982 Lucerne ol
K - Geller, 1983 USSR ch
Mortensen - K, 1983 Plovdiv
K - Pfleger, 1983 Hannover
K - Chen De, 1983 Hannover
Lobron - K, 1983 Hannover
K - Torre, 1983 Hannover
Glienke - K, 1983 Hannover
Bastian - K, 1983 Hannover
Qi Jingxuan - K, 1983 Hannover
Chandler - K, 1983 Bath
K - Browne, 1983 Bath
K - Rogers, 1983 Bath
K - Miles, 1984 London
Speelman - K, 1984 London
Timman - K, 1984 London
K - Kasparov, 1984 Wch
Sunye Neto - K, 1985 OHRA
Nunn - K, 1985 OHRA
Kasparov - K, 1985 Wch
Jadoul - K, 1986 SWIFT
K - Ljubojevic, 1986 SWIFT
Winants - K, 1986 SWIFT
K - Spassky, 1986 Bugojno
K - Kasparov, 1986 Wch
K - Kasparov, 1986 Wch
Korchnoi - K, 1986 Tilburg
Haik - K, 1986 Dubai ol
Instruction manual ORION 2000 • Page 74
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152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
Braga - K, 1986 Dubai ol
K - Sznapik, 1986 Dubai ol
Sokolov - K, 1987 Linares cf
K - Sosonko, 1987 Brussels blitz
Ljubojevic - K, 1987 Brussels blitz
Timman - K, 1987 Brussels blitz
Kasparov - K, 1987 Wch
Kasparov - K, 1987 Wch
Shirazi - K, 1988 bllitz Wch
Shirazi - K, 1988 blitz Wch
K - Börtschi, 1988 Zürich sim
K - Blank, 1988 Zürich sim
K - Gallati, 1988 Zürich sim
K - Glauser, 1988 Zürich sim
K - Gloor, 1988 Zürich sim
K - Leuppi, 1988 Zürich sim
K - Liardet, 1988 Zürich sim
K - Ludin, 1988 Zürich sim
K - Marty, 1988 Zürich sim
K - Rottmann, 1988 Zürich sim
K - Schmidhauser, 1988 Zürich sim
K - Tarnutzer, 1988 Zürich sim
K - Von Allmen, 1988 Zürich sim
K - Vucenovic, 1988 Zürich sim
K - Wilhelm, 1988 Zürich sim
K - Van der Wiel, 1988 Wijk aan Zee
Winants - K, 1988 Brussels WCup
Van der Wiel - K, 1988 Optiebeurs
Nogueiras - K, 1988 Belfort WCup
Spassky - K, 1988 Belfort WCup
K - Malaniuk, 1988 USSR ch
Timman - K, 1988 Tilburg
Speelman - K, 1988 Thessaloniki ol
K - Hansen, 1988 Thessaloniki ol
Dzhindzhikhashvili - K, 1988 Mazatlan
Ehlvest - K, 1988 Mazatlan
K - Ehlvest, 1988 Mazatlan
Belyavsky - K, 1989 Linares
Hjartarson - K, 1989 Linares
Hjartarson - K, 1989 Seattle cqf
K - Timman, 1989 Rotterdam WCup
Seirawan - K, 1989 Rotterdam WCup
Timman - K, 1990 Kuala Lumpur cf
K - Andersson, 1990 Haninge
Hellers - K, 1990 Haninge
K - Hector, 1990 Haninge
K - Polugayevsky, 1990 Biel
De Firmiann - K, 1990 Biel
K - Kasparov, 1990 Wch
K - Timman, 1991 Euwe mem
K - Anand, 1991 Brussels cqf
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
K - Khalifman, 1991 Reykjavik WCup
Gulko - K, 1991 Reykjavik WCup
K - Andersson, 1991 Reykjavik WCup
Bareyev - K, 1991 Tilburg
Korchnoi - K, 1991 Tilburg
K - Dyson, 1992 St Martin simul
K - Stöbing, 1992 St Martin simul
Belyavsky - K, 1992 Linares
Ivanchuk - K, 1992 Roquebrune
K - Larsen, 1992 Roquebrune
Polugayevsky - K, 1992 Roquebrune
K - Polugayevsky, 1992 Roquebrune
Speelman - K, 1992 Roquebrune
San Segundo - K, 1992 Madrid
Granda Zuniga - K, 1992 Madrid
Romero Holmes - K, 1992 Madrid
Shirov - K, 1992 Biel
K - Miles, 1992 Biel
K - Shirov, 1992 Biel
Ivanov - K, 1992 Moscow rapid
K - Krasenkov, 1992 Moscow rapid
Morozevich - K, 1992 Moscow rapid
Savon - K, 1992 Moscow rapid
Yakovich - K, 1992 Moscow rapid
K - Gulko, 1992 Moscow rapid
K - Ivanov, 1992 Moscow rapid
K - Kindermann, 1992 Baden Baden
K - Lobron, 1992 Baden Baden
Hertneck - K, 1992 Baden Baden
Wahls - K, 1992 Baden Baden
Bareyev - K, 1993 Moscow blitz
Goldin - K, 1993 Moscow blitz
Ivanchuk - K, 1993 Moscow blitz
K - Budnikov, 1993 Moscow blitz
K - Ivanovic, 1993 Moscow blitz
K - Timman, 1993 Moscow blitz
Sherbakov - K, 1993 Moscow blitz
Shirov - K, 1993 Moscow blitz
K - Salov, 1993 Linares
Ljubojevic - K, 1993 Linares
Yusupov - K, 1993 Linares
Seirawan - K, 1993 Monaco
Izeta Txabarri - K, 1993 Dos Hermanas
K - Fernandez, 1993 Dos Hermanas
Magem Badais - K, 1993 Dos Hermanas
Sion Castro - K, 1993 Leon
K - Timman, 1993 FIDE-Wch
Timman - K, 1993 FIDE-Wch
Vyzmanavin - K, 1993 Tilburg rapid
K - Ekström, 1993 EUCup
K - Bacrot, 1994 Disney rapid sim
Instruction manual ORION 2000 • Page 75
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254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
K - De Vreugt, 1994 Disney rapid sim
K - Ismailova, 1994 Disney rapid sim
K - Olafsson, 1994 Reykjavik rapid
Morovic - K, 1994 Las Palmas
Ivanchuk - K, 1994 Linares
K - Polgar, 1994 Linares
K - Belyavsky, 1994 Linares
Polgar - K, 1994 Monaco Amber blind
K - Korchnoi, 1994 Monaco Amber blind
Morovic - K, 1994 Dos Hermanas
Shirov - K, 1994 Las Palmas
K - Polgar, 1994 Las Palmas
Adams - K, 1994 Las Palmas
K - Georgiev, 1994 Tilburg
K - Kurajica, 1994 Tilburg
K - Hickl, 1995 Hofmann Cup
Gavrikov - K, 1995 Hofmann Cup
De Gremont - K, 1995 San Giorgio sim
Efimov - K, 1995 San Giorgio sim
Gelfand - K, 1995 Sanghi Nagar
Lautier - K, 1995 Linares
K - Nunn, 1995 Monaco rapid
Shirov - K, 1995 Monaco rapid
Lautier - K, 1995 Dos Hermanas
Shirov - K, 1995 Dos Hermanas
Lobron - K, 1995 Dortmund
Wojtkiewicz - K, 1996 Chess.net blitz
K - Kaidanov, 1996 Chess.net blitz
The World - K, 1996 Internet
Kamsky - K, 1996 FIDE-Wch
Onischuk - K, 1996 Biel
Portisch - K, 1996 Biel
K - Romanishin, 1996 Biel
K - Leko, 1996 Tilburg Fontys
Hracek - K, 1996 EU-ch rapid
Van Wely - K, 1996 EU-ch rapid
K - Kotronias, 1997 Hellas rapid
K - Dwyer, 1997 Koszalin sim
291 K - Grigorian, 1997 Koszalin sim
292 K - Kolosowski, 1997 Koszalin sim
293 K - Krysztofiak, 1997 Koszalin sim
294 K - Maliszewski, 1997 Koszalin sim
295 K - Oliwa, 1997 Koszalin sim
296 K - Piescikowski, 1997 Koszalin sim
297 K - Stoma, 1997 Koszalin sim
298 K - Wasilewski, 1997 Koszalin sim
299 Martos - K, 1997 Villarrobledo rapid
300 Timman - K, 1997 Villarrobledo rapid
301 K - Lobron, 1997 Walldorf rapid
302 Lobron - K, 1997 Walldorf rapid
303 K - Shirov, 1997 Dos Hermanas
304 Short - K, 1997 Dos Hermanas
305 K - Andersson, 1997 Amber-blind
306 K - Van Wely, 1997 Amber-blind
307 Lobron - K, 1997 Chess Classic
308 Pelletier - K, 1997 Credit Suisse
309 K - Milov, 1997 Credit Suisse
310 K - Berlandier, 1998 Internet sim
311 K - Boucher, 1998 Internet sim
312 K - Cernousek, 1998 Internet sim
313 K - Havrdova, 1998 Internet sim
314 K - Misecka, 1998 Internet sim
315 K - Kwartler, 1998 US Amateur East
316 Slepian - K, 1998 US Amateur East
317 Giardelli - K, 1998 US Amateur East
318 K - McCarthy, 1998 US Amateur East
319 Anand - K, 1998 FIDE-Wch k.o. f 25'
320 K - Polgar, 1998 Hoogovens
321 Van der Sterren - K, 1998 Hoogovens
322 Piket - K, 1998 Hoogovens blitz
323 K - Topalov, 1998 Hoogovens blitz
324 K - Kramnik, 1998 Amber rapid
325 K - Xu Jun, 1998 Beijing
326 Wang Zili - K, 1998 Beijing
327 Ye Jiangchuan - K, 1998 Beijing
Games by Fischer:
1
2
3
4
5
6
7
8
9
10
11
Thomason - F, 1955 USA Jch
Bernstein - F, 1956 CAN op
F - Sharp, 1956 CAN op
Grossguth - F, 1956 USA Jch
F - Lapiken, 1956 USA op
Ruth - F, 1956 USA op
Goldhamer - F, 1956 Washington
F - Saidy, 1957 East Orange
F - Sherwin, 1957 East Orange
Buerger - F, 1957 Milwaukee
F - Donnelly, 1957 Milwaukee
12
13
14
15
16
17
18
19
20
21
22
F - Fauber, 1957 Milwaukee
F - Weinberger, 1957 Milwaukee
Gardner - F, 1957 Milwaukee
Surgies - F, 1957 Milwaukee
F - Seidman, 1957 New York
F - Cardoso, 1957 New York
Cardoso - F, 1957 New York
F - Cardoso, 1957 New York
F - Sherwin, 1957 USA ch
Kramer - F, 1957 USA ch
F - Mednis, 1957 USA ch
Instruction manual ORION 2000 • Page 76
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24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
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53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
Bredoff - F, 1957 USA Jch
F - Haines, 1957 USA Jch
F - Sholomson, 1957 USA Jch
F - Walker, 1957 USA Jch
Hill - F, 1957 USA Jch
Schoene - F, 1957 USA Jch
Thacker - F, 1957 USA Jch
F - Addison, 1957 USA op
F - Rinaldo, 1957 USA op
F - Stephans, 1957 USA op
Garais - F, 1957 USA op
Hurttlen - F, 1957 West Orange
Fuster - F, 1958 Portoroz izt
F - Larsen, 1958 Portoroz izt
Sanguineti - F, 1958 Portoroz izt
De Greiff - F, 1958 Portoroz izt
Mednis - F, 1958 USA ch
F - Gligoric, 1959 ct
F - Benko, 1959 ct
Keres - F, 1959 ct
F - Rossetto, 1959 Mar del Plata
Wexler - F, 1959 Mar del Plata
F - Stekel Grunberg, 1959 Santiago
F - Letelier, 1959 Santiago
F - Pilnik, 1959 Santiago
Ader Hausman - F, 1959 Santiago
F - Ault, 1959 USA ch
F - Seidman, 1959 USA ch
F - Bernstein, 1959 USA ch
Dueckstein - F, 1959 Zürich
F - Kupper, 1959 Zürich
F - Darga, 1960 FRG-USA
F - Gadia, 1960 Mar del Plata
Saadi - F, 1960 Mar del Plata
Bazan - F, 1960 Mar del Plata
F - Bielicki, 1960 Mar del Plata
F - Alvarez, 1960 Mar del Plata
Letelier - F, 1960 Mar del Plata
F - Marini, 1960 Mar del Plata
Gudmundsson - F, 1960 Reykjavik
F - Weinstein, 1960 USA ch
F - Berliner, 1960 USA ch
F - Seidman, 1960 USA ch
F - Bobotsov, 1960 Leipzig ol
Szabo - F, 1960 Leipzig ol
F - Euwe, 1960 Leipzig ol
Letelier - F, 1960 Leipzig ol
F - Tal, 1961 Bled
F - Olafsson, 1961 Bled
F - Geller, 1961 Bled
Bisguier - F, 1961 Bled
74 F - Bertok, 1961 Bled
75 Portisch - F, 1961 Bled
76 F - Petrosian, 1961 Bled
77 F - Reshevsky, 1961 New York/LA
78 Larsen - F, 1962 Copenhagen
79 F - Filip, 1962 Curacao ct
80 F - Keres, 1962 Curacao ct
81 F - Benko, 1962 Curacao ct
82 Korchnoi - F, 1962 Curacao ct
83 F - Benko, 1962 Curacao ct
84 F - Geller, 1962 Curacao ct
85 Sliwa - F, 1962 POL-USA
86 Aaron - F, 1962 Stockholm izt
87 Bilek - F, 1962 Stockholm izt
88 F - Schweber, 1962 Stockholm izt
89 F - German, 1962 Stockholm izt
90 Cuellar - F, 1962 Stockholm izt
91 F - Olafsson, 1962 Stockholm izt
92 F - Korchnoi, 1962 Stockholm izt
93 F - Bolbochan, 1962 Stockholm izt
94 Bertok - F, 1962 Stockholm izt
95 F - Berliner, 1962 USA ch
96 F - Addison, 1962 USA ch
97 Steinmeyer - F, 1962 USA ch
98 F - Sherwin, 1962 USA ch
99 F - Bisguier, 1962 USA ch
100 F - Purevzhav, 1962 Varna ol
101 F - Najdorf, 1962 Varna ol
102 Blau - F, 1962 Varna ol
103 F - Aloni, 1962 Varna ol
104 F - Robatsch, 1962 Varna ol
105 F - Ciocaltea, 1962 Varna ol
106 Rivera - F, 1962 Varna ol
107 Unzicker - F, 1962 Varna ol
108 Bisguier - F, 1963 Bay City
109 F - Byrne, 1963 Bay City
110 F - Fuller, 1963 Bay City
111 F - Leopoldi, 1963 Bay City
112 Reinhard - F, 1963 Bay City
113 Fine - F, 1963 Manhattan blitz
114 F - Reuben, 1963 Manhattan blitz
115 F - Fine, 1963 New York
116 F - Beach, 1963 Poughskeepie
117 F - Bisguier, 1963 Poughskeepie
118 Greenwald - F, 1963 Poughskeepie
119 Oster - F, 1963 Poughskeepie
120 Richman - F, 1963 Poughskeepie
121 F - Evans, 1963 USA ch
122 Byrne - F, 1963 USA ch
123 F - Bisguier, 1963 USA ch
124 Reshevsky - F, 1963 USA ch
Instruction manual ORION 2000 • Page 77
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126
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128
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130
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136
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175
F - Steinmeyer, 1963 USA ch
Addison - F, 1963 USA ch
F - Weinstein, 1963 USA ch
Byrne - F, 1963 USA ch
F - Benko, 1963 USA ch
F - Sandrin, 1964 Chicago sim
F - Fajkus, 1964 Cicero sim
F - Goranson, 1964 Cicero sim
F - Kral, 1964 Cicero sim
F - Kumro, 1964 Cicero sim
F - Nyman, 1964 Cicero sim
F - Sandrin, 1964 Cicero sim
F - Sillars, 1964 Cicero sim
F - Ellison, 1964 Cleveland sim
F - Gloger, 1964 Cleveland sim
F - Ina, 1964 Cleveland sim
F - Kuberczyk, 1964 Cleveland sim
F - Mobley, 1964 Cleveland sim
F - Blackstone, 1964 Davis sim
F - Celle, 1964 Davis sim
F - Hoppe, 1964 Davis sim
F - Janushkovsky, 1964 Davis sim
F - Osbun, 1964 Davis sim
F - Rubin, 1964 Davis sim
F - Shifrine, 1964 Davis sim
F - Von Oettingen, 1964 Davis sim
F - Wilkerson, 1964 Davis sim
F - NN, 1964 Montreal sim
F - McDermott, 1964 New York sim
F - Terrone, 1964 New York sim
Lehmann - F, 1965 Capablanca mem
F - Smyslov, 1965 Capablanca mem
Tringov - F, 1965 Capablanca mem
F - Szabo, 1965 Capablanca mem
Robatsch - F, 1965 Capablanca mem
F - Bilek, 1965 Capablanca mem
F - Cobo Arteaga, 1965 Capablanca mem
F - Donner, 1965 Capablanca mem
Doda - F, 1965 Capablanca mem
F - Perez, 1965 Capablanca mem
Pietzsch - F, 1965 Capablanca mem
F - Martinez, 1965 New York sim
F - Suttles, 1965 USA ch
F - Benko, 1965 USA ch
Bisguier - F, 1965 USA ch
Saidy - F, 1965 USA ch
F - Rossolimo, 1965 USA ch
Burger - F, 1965 USA ch
Ivkov - F, 1966 Santa Monica
F - Reshevsky, 1966 Santa Monica
Portisch - F, 1966 Santa Monica
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F - Ivkov, 1966 Santa Monica
Donner - F, 1966 Santa Monica
Larsen - F, 1966 Santa Monica
F - Najdorf, 1966 Santa Monica
Benko - F, 1966 USA ch
F - Saidy, 1966 USA ch
Byrne - F, 1966 USA ch
F - Zuckerman, 1966 USA ch
F - Reshevsky, 1966 USA ch
Pomar - F, 1966 Havana ol
F - Olafsson, 1966 Havana ol
F - Portisch, 1966 Havana ol
Johannessen - F, 1966 Havana ol
F - Gligoric, 1966 Havana ol
F - Minev, 1966 Havana ol
Pachman - F, 1966 Havana ol
F - Jimenez, 1966 Havana ol
Yepez - F, 1966 Havana ol
F - Durao, 1966 Havana ol
F - Bednarski, 1966 Havana ol
Garcia - F, 1966 Havana ol
F - Johannessen, 1966 Havana ol
F - Pascual, 1967 Davoa sim
Bandal - F, 1967 Meralco
F - Badilles, 1967 Meralco
F - Lontoc, 1967 Meralco
F - Naranja, 1967 Meralco
F - Rodriguez, 1967 Meralco
F - Vister, 1967 Meralco
Reyes - F, 1967 Meralco
F - Forintos, 1967 Monte Carlo
Mazzoni - F, 1967 Monte Carlo
F - Bergraser, 1967 Monte Carlo
Damjanovic - F, 1967 Skopje
F - Dely, 1967 Skopje
F - Panov, 1967 Skopje
Maric - F, 1967 Skopje
Danov - F, 1967 Skopje
F - Matulovic, 1967 Skopje
Nicevski - F, 1967 Skopje
F - Soos, 1967 Skopje
Kholmov - F, 1967 Skopje
F - Sofrevski, 1967 Skopje
F - Barczay, 1967 Sousse izt
F - Miagmasuren, 1967 Sousse izt
Cuellar - F, 1967 Sousse izt
F - Sarapu, 1967 Sousse izt
F - Reshevsky, 1967 Sousse izt
Byrne - F, 1967 Sousse izt
F - Anastassopulos, 1968 Athens sim
F - Ornithopoulos, 1968 Athens sim
Instruction manual ORION 2000 • Page 78
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Kokkoris - F, 1968 Athens sim
Vizantiadis - F, 1968 Athens sim
F - Hamann, 1968 Netanya
F - Czerniak, 1968 Netanya
Troianescu - F, 1968 Netanya
F - Kagan, 1968 Netanya
F - Ree, 1968 Netanya
Bernstein - F, 1968 Netanya
F - Domnitz, 1968 Netanya
Ciocaltea - F, 1968 Netanya
F - Geller, 1968 Netanya
Aloni - F, 1968 Netanya
F - Wade, 1968 Vinkovci
F - Jovanovac, 1968 Vinkovci
Matulovic - F, 1968 Vinkovci
F - Minic, 1968 Vinkovci
Matov - F, 1968 Vinkovci
F - Matanovic, 1968 Vinkovci
Nikolic - F, 1968 Vinkovci
Bertok - F, 1968 Vinkovci
Saidy - F, 1969 USA ch
F - Petrosian, 1970 Belgrade
F - Tukmakov, 1970 Buenos Aires
F - Gheorghiu, 1970 Buenos Aires
F - Schweber, 1970 Buenos Aires
Quinteros - F, 1970 Buenos Aires
F - O'Kelly, 1970 Buenos Aires
F - Panno, 1970 Buenos Aires
Agdamus - F, 1970 Buenos Aires
F - Rossetto, 1970 Buenos Aires
Szabo - F, 1970 Buenos Aires
F - Bisguier, 1970 Buenos Aires
F - Rubinetti, 1970 Buenos Aires
F - Garcia, 1970 Buenos Aires
Bronstein - F, 1970 Herceg Novi blitz
F - Ivkov, 1970 Herceg Novi blitz
F - Matulovic, 1970 Herceg Novi blitz
F - Petrosian, 1970 Herceg Novi blitz
F - Tal, 1970 Herceg Novi blitz
F - Uhlmann, 1970 Herceg Novi blitz
Hort - F, 1970 Herceg Novi blitz
Ivkov - F, 1970 Herceg Novi blitz
Korchnoi - F, 1970 Herceg Novi blitz
Matulovic - F, 1970 Herceg Novi blitz
Ostojic - F, 1970 Herceg Novi blitz
Petrosian - F, 1970 Herceg Novi blitz
Smyslov - F, 1970 Herceg Novi blitz
Smyslov - F, 1970 Palma izt
F - Addison, 1970 Palma izt
F - Filip, 1970 Palma izt
Reshevsky - F, 1970 Palma izt
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F - Ivkov, 1970 Palma izt
Minic - F, 1970 Palma izt
F - Rubinetti, 1970 Palma izt
Uhlmann - F, 1970 Palma izt
F - Mecking, 1970 Palma izt
Gligoric - F, 1970 Palma izt
F - Nicevski, 1970 Rovinj/Zagreb
Minic - F, 1970 Rovinj/Zagreb
F - Marovic, 1970 Rovinj/Zagreb
F - Uhlmann, 1970 Rovinj/Zagreb
Ghitescu - F, 1970 Rovinj/Zagreb
F - Gligoric, 1970 Rovinj/Zagreb
Kurajica - F, 1970 Rovinj/Zagreb
F - Udovcic, 1970 Rovinj/Zagreb
F - Bertok, 1970 Rovinj/Zagreb
Miyasaki - F, 1970 Siegen ol
F - Camara, 1970 Siegen ol
F - Hook, 1970 Siegen ol
F - Ibrahimoglu, 1970 Siegen ol
F - Petrosian, 1971 Buenos Aires cf
F - Petrosian, 1971 Buenos Aires cf
Petrosian - F, 1971 Buenos Aires cf
F - Larsen, 1971 Denver csf
Larsen - F, 1971 Denver csf
Larsen - F, 1971 Denver csf
Brandts - F, 1971 Manhattan blitz
F - Brandts, 1971 Manhattan blitz
F - Byrne, 1971 Manhattan blitz
F - Feuerstein, 1971 Manhattan blitz
F - Kramer, 1971 Manhattan blitz
F - Mednis, 1971 Manhattan blitz
F - Shipman, 1971 Manhattan blitz
F - Soltis, 1971 Manhattan blitz
Gore - F, 1971 Manhattan blitz
Kevitz - F, 1971 Manhattan blitz
Mednis - F, 1971 Manhattan blitz
Taimanov - F, 1971 Vancouver cqf
Spassky - F, 1972 Wch
Spassky - F, 1972 Wch
F - Spassky, 1972 Wch
F - Spassky, 1972 Wch
Spassky - F, 1972 Wch
F - Greenblatt Prog., 1977 Cambridge
Greenblatt Prog. - F, 1977 Cambridge
Greenblatt Prog. - F, 1977 Cambridge
F - Spassky, 1992 St Stefan/Belgrade
F - Spassky, 1992 St Stefan/Belgrade
Spassky - F, 1992 St Stefan/Belgrade
F - Spassky, 1992 St Stefan/Belgrade
Spassky - F, 1992 St Stefan/Belgrade
Instruction manual ORION 2000 • Page 79
Games by Kasparov:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
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33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
K - Rogers, 1976 U16 Wch
K - Sendur, 1976 U16 Wch
Roos - K, 1976 U16 Wch
K - Lputian, 1978 USSR ch sf
K - Panchenko, 1978 USSR ch sf
Hernandez - K, 1979 Banja Luka
K - Marjanovic, 1979 Banja Luka
K - Marovic, 1979 Banja Luka
Knezevic - K, 1979 Banja Luka
Sibarevic - K, 1979 Banja Luka
K - Mnatsakanian, 1979 USSR Tch
Sveshnikov - K, 1979 USSR ch
K - Csom, 1980 Baku
Grigorian - K, 1980 Baku
K - Zaitsev, 1980 Baku
Garcia Martinez - K, 1980 Baku
K - Antoshin, 1980 Baku
Danailov - K, 1980 U18 Wch
K - Cuijpers, 1980 U18 Wch
K - Hjorth, 1980 U18 Wch
Tempone - K, 1980 U18 Wch
Webb - K, 1980 EU-ch
Spiridonov - K, 1980 EU-ch
K - Pribyl, 1980 EU-ch
Tempone - K, 1980 U18 Wch
Giardelli - K, 1980 Malta ol
K - Ligterink, 1980 Malta ol
K - Marjanovic, 1980 Malta ol
K - Natsis, 1980 Malta ol
K - Petursson, 1980 Malta ol
Belyavsky - K, 1981 Moscow
Geller - K, 1981 Moscow
K - Yurtayev, 1981 Moscow
Vaisser - K, 1981 Moscow
Smyslov - K, 1981 Moscow
K - Duer, 1981 U26 Wch
K - Fedorowicz, 1981 U26 Wch
K - Morrison, 1981 U26 Wch
Klaric - K, 1981 U26 Wch
Schüssler - K, 1981 U26 Wch
K - Andersson, 1981 Tilburg
K - Sosonko, 1981 Tilburg
K - Gavrikov, 1981 USSR ch
Mikhalchishin - K, 1981 USSR ch
Tseshkovsky - K, 1981 USSR ch
Tukmakov - K, 1981 USSR ch
Yudasin - K, 1981 USSR ch
K - Najdorf, 1982 Bugojno
K - Petrosian, 1982 Bugojno
Kavalek - K, 1982 Bugojno
K - Murrey, 1982 Moscow izt
52 Christiansen - K, 1982 Moscow izt
53 Van der Wiel - K, 1982 Moscow izt
54 K - Gheorghiu, 1982 Moscow izt
55 Velimirovic - K, 1982 Moscow izt
56 K - Nunn, 1982 Lucerne ol
57 Korchnoi - K, 1982 Lucerne ol
58 Belyavsky - K, 1983 Moscow cqf
59 K - Belyavsky, 1983 Moscow cqf
60 K - Portisch, 1983 Niksic
61 Ljubojevic - K, 1983 Niksic
62 K - Ivanovic, 1983 Niksic
63 K - Korchnoi, 1983 London csf
64 K - Korchnoi, 1983 London csf
65 Smyslov - K, 1984 Vilnius cf
66 Smyslov - K, 1984 Vilnius cf
67 K - Timman, 1984 USSR-World
68 Karpov - K, 1984 Wch
69 Hübner - K, 1985 Hamburg
70 K - Karpov, 1985 Wch
71 Karpov - K, 1985 Wch
72 Karpov - K, 1985 Wch
73 K - Timman, 1985 Hilversum
74 K - Miles, 1986 Basel
75 K - Miles, 1986 Basel
76 Miles - K, 1986 Basel
77 K - Karpov, 1986 Wch
78 Fernandez Garcia - K, 1986 Dubai ol
79 Hübner - K, 1986 OHRA
80 K - Hübner, 1986 OHRA
81 K - Short, 1986 OHRA
82 Nunn - K, 1986 OHRA
83 K - Nunn, 1986 OHRA
84 K - Stein, 1987 simul
85 Wegner - K, 1987 simul
86 Reefschläger - K, 1987 simul
87 Gruenberg - K, 1987 simul
88 K - Cordes, 1987 simul
89 Gobet - K, 1987 SWZ-K
90 K - Trepp, 1987 SWZ-K
91 K - Wirthensohn, 1987 SWZ-K
92 Züger - K, 1987 SWZ-K
93 K - Tal, 1987 Brussels
94 K - Van der Wiel, 1987 Brussels
95 Larsen - K, 1987 Brussels
96 Hübner - K, 1987 Brussels blitz
97 K - Larsen, 1987 Brussels blitz
98 K - Short, 1987 Brussels blitz
99 K - Sosonko, 1987 Brussels blitz
100 K - Timman, 1987 Brussels blitz
101 K - Torre, 1987 Brussels blitz
102 Van der Wiel - K, 1987 Brussels blitz
Instruction manual ORION 2000 • Page 80
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Bofill - K, 1988 Barcelona sim
Juanpera - K, 1988 Barcelona sim
K - De la Riva, 1988 Barcelona sim
Rosich - K, 1988 Barcelona sim
K - Arlandi, 1988 Cannes sim
K - Gueye, 1988 Cannes sim
K - Weemaes, 1988 Cannes sim
Dlugy - K, 1988 blitz Wch
K - Dlugy, 1988 blitz Wch
K - Bohrer, 1988 Zürich sim
K - Cahn, 1988 Zürich sim
K - Leonardo Maestro, 1988 Zürich sim
K - Egli, 1988 Zürich sim
K - Felder, 1988 Zürich sim
K - Hirzel, 1988 Zürich sim
K - Joris, 1988 Zürich sim
K - Karrer, 1988 Zürich sim
K - Lauper, 1988 Zürich sim
K - Scherrer, 1988 Zürich sim
K - Schürer, 1988 Zürich sim
K - Schweizer, 1988 Zürich sim
K - Simon, 1988 Zürich sim
K - Van der Wiel, 1988 Optiebeurs
Belyavsky - K, 1988 Belfort WCup
K - Ehlvest, 1988 Belfort WCup
K - Nogueiras, 1988 Belfort WCup
Ljubojevic - K, 1988 Belfort WCup
Short - K, 1988 Belfort WCup
Gurevich - K, 1988 USSR ch
K - Ivanchuk, 1988 USSR ch
K - Kharitonov, 1988 USSR ch
Yudasin - K, 1988 USSR ch
Hort - K, 1988 Cologne
Ehlvest - K, 1988 Reykjavik WCup
Korchnoi - K, 1988 Reykjavik WCup
Torre - K, 1988 Thessaloniki ol
Gheorghiu - K, 1988 Thessaloniki ol
K - Short, 1988 Thessaloniki ol
Speelman - K, 1988 Madrid rapid
K - Hjartarson, 1988 Madrid rapid
Kouatly - K, 1989 Evry sim
K - Salov, 1989 Barcelona WCup
K - Speelman, 1989 Barcelona WCup
K - Korchnoi, 1989 Skelleftea WCup
K - Sax, 1989 Tilburg
K - Hjartarson, 1989 Tilburg
Agdestein - K, 1989 Tilburg
Piket - K, 1989 Tilburg
K - Korchnoi, 1989 Tilburg
Hjartarson - K, 1989 Tilburg
K - Agdestein, 1989 Tilburg
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Damjanovic - K, 1989 Belgrade
Kozul - K, 1989 Belgrade
Ljubojevic - K, 1989 Belgrade
Psakhis - K, 1990 Murcia
Psakhis - K, 1990 Murcia
Portisch - K, 1990 Linares
K - Spassky, 1990 Linares
Ivanchuk - K, 1990 Linares
K - Hansen, 1990 Svendborg
K - Cid, 1991 Galicia simul
K - Marcote, 1991 Galicia simul
K - Nunez, 1991 Galicia simul
K - Pena Rodriguez, 1991 Galicia sim
K - Prieto, 1991 Galicia simul
K - Souto, 1991 Galicia simul
K - Suarez, 1991 Galicia simul
K - Vazquez, 1991 Galicia simul
Gurevich - K, 1991 Linares
K - Kamsky, 1991 Linares
K - Belyavsky, 1991 Linares
Ehlvest - K, 1991 Linares
Ljubojevic - K, 1991 Linares
Korchnoi - K, 1991 Euwe mem
Ljubojevic - K, 1991 Euwe mem
Timman - K, 1991 Tilburg
K - Anand, 1991 Tilburg
K - Timman, 1991 Tilburg
K - Bareyev, 1991 Tilburg
Khalifman - K, 1991 Paris Immopar
Bareyev - K, 1991 Paris Immopar
Panno - K, 1992 Buenos Aires sim
K - Amura, 1992 Buenos Aires sim
Rubinetti - K, 1992 Buenos Aires sim
Karnicki - K, 1992 Buenos Aires sim
K - Bazan, 1992 Cordoba simul
K - Hutt, 1992 Cordo ba simul
K - Maiques, 1992 Cordoba simul
K - Moreira, 1992 Cordoba simul
K - Pinus, 1992 Cordoba simul
K - Tejero, 1992 Cordoba simul
K - Yosifides, 1992 Cordoba simul
Hübner - K, 1992 Cologne
Hübner - K, 1992 Cologne
K - Ivanchuk, 1992 Reggio Emilia
K - Belyavsky, 1992 Reggio Emilia
Timman - K, 1992 Linares
K - Illescas, 1992 Linares
Shirov - K, 1992 Dortmund
K - Anand, 1992 Dortmund
Adams - K, 1992 Dortmund
Kamsky - K, 1992 Manila ol
Instruction manual ORION 2000 • Page 81
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K - Hjartarson, 1992 Manila ol
K - Rozentalis, 1992 EU-Tch
Short - K, 1992 EU-Tch
K - Vaganian, 1992 EU-Tch
K - Kramnik, 1992 Paris Immopar rapid
Kamsky - K, 1992 Paris Immopar rapid
Anand - K, 1992 Paris Immopar rapid
Chabanon - K, 1993 FRA-Tch
Renet - K, 1993 FRA-Tch
K - Hjorth, 1993 Katowice sim
K - Oblitas, 1993 Lima sim
Taylor - K, 1993 London
K - Adams, 1993 London rapid
K - NN, 1993 London sim
K - NN, 1993 London sim
Ljubojevic - K, 1993 Linares
K - Bareyev, 1993 Linares
Karpov - K, 1993 Linares
K - Gelfand, 1993 Linares
K - Kamsky, 1993 Linares
Short - K, 1993 PCA-Wch
Short - K, 1993 London rapid
K - Short, 1993 London rapid
Short - K, 1993 London rapid
K - Dambo, 1994 Israel sim
K - Kundin, 1994 Israel sim
K - Liss, 1994 Israel sim
K - Tyomkin, 1994 Israel sim
Bareyev - K, 1994 Linares
K - Anand, 1994 Linares
K - Short, 1994 Amsterdam
Timman - K, 1994 Amsterdam
K - Timman, 1994 Amsterdam
Kamsky - K, 1994 New York rapid
K - Kamsky, 1994 New York rapid
K - Kramnik, 1994 Novgorod
Short - K, 1994 Novgorod
K - Bareyev, 1994 Novgorod
Almasi - K, 1994 EUCup
K - Lautier, 1994 Moscow ol
Yusupov - K, 1994 Moscow ol
Arbakov - K, 1994 Paris
Hjartarson - K, 1994 Paris
K - Hjartarson, 1994 Paris
K - Nikolic, 1994 Paris
K - Firor, 1995 Internet sim
K - Larso, 1995 Internet sim
K - Matabeek, 1995 Internet sim
K - McShane, 1995 Internet sim
K - Srinavasan, 1995 Internet sim
Stefansson - K, 1995 Reykjavik rapid
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292
293
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299
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301
302
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Olafsson - K, 1995 Reykjavik rapid
K - Speelman, 1995 Moscow rapid
K - Timman, 1995 Tal mem
K - Anand, 1995 Tal mem
Yusupov - K, 1995 Tal mem
Vaganian - K, 1995 Tal mem
K - Kengis, 1995 Tal mem
K - Piket, 1995 Euwe mem
Topalov - K, 1995 Euwe mem
Yusupov - K, 1995 Novgorod
Topalov - K, 1995 Novgorod
K - Vaganian, 1995 Novgorod
Adams - K, 1995 New York
K - Adams, 1995 New York
Ivanchuk - K, 1995 New York
K - Ivanchuk, 1995 New York
Anand - K, 1995 PCA-Wch
Anand - K, 1995 PCA-Wch
K - Korchnoi, 1995 Horgen
Morozevich - K, 1995 Paris
Anand - K, 1995 Paris
Kramnik - K, 1995 Paris
Yudasin - K, 1995 EUCup
Toth - K, 1996 sim
Gouveia - K, 1996 sim
Piket - K, 1996 Amsterdam
K - Seirawan, 1996 Amsterdam
K - Anand, 1996 Moscow
K - Shirov, 1996 Dos Hermanas
K - Hracek, 1996 Erevan ol
Smirin - K, 1996 Erevan ol
Barakh - K, 1997 Catonsville sim
Tsibulevsky - K, 1997 Catonsville sim
K - Alvaro, 1997 El Pais sim
K - Balam, 1997 El Pais sim
K - Blasco, 1997 El Pais sim
K - Grup Equs, 1997 El Pais sim
K - Munoz, 1997 El Pais sim
K - Paco, 1997 El Pais sim
K - Prados, 1997 El Pais sim
K - Revista, 1997 El Pais sim
Garner - K, 1997 Oakham sim
K - Botteley, 1997 Oakham sim
K - Pert, 1997 Oakham sim
Anand - K, 1997 Linares
K - Nikolic, 1997 Linares
Topalov - K, 1997 Linares
K - Adams, 1997 Linares
Shirov - K, 1997 Linares
K - Short, 1997 Novgorod
K - Spangenberg, 1997 B/Aires sim
Instruction manual ORION 2000 • Page 82
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312
313
314
315
316
317
Sorin - K, 1997 B/Aires sim
K - Ricardi, 1997 B/Aires sim
K - Polgar, 1997 Tilburg Fontys
Tal Shaked - K, 1997 Tilburg Fontys
K - Leko, 1997 Tilburg Fontys
K - Piket, 1997 Tilburg Fontys
K - Abegg, 1998 Colmar simul
K - Brellman, 1998 Colmar simul
K - Chatte, 1998 Colmar simul
K - Inguimberty, 1998 Colmar simul
K - Krick, 1998 Colmar simul
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K - Munch, 1998 Colmar simul
K - Netzer, 1998 Colmar simul
K - Supper, 1998 Colmar simul
K - Winkelmüller, 1998 Colmar simul
K - Wurtz, 1998 Colmar simul
K - Anand, 1998 Linares
Topalov - K, 1998 Sofia
K - Ivanchuk, 1998 Classic Giants
Timman - K, 1998 EuroTel Trophy
K - Timman, 1998 EuroTel Trophy
Games by Deep Thought / Deep Blue:
1 Larsen - Deep Thought, 1988
2 Kasparov - Deep Thought, 1989
3 Deep Thought - Kasparov, 1989
4 Miles - Deep Thought, 1989
5 Danielsen - Deep Blue, 1993
6 Hansen - Deep Blue, 1993
7 Deep Blue - Polgar, 1993
8 Deep Blue - Kristiansen, 1993
9 Deep Blue - Kasparov, 1996
10 Kasparov - Deep Blue, 1996
11 Kasparov - Deep Blue, 1996
12 Deep Blue - Kasparov, 1996
13 Deep Blue - Kasparov, 1996
14 Deep Blue - Kasparov, 1996
15 Deep Blue - Kasparov, 1997
16 Kasparov - Deep Blue, 1997
17 Deep Blue - Kasparov, 1997
18 Deep Blue - Kasparov, 1997
19 Kasparov - Deep Blue, 1997
20 Deep Blue - Kasparov, 1997
Instruction manual ORION 2000 • Page 83