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 14 14 15 15 15 16 16 16 17 17 17 18 19 19 19 20 20 21 21 21 22 23 23 23 23 24 24 25 26 27 27 28 28 29 30 31 31 31 Instruction manual ORION 2000 • Page 3 20 21 22 23 24 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 33 33 33 34 34 34 35 36 36 38 38 Instruction manual ORION 2000 • Page 4 CONTENTS -- CHECKERS (DRAUGHTS) 30 31 32 33 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 39 39 40 40 40 41 42 42 43 44 44 45 46 46 46 47 47 48 48 48 48 48 49 49 49 50 50 50 51 51 51 52 54 56 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 49 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 74 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 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 75 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 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 23 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 52 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 77 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 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 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 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 78 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 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 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 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 32 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 80 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 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 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 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 81 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 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 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 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 82 307 308 309 310 311 312 313 314 315 316 317 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 318 319 320 321 322 323 324 325 326 327 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
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