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Fidelity Chessmaster 2100, The

1990 The Software Toolworks

Manual
HARD DISK USERS:CHESSMASTER 2100 COMES WITH A HARD-DISK INSTALLATION PROGRAM. BOOT-UP YOUR AMIGA AS YOU NORMALLY WOULD. INSERT THE CHESSMASTER DISK INTO A FLOPPY DRIVE. DOUBLE-CLICK ON THE CHESSMASTER 2100 DISK ICON. A WINDOW CONTAINING AN ICON FOR CHESSMASTER 2100 WILL APPEAR. TO ACCESS THE HARD DISK INSTALLATION PROGRAM, YOU WILL NEED TO MOVE THE UP/DOWN SCROLL BAR TO REVEAL THE LOWER PORTION OF THE WINDOW. WHEN THE INSTALLATION PROGRAM ICON IS VISIBLE, DOUBLE CLICK ON IT. FOLLOW THE INSTRUCTIONS GIVEN TO YOU BY THE PROGRAM. MOVING PIECES ON THE CHESSBOARD: YOU MAY MOVE PIECES WITH THE MOUSE OR THE KEYBOARD. MOUSE:THE MOUSE POINTER-A HAND ON THE SCREEN-FOLLOWS THE MOVEMENTS OF THE MOUSE. POSITION THE HAND OVER THE PIECE YOU WISH TO MOVE. THEN PRESS AND HOLD THE LEFT MOUSE BUTTON TO CLOSE THE HAND AND "GRAB" THE PIECE. CONTINUE TO HOLD DOWN THE LEFT BUTTON, AND DRAG THE PIECE TO THE DEISRED DESTINATION. RELEASE THE BUTTON TO DROP THE PIECE AND COMPLETE THE MOVE. IF YOU PICK UP A PIECE AND THEN DECIDE NOT TO MOVE IT, SIMPLY RETURN THE PIECE TO ITS ORIGINAL SQUARE. KEYBOARD:YOU MAY ALSO MAKE MOVES USING THE CURRENT NOTATION(e.g. BY TYPING "E2E4"). USE THE BACKSPACE KEY TO CORRECT MISTAKES. THE ESC KEY CANCELS A PARTIALLY ENTERED MOVE. SEE THE CHOICES/NOTATION FOR INFORMATION ON CHANGING NOTATION. WHEN ENTERING MOVES FROM THE KEYBOARD, THE PROGRAM WILL BEEP AS SOON AS IT RECOGNIZES AN ILLEGAL MOVE. SPECIAL MOVES CASTLING:WHEN LEGAL, YOU MAY CASTLE BY MOVING THE KING TWO SQUARES TOWARDS THE ROOK. THE ROOK WILL MOVE INTO PLACE AUTOMATICALLY. SEE THE ON-LINE TUTORIAL FOR MORE INFORMATION ABOUT CASTLING. ENPASSANT:WHEN LEGAL, YOU MAY CAPTURE YOUR OPPONENT'S PAWN "IN PASSING" BY MOVING YOUR PAWN DIAGONALLY BEHIND IT. SEE THE ON-LINE TUTORIAL FOR MORE INFORMATION ABOUT EN PASSANT CAPTURES. PROMOTION:IF YOUR PAWN REACHES THE OPPOSITE SIDE OF THE BOARD, THE CHESSMASTER WILL ASK YOU TO PROMOTE YOUR PAWN TO A QUEEN, ROOK, BISHOP OR KNIGHT. MAKE YOUR CHOICE BY CLICKING ON THE DESIRED PIECE. ACCESS TO FEATURES PULL-DOWN MENUS:MENUS WORK IN STANDARD AMIGA FASHION. AT THE TOP OF THE SCREEN IS THE (NORMALLY HIDDEN) MENU BAR. HOLD DOWN THE RIGHT MOUSE BUTTON TO MAKE THE MENU BAR APPEAR. YOU WILL SEE THE TITLES OF SIX MENUS: GAME, PLAY, ACTION, BOARD, CHOICES, WINDOW. WHEN YOU MOVE THE POINTER OVER A MENU TITLE, ITS MENU APPEARS. MOVE THE MOUSE UP AND DOWN TO HIGHLIGHT AN ITEM IN THE MENU. WHEN THE ITEM YOU WISH TO SELECT IS HIGHLIGHTED, RELEASE THE BUTTON. TO LEAVE THE MENU WITHOUT MAKING A SELECTION, MOVE THE HAND OUT OF THE MENU BEFORE RELEASING THE BUTTON. SOME ITEMS ON A MENU HAVE SUB-MENUS, WHICH APPEAR WHEN YOU HIGHLIGHT THE ITEM. SCROLL THE POINTER SIDEWAYS TO MOVE BETWEEN ITEMS AND THEIR SUBMENUS. BUTTONS:A BUTTON IS AN OUTLINED RECTANGLE CONTAINING SOME TEXT, SUCH AS "OK" OR "SAVE". CLICKING ON A BUTTON CAUSES THE ACTION DESCRIBED BY THE BUTTON TO TAKE PLACE. FILE REQUESTER:WHENEVER THE CHESSMASTER 2100 NEEDS INFORMATION FROM A FILE, IT WILL DISPLAY A FILE REQUESTER. THE FILE REQUESTER CONTAINS SEVERAL PIECES: A SCROLLING LIST OF DIRECTORIES AND SAVED GAME TITLES. DIRECTORIES HAVE A "D" SYMBOL TO THE LEFT OF THEIR NAMES. YOU MAY MOVE INTO A DIRECTORY BY DOUBLE-CLICKING ON ITS NAME WITH THE MOUSE OR BY USING THE ARROW KEYS TO HIGHLIGHT THE DIRECTORY NAME AND PRESSING ENTER. EXPERT MENUS CHESSMASTER 2100 HAS BOTH SHORT MENUS FOR THE FIRST-TIME USER AND LONGER

MENUS FOR THE EXPERT. USE THE EXPERT MENUS ON/OFF ITEM ON THE GAME MENU TO CHOOSE THE TYPE OF MENU THAT'S BEST FOR YOU. GAME MENU NEW GAME:START A NEW GAME AGAINST THE CURRENTLY SELECTED OPPONENT. IF THERE IS A GAME IN PROGRESS, YOU WILL BE ASKED TO CONFIRM YOUR CHOICE. LOAD A GAME:USE THE MENU ITEM TO LOAD A CLASSIC GAME OR A GAME YOU SAVED EARLIER. CHESSMASTER 2100 COMES WITH 110 CLASSIC CHESS GAMES. THE CHESSMASTER GAMES ARE KEPT IN A FILE CALLED CLASSICS.DAT. LOAD A SAVED GAME:USE THIS FEATURE TO LOAD A GAME YOU SAVED EARLIER. SAVE GAME:SAVES THE CURRENT GAME. ERASE GAME:ERASES A GAME YOU'VE SAVED EARLIER. SETTINGS:THIS MENU ITEM ALLOWS YOU TO SAVE YOUR CURRENT SETTINGS OR RESTORE THE ORIGINAL FACTORY SETTINGS. SAVE CURRENT SETTINGS:USE THE SAVE CURRENT COMMAND TO SAVE THE CHESSMASTER'S SETTINGS FOR THE FOLLOWING MENU ITEMS:EXPERT MENUS, PLAY LEVEL, STYLE, DEEP THINKING, OPPONENT, OPENING BOOK, CHOICE OF SIDE, BOARD DESING, CLOCKS, COORDINATES, ROTATION, PLAYER NAME, OPPONENT NAME, SOUND, PIECE SLIDE, NOTATION, TEACHING, COMMENTARY, ANNOUNCE OPENINGS, TOUCHING PIECES, BLINGFOLD CHESS, COLORS, AND WINDOW LOCATIONS. THE NEXT TIME YOU RUN THE PROGGRAM, THE SAVED VALUES OF THESE SETTING WILL BE USED. SETUP:THE SETUP SUB-MENU ALLOWS YOU TO ARRANGE THE PIECES ON THE BOARD. ENTER SETUP:SELECTING THIS ITEM ALLOWS YOU TO PLACE PIECES ON THE BOARD IN ALMOST ANY POSITION YOU WANT. YOU MAY ADD, MOVE OR REMOVE PIECES ON THE BOARD USING THE MOUSE. SETUP COMPLETE:EXITS SETUP MODE AND ASKS WHICH SIDE SHOULD MOVE FIRST. ABANDON SETUP:EXITS SETUP MODE AS THOUGH YOU HAD NEVER ENTERED IT. CLEAR BOARD:REMOVES ALL OF THE PIECES FROM THE BOARD EXCEPT FOR THE KINGS. NEW GAME SETUP:PLACES THE PIECES ON THE BOARD AS THEY WOULD BE AT THE START OF A NEW GAME. SOLVE MATE:THE CHESSMASTER WILL BEGIN SEARCHING FOR A CHECKMATE IN THE NUMBER MOVES YOU SPECIFY. THE CHESSMASTER ALWAYS SOLVES FOR THE SIDE WHOSE TURN IT IS TO MOVE. ANALYSIS:THE CHESSMASTER CAN ANALYZE ANY MOVE MADE IN A GAME AND TELL YOU WHAT MOVE IT WOULD HAVE MADE IN THAT POSITION. TAKE BACK THE MOVES YOU WISH TO ANALYZE OR USE TAKE BACK ALL MOVES TO ANALYZE AN ENTIRE GAME. THEN CHOOSE ANALYZE...AND CHOOSE THE SIDE WHOSE MOVES YOU WANT ANALYZED(WHITE,BLACK OR BOTH). FOR EACH MOVE ANALYZED, THE CHESSMASTER EXAMINES THE BOARD POSITION, DISPLAYS THE MOVE IT WOULD HAVE MADE AT THAT POINT, AND THEN REPLAYS THE MOVE ACTUALLY MADE. TO MAKE THE CHESSMASTER DO A MORE IN-DEPTH ANALYSIS OF EACH MOVE, CHOOSE A LONGER ANALYSIS TIME AT THE PROMPT AFTER YOU CHOOSE THE ANALYZE. ONCE AN ANALYSIS IS COMPLETED, YOU MAY PRINT OR FILE IT BY CHOOSING SAVE ANALYSIS. EXPERT MENUS:WHEN EXPERT MENUS ARE OFF, ONLY A FEW MENU ITEMS ARE AVAILABLE-THE BARE ESSENTIALS OF CHESSMASTER. THIS MAKES THE PROGRAM EASY FOR NOVICES AND CASUAL PLAYERS TO USE. TURNING EXPERT MENUS ON ADDS MENU ITEM FOR ADVANCED FEATURES, TURNING THE PROGRAM INTO A POWER TOOL FOR THE SERIOUS CHESS PLAYER. PLAY MENU NEWCOMER PLAY:NEWCOMER IS THE CHESSMASTER'S EASIEST LEVEL OF PLAY. INTERMEDIATE PLAY:INTERMEDIATE PLAY IS SIMILAR TO NEWCOMER PLAY, BUT THE CHESSMASTER LOOK FURTHER AHEAD WHEN COMPUTING EACH MOVE. ADVANCED PLAY LEVELS:USE THE ADVANCED PLAY LEVELS MENU TO SET HOW STRONGLY THE CHESSMASTER PLAYS--AND HOW LONG IT TAKES TO MAKE EACH MOVE. FIXED TIME(MAXIMUM TIME PER MOVE) TIME CONTROLS(TOURNAMENT PLAY)

FIXED DEPTH(HOW FAR TO THINK AHEAD) MINUTES PER GAME(MAXIMUM TIME PER GAME) EQUAL TIME(THE CHESSMASTER TAKES AS MUCH TIME AS YOU DO) INFINITE TIME(YOU TELL THE CHESSMASTER WHEN TO MOVE) CHAMPIONSHIP PLAY:EXPERIENCE THE PRESSURE OF TOURNAMENT CHESS PLAY! WHEN CHAMPIONSHIP PLAY IS ON, YOU CAN'T TAKE BACK MOVES;YOU MUST MOVE THE FIRST PIECE YOU TOUCH, AND YOU WILL LOSE THE GAME IF TIME RUNS OUT. DEEP THINKING:DEEP THINGKING IS A MODIFICATION YOU CAN MAKE TO ANY OF THE ADVANCED PLAY LEVELS. WHEN DEEP THINKING IS ON, CHESSMASTER WILL THINK AHEAD WHEN IT IS YOU TURN TO MOVE. OPPONENT:YOU MAY SELECT ONE OF THE FOLLOWING OPPONENTS: CHESSMASTER HUMAN AUTOPLAY OPENING BOOK:USE THE OPENING BOOK SETTING TO DETERMINE WHETHER THE CHESSMASTER CHOOSES IT OPENING MOVE FROM ITS LIBRARY OF PROVEN OPENING SEQUENCES. THE OPENING BOOK CONTAINS ABOUT 151,000 OPENING POSITIONS, WITH SOME LINES AS LONG AS 15 OR 20 MOVES. PRACTICE AN OPENING:GOOD CHESS PLAYERS ARE FAMILIAR WITH A LARGE NUMBER OF OPENING MOVE SEQUENCES. CERTAIN SEQUENCES OF MOVES ARE KNOWN TO LEAD TO STRONG POSITIONS FOR ONE SIE OR THE OTHER, AND YOU MUST BE ABLE TO RECOGNIZE THEM. IF YOUR OPPONENT CHOOSES A SEQUENCE WHICH IS FAVORABLE TO HIS SIDE, YOU MUST KNOW HOW THWART HIS PLANS. YOU MAY ONLY SELECT...AN OPENING TO PRACTICE AT THE START OF A NEW GAME. CHESSMASTER WILL ALWAYS TELL YOU THE FIRST MOVE YOU NEED TO MAKE AND WARN YOU WHEN YOU BLUNDER OFF COURSE. USE THE TAKE BACK LAST MOVE KEY(AT) TO CORRECT YOUR MISTAKE. IF COMMENTARY IS ON, THE CHESSMASTER WILL ALSO TELL YOU THE NEXT MOVE YOU NEED TO MAKE TO CONTINUE THE OPENING YOU HAVE SELECTED. PRINT EACH MOVE:TURN PRINT EACH MOVE ON TO RECORD EACH MOVE ON THE PRINTER AS YOU MAKE IT. RATE MY PLAY:WHEN THIS FEATURE IS TURNED ON, EACH COMPLETE GAME WILL BE USED TO RATE YOUR PLAY. TURNING RATE MY PLAY OFF LETS YOU PLAY PRACTICE GAMES WHICH WILL NOT BE USED TO CALCULATE YOUR RATING. SELECT SHOW..LETS YOU SEE YOUR CURRENT RATING. YOU MAY ALSO RESET YOUR RATING TO START OVER. ACTION MENU SWITCH SIDES:THIS ITEM ALLOWS YOU TO SWITCH SIDES WITH YOUR OPPONENT. IF YOU CHOOSE TO PLAY BLACK, YOUR OPPONENT WILL MOVE FIRST. YOU MAY ACCESS THIS FEATURE WITHOUT THE MENUS BY PRESSING AG. IF YOU HAVE CHOSEN TO PLAY BLACK, YOU WILL PROBABLY WANT TO ROTATE THE BOARD SO THAT WHITE IS AT THE TOP. TAKE BACK MOVES:YOU MAY TAKE BACK THE LAST MOVE MADE(PRESS AMIGA T) OR ALL THE MOVES WHICH HAVE BEEN MADE SO FAR. ONCE MOVES HAVE BEEN TAKE BACK, YOU MAY REPLAY OR ANALYZE THEM. IF IT IS YOUR TURN AFTER TAKING BACK A MOVE, YOU CAN CHOOSE TO MAKE A NEW MOVE. DOING SO WILL CAUSE ALL THE MOVES WHICH HAVE BEEN TAKEN BACK, BUT NOT REPLAYED, TO BE FORGOTTEN. IF IT IS THE CHESSMASTER'S TURN TO MOVE AND YOU WISH THE PROGRAM TO MAKE A NEW MOVE, YOU MUST SELECT FORCE MOVE FROM THE ACTION MENU(OR PRESS AM. F) REPLAY:YOU MAY REPLAY THE NEXT MOVE(PRESS AMIGA R),ANIMATE ALL THE MOVES WHICH HAVE BEEN TAKEN BACK, OR JUMP TO THE END OF THE GAME BY REPLAYING ALL MOVES WHICH HAVE TAKEN BACK. REPLAY IS ONLY ENABLED WHEN MOVES HAVE BEEN TAKEN BACK. ANIMATE:REPLAY ANIMATE(ON THE ACTION MENU)AUTOMATICALLY REPLAYS ALL THE MOVES WHICH HAVE BEEN TAKEN BACK. ONCE BEGUN, YOU MAY PRESS THE SPACE

BAR TO VIEW A REQUESTER WHICH ALLOWS YOU TO SPEED UP OR SLOW DOWN THE REPLAY SPEED, STOP ANIMATED REPLAY OR CONTINUE WITH THE ANIMATED REPLAY. YOU MAY SELECT SPEED UP REPLAY OR SLOW DOWN REPLAY MORE THAN ONCE FOR GREATER EFFECT. THE REPLAY ANIMATE FEATURE IS ONLY ENABLED WHEN MOVES HAVE BEEN TAKEN BACK. FORCE MOVE:PRESS AMIGA F OR CHOOSE FORCE MOVE FORM THE MENU TO MAKE THE CHESSMASTER MOVE IMMEDIATELY. IF MOVES HAVE BEEN TAKEN BACK, AND IT IS NOW THE CHESSMASTER TURN TO MOVE, SELECTING FORCE MOVE WILL CASUE THE CHESSMASTER TO BEGIN THINKING ABOUT A NEW MOVE, RATHER THAN MOVING IMMEDIATELY. FORCE MOVE IS THE ONLY WAY TO MAKE THE CHESSMASTER MOVE WHEN THE ADVANCED PLAY-INFINITE TIME LEVEL HAS BEEN SELECTED FROM THE PLAY MENU. THIS ITEM IS ONLY ENABLED WHEN IT IS THE THE CHESSMASTER'S TURN TO MOVE. HINT:ASK THE CHESSMASTER FOR ADVICE ON YOUR NEXT MOVE. IF THE CHESSMASTER HAS HAD SUFFICIENT TIME TO LOOK A COUPLE OF MOVES AHEAD, IT WILL RESPOND IMMEDIATELY. OTHERWISE, IT WILL ASK FOR TIME TO CONSIDER THE BOARD AND SUGGEST A MOVE. YOU MAY REQUEST A HINT WITHOUT USING THE MENUS BY PRESSING AMIGA A. RESIGN:IF YOU FIND YOURSELF IN A HOPELESS POSITION, YOU MAY RESING. OFFER DRAW:IF YOU BELIEVE THAT NEITHER SIDE CAN WIN THE GAME, YOU MAY OFFER A DRAW. OF COURSE, YOUR OPPONENT IS UNDER NO OBLIGATION TO ACCEPT YOUR OFFER! PRINT:YOU MAY PRINT THE MOVE HISTORY OR THE BOARD. PAUSE:WAIT(AMIGA W) IN CASE YOU NEED TO ANSWER THE PHONE OR STRETCH YOUR LEGS. SELECT THE CANCEL BUTTON TO RESUME PLAY. BOARD MENU BOARD DESIGN:THE CHESSMASTER OFFERS YOUR THREE DIFFERENT WAYS TO LOOK AT THE BOARD: 2-D:AN OVERHEAD VIEW OF THE BOARD 3-D:A PERSPECTIVE VIEW WAR ROOM:A SMALL 2-D BOARD PLUS THE MOST FREQUENTLY USE STATUS DISPLAYS:CAPTURED PIECES, MOVE LIST AND THE CHESSMASTER'S THINKING. CHESS SET:USE THE CHESSMASTER'S ELEGANT STAUNTAN PIECE SET, OR ONE OF FOUR OTHER PIECE DESIGNS, OR DESIGNS YOUR OWN! USE DELUXE PAINT II OR III. THE CHESSMASTER EXPECTS THE PIECES FILE TO BE IN A SPECIAL ARRANGEMENT. THE EASIEST METHOD IS TO MAKE A COPY OF THE FILE HOLDING THE STANDARD STAUNTON PIECES AND MODIFY THE COPY. THE STAUNTON PIECES ARE FOUND ON CHESSMASTER DATA DISK UNDER THE CHESS SET SUBDIRECTORY. MAKE A COPY OF THE APPROPRIATE FILE;LOAD IT INTO DELUXE PAINT II, AND THEN DRAW YOUR PIECES WITH THE RECTANGLES SHOWN. THE PIECES MUST BE DRAWN IN THE SAME LOCATIONS AS IN THE ORIGINAL FILE, BUT YOU MAY USE ALL OF THE AREA WITHIN THE RECTANGULAR REGION FOR EACH PIECE. THE PIECES ARE "MASKED" WHEN THEY ARE DRAWN ON THE CHESSBOARD. THE MASK REPRESENTS THE AREA WHICH MUST BE "CUT OUT" OF THE BACKGROUND PRIOR TO DRAWING THE PIECE. WHEN YOU DRAW NEW PIECES, YOU MUST ALSO MAKE SURE THE MASKS ARE CORRECT. THE BEST WAY TO MAKE A MASK FOR A NEW PIECE IS TO MAKE A COPY OF THE PIECE IN THE MASKED ARE, THEN ADD ONE EXTRA PIXEL(COLOR DOT) OF WHITE COMPLETELY AROUND THE PIECE. FINALLY, FILL IN THE ENTIRE MASK WITH SOLID WHITE. THE SAMPLE PIECE FILE SHOULD MAKE THIS PROCESS CLEAR. CLOCKS:FOR EACH PLAYER, THE CHESS CLOCKS SHOW THE NAME, THE ELAPSED TIME AND THE LAST TWO MOVES MADE. COORDINATES:USING THIS OPTION, YOU MAY TOGGLE THE DISPLAY OF RANK(1-8) AND FILE (A-H) COORDINATES ALONG THE EDGE OF THE CHESS BOARD. IF YOU ENTERS MOVES FROM THE KEYBOARD, YOU MAY FIND COORDINATE DISPLAY CONVENIENT. ROTATE:FOR ADDED INSIGHT INTO THE GAME, USE THIS OPTION TO VIEW THE CHESS BOARD FROM ANY SIDE. IF YOU HAVE CHOSEN TO PLAY BLACK, YOU WILL PROBABLY WANT TO ROTATE THE BOARD SO THAT WHITE IS AT THE TOP.

CHOICES MENU ENTER YOUR NAME:YOU MAY ENTER A NAME WHICH WILL BE DISPLAYED ABOVE THE CLOCK FOR THE SIDE YOU HAVE CHOSEN TO PLAY. SOUND:THE CHESSMASTER USES VOICE PHRASES TO KEEP YOU INFORMED OF THE STATE OF THE GAME. YOU MAY CHOOSE FROM THE FOLLOWING SETTINGS: SILENT:IDEAL FOR PLAYING AT WORK OR LATE AT NIGHT. VOICE:ON SYSTEMS WITH ADEQUATE FREE MEMORY, CHESSMASTER WILL VERBALLY REPORT CHANGES IN STATUS. MUSIC:THE CHESSMASTER WILL USE MUSIC TO SIGNAL MOVES. PIECE SLIDE:WHEN PIECE SLIDE IS OFF, CHESS PIECES WILL "POP" FROM THEIR STARTING SQUARE TO THE DESTINATION SQUARE. YOU CAN USE THIS TO SPEED UP PLAY. NOTATION:THE MOVES CAN BE DISPLAYED IN ALGEBRAIC OR COORDINATE NOTATION. COMMENTARYU:WHEN THIS ITEM IS TURNED ON,THE CHESSMASTER WILL PROVIDE ADDITIONAL INFORMATION ABOUT THE PROGRESS OF THE GAME. ANNOUNCE OPENING:WHEN YOU TURN ANNOUNCE OPENINGS ON, THE CHESSMASTER WILL TELL YOU THE NAME OF AN OPENING AS SOON AS IT RECOGNIZES THE SEQUENCE OF MOVES FROM IT OPENING BOOK. TOUCHING PIECES:THIS PARAMETER HAS TWO SETTINGS:ALLOWED, AND NOT ALLOWED. BLINDFOLD CHESS:THE BLINDFOLD CHESS PARAMETER HAS FOUR SETTINGS:OFF, HIDE WHITE, HIDE BLACK, AND HIDE BOTH. COLORS:YOU MAY SELECT THE COLRS USED FOR BOARD SQUARES OR THE PIECES. WINDOWS UP TO FIVE INFORMATIONAL WINDOWS CAN BE DISPLAYED AT ONE TIME:THINKING, MOVE LIST, CAPTURED PIECES, BEST VARIATION AND LEGAL MOVES. A WINDOW MAY BE MOVED BY DRAGGING ITS TITLE AREA. WHEN REMOVED, ALL WINDOWS REMEMBER THE LAST LOCATION AT WHICH THEY WERE DISPLAYED. WHEN A WINDOW IS OPENED AGAIN, IT WILL APPEAR AT ITS LAST DISPLAYED LOCATION. TO CLOSE(REMOVE) A WINDOW, CLICK IN THE SMALL BOX (THE "CLOSE GADGET") IN THE UPPER LEFT-HAND CORNER OF THE WINDOW. THINKING WINDOW:GIVES YOU A PEEK INTO THE CHESSMASTER'S BRAIN. THERE ARE SEVERAL PIECES OF INFORMATION DISPLAYED. BEST:THE BEST SEQUENCE OF MOVES(BASES ON THE RESULTING SCORE) THAT THE CHESSMASTER HAS FOUND SO FAR. IF YOU FORCED THE CHESSMASTER TO MOVE AT THIS INSTANT, IT WOULD MAKE THE FIRST MOVE FROM THIS SEQUENCE. THE REST OF THE MOVES IN THIS SEQUENCE ARE YOUR EXPECTED REPLY TO THE CHESSMASTER'S MOVE, ITS ANSWER TO YOUR REPLY, AND SO ON. WHEN DEEP THINKING IS ON AND IT IS YOUR TURN TO MOVE, THE BEST LINE IS BASED ON YOUR MAKING THE MOVE THAT THE CHESSMASTER PREDICTED YOU WOULD MAKE IN REPLY TO ITS LAST MOVE(THE SECOND MOVE IN THE PREV DISPLAY-SEE BELOW). SCORE:REFLECTS HOW FAR AHEAD (+) OR BEHIND(-) THE CHESSMASTER THINKS IT WILL BE IF THE BEST LINE OF PLAY IS PLAYED OUT. POSITONS:THE TOTAL NUMBER OF BOARD POSITIONS THE CHESSMASTER HAS EXAMINED WHILE CONTEMPLATIN ITS NEXT MOVE. DEPTH:THE NUMBER OF HALF-MOVES(PLIES) THE CHESSMASTER HAS SEARCHED. CURR.:THE LINE OF PLAY THAT THE CHESSMASTER IS EXAMINING AT THSI INSTANT. IF THE SCORE OF THIS LINE IS BETTER THAN THAT OF THE BEST LINE, THIS WILL BECOME THE NEW BEST. PREV.:THE BEST LINE OF PLAY FROM THE CHESSMASTER'S LAST MOVE. MOVE LIST WINDOW:DISPLAYS A LIST OF ALL THE MOVES IN THE CURRENT GAME. CAPTURED PIECES WIDOW:SHOWS ALL THE PIECES THAT HAVE BEEN REMOVED FROM TH BOARD. BEAT VARIATION WINDOW:THIS WINDOW DISPLAYS THE CHESSMASTER'S ANTICIPATED LINE OF PLAY, AS IT WAS AFTER THE CHESSMASTER'S LAST MOVE.

LEGAL MOVE WINDOW:DISPLAYS A LIST OF ALL THE MOVES YOU ARE ALLOWED TO MAKE ON THAT TURN. THESE ARE THE CODE YOU NEED TO TYPE IN: 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. 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. DE LA BOURDONNAIS-McDONNELL, 21st MATCH GAME, 1834 McDONNELL-DE LA BOURDONNAIS, 62nd MATCH GAME, 1834 ANDERSSEN-KIESERITSKY, LONDON, 1851 ANDERSSEN-DUFRESNE, BERLIN, 1853 PAULSEN-MORPHY, NEW YORK, 1857 MORPHY-ALLIES, PARIS, 1858 G.A. MacDONNELL-BODEN, LONDON, 1861 MATCHEGO-FALKBEER, LONDON, 1869 ROSENTHAL-STEINITZ, VIENNA, 1873 ZUKERTORT-BLACKBURNE, LONDON, 1883 BLACKBURNE-LIPSCHUTZ, NEW YORK, 1889 LASKER-BAUER, AMSTERDAM, 1889 CHIGORIN-POLLOCK, NEW YORK, 1889 STEINITZ-VON BARDELEBEN, HASTINGS, 1895 PILLSBURY-TARRASCH, HASTINGS, 1895 PILLSBURY-LASKER, ST. PETERSBURG, 1896 TARRASCH-MARCO, VIENNA, 1898 PILLSBURY-MARCO, PARIS, 1900 MARSHALL-BURN, PARIS, 1900 LASKER-NAPIER, CAMBRIDGE SPRINGS, 1904 SCHLECHTER-MARCO, MONTE CARLO, 1904 ROTLEWI-RUBINSTEIN, LODZ, 1907 CAPABLANCA-BERNSTEIN, SAN SEBASTIAN, 1911 CAPABLANCA-MOLINA, BUENOS AIRES, 1911 ED. LASKER-THOMAS, LONDON, 1912 LEWITZKY-MARSHALL, BRESLAU, 1912 LASKER-CAPABLANCA, ST. PETERSBURG, 1914 NIMZOVICH-TARRASCH, ST. PETERSBURG, 1914 SPIELMANN-FLAMBERG, MANNHEIM, 1914 CAPABLANCA-MARSHALL, NEW YORK, 1918 RUBINSTEIN-VIDMAR, BERLIN, 1918 ALEKHINE-STERK, BUDAPEST, 1921 ALEKHINE-YATES, LONDON, 1921 BOGOLYUBOV-ALEKHINE, HASTINGS, 1922 MAROCZY-TARTAKOWER, TEPLITZ-SCHONAU, 1922 RUBINSTEIN-HROMADKA, MAHRISCH-OSTRAU, 1923 GRUNFELD-ALEKHINE, CARLSBAD, 1923 SAEMISCH-NIMZOVICH, COPENHAGEN, 1923 RETI-BOGOLYUBOV, NEW YORK, 1924 RETI-ALEKHINE, BADEN-BADEN, 1925 P. JOHNER-NIMZOVICH, DRESDEN, 1926 CAPABLANCA-SPIELMANN, NEW YORK, 1927 CAPABLANCA-ALEKHINE, 21st MATCH GAME, BUENOS AIRES, 1927 FLOHR-LUSTIG, PRAGUE, 1928 ALEKHINE-NIMZOVICH, SAN REMO, 1930 STAHLBERG-ALEKHINE, HAMBURG, 1930 LILIENTHAL-CAPABLANCA, HASTINGS, 1934-35 GLUCKSBERG-NAJDORF, WARSAW, 1935 ALATORTSEV-CAPABLANCA, MOSCOW, 1935 EUWE-ALEKHINE, 26th MATCH GAME, 1935 FINE-GRUNFELD, AMSTERDAM, 1936 KERES-EUWE, ZANDVOORT, 1936 BOTVINNIK-TARTAKOWER, NOTTINGHAM, 1936 KERES-HROMADKA, PRAGUE, 1937 BOTVINNIK-CAPABLANCA, AVRO, 1938 PLECI-ENDZELINS, BUENOS AIRES, 1939 KERES-BOTVINNIK, USSR ABSOLUTE CHAMPIONSHIP, 1941 RESHEVSKY-VASCONCELLOS, BOSTON, 1944 DENKER-BOTVINNIK, USA-USSR RADIO MATCH, 1945 GELLER-E. KOGAN, ODESSA, 1946 ZITA-BRONSTEIN, PRAGUE-MOSCOW, 1946 STEINER-BOTVINNIK, GRONINGEN, 1946 KERES-TAIMANOV, USSR CHAMPIONSHIP, 1951 KERES-SMYSLOV, ZURICH, 1953 D. BYRNE-FISCHER, NEW YORK, 1956 TOLUSH-TAIMANOV, RIGA, 1958 POLUGAEVSKY-NEZHMETDINOV, SOCHI, 1958 HOLMOV-KERES, TBILISI, 1959 FISCHER-BENKO, BLED, 1959 TAL-SMYSLOV, BLED, 1959 SPASSKY-BRONSTEIN, LENINGRAD, 1960 PETROSIAN-UNZICKER, HAMBURG, 1960 GUFELD-KAVALEK, MARIANSKE LAZNE, 1962 R. BYRNE-FISCHER, U.S. CHAMPIONSHIP, 1963-64 BAKULIN-BRONSTEIN, KIEV, 1964 BRONSTEIN-LARSEN, AMSTERDAM, 1964 GELLER-SMYSLOV, 5th MATCH GAME, USSR, 1965 R. BYRNE-EVANS, U.S. CHAMPIONSHIP, 1966 LARSEN-PETROSIAN, SANTA MONICA, 1966

80. 81. 82. 83. 84. 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 100. 101. 102. 103. 104. 105. 106. 107. 108. 109. 110.

NIKOLICH-FISCHER, VINKOVICI, 1968 POLUGAEVSKY-TAL, USSR CHAMPIONSHIP, 1970 LARSEN-SPASSKY, USSR-REST OF THE WORLD MATCH, 1970 PETROSIAN-GLIGORIC, ROVINJ-ZAGREB, 1970 STEIN-LENGYEL, MOSCOW, 1971 FISCHER-SPASSKY, 6th MATCH GAME, 1972 BRONSTEIN-LJUBOJEVIC, PETROPOLIS, 1973 N. WEINSTEIN-DeFOTIS, CHICAGO, 1973 BROWNE-ZUCKERMAN, NEW YORK, 1973 KARPOV-SPASSKY, 9th MATCH GAME, USSR, 1974 PORTISCH-GLIGORIC, MILAN, 1975 GELLER-KARPOV, USSR CHAMPIONSHIP, 1976 LJUBOJEVIC-ANDERSSON, WIJK AAN ZEE, 1976 KORCHNOI-POLUGAEVSKY, 7th MATCH GAME, EVIAN, 1977 SPASSKY-KORCHNOI, 2nd MATCH GAME, BELGRADE, 1977 CHRISTIANSEN-SEIRAWAN, BERKELEY, 1978 ADORJAN-RIBLI, 4th MATCH GAME, BUDAPEST, 1979 KASPAROV-BUTNORIS, USSR, 1979 KASPAROV-MARJANOVIC, MALTA, 1980 ALBURT-PETERS, U.S. CHAMPIONSHIP, 1981 SEIRAWAN-KARPOV, LONDON, 1982 KORCHNOI-KASPAROV, LUCERNE OLYMPAID, 1982 HANKEN-BELLE, PASADENA, 1983 SMYSLOV-RIBLI, 5th MATCH GAME, LONDON, 1983 BELIAVSKY-NUNN, WIJK AAN ZEE, 1985 KARPOV-KASPAROV, 24th MATCH GAME, 1985 RIBLI-KOUATLY, LUCERNE, 1985 YUSUPOV-NOGUEIRAS, MONTPELLIER, 1985 ROHDE-B. KOGAN, U.S. CHAMPIONSHIP, 1986 SHORT-LJUBOJEVIC, NETHERLANDS, 1988 SEIRAWAN-TAL, BRUSSELS, 1988

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