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I - Cat No 60-2251 RADIO SMACK COMPUTER CHESS 1450 PROGRAM PLEASE READ BEFORE USING THIS EQUIPMENT

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Page 1: RADIO SMACK COMPUTER CHESS 1450 PROGRAM …alain.zanchetta.free.fr/docs/Misc/Tandy1450US.pdf · RADIO SMACK COMPUTER CHESS 1450 PROGRAM ... Set up the chess pieces In the opening

I -

Cat No 60-2251

RADIO SMACK COMPUTER CHESS 1450 PROGRAM

PLEASE READ BEFORE USING THIS EQUIPMENT

Page 2: RADIO SMACK COMPUTER CHESS 1450 PROGRAM …alain.zanchetta.free.fr/docs/Misc/Tandy1450US.pdf · RADIO SMACK COMPUTER CHESS 1450 PROGRAM ... Set up the chess pieces In the opening

Introduction

Your POCKET CHESS GAME is a so~hirt icated chess computer which autornaticelly registers your moves on its built-in sensor chessboard. It has8 levels of skill and a number of tutorial features which make it ideal for beginners and casual players. The computer contains the latest in single- chip microcomputer technology and gives you over 300 hours of play on three "AAA" batteries (alkaline). The last position of a game is always stored in memory and is retained for up to 12 months. We hope that these features will contribute to your enjoyment of the game.

Copyright 1987, Tmdy Corporation

2

Page 3: RADIO SMACK COMPUTER CHESS 1450 PROGRAM …alain.zanchetta.free.fr/docs/Misc/Tandy1450US.pdf · RADIO SMACK COMPUTER CHESS 1450 PROGRAM ... Set up the chess pieces In the opening
Page 4: RADIO SMACK COMPUTER CHESS 1450 PROGRAM …alain.zanchetta.free.fr/docs/Misc/Tandy1450US.pdf · RADIO SMACK COMPUTER CHESS 1450 PROGRAM ... Set up the chess pieces In the opening
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FEATURES Keys

Sensor chessboard

Each square has a built-in sensor that registers piece movement.

Lights

The computer uses the 16 l~ghts around the edge of the board to indicate game moves, srde to play, check, draw or mate They are also used to verify the board position, d~splay the level of sk~ll and to glve you an insight Into the thought process of the computer

Main switch

1. GO Switches the computer an. Play is resumed a t the point where the computer was sw~tched off.

2 . STOP Turns off the computer. The current position is retained in memory for up to one year.

3. P~ece keys These six keys are used to verify board position. Pressing the King or pawn keys when the computer is thinking glves you an Insight Into the thought process.

4 . 1 Press once to reset to the initial position for a new aame. Subseauent kev presses will select "studies", i.9. special built-in positions you can play against the computer.

5. [HELPI Sets help modes F - H: Mode F = Full help. mode G - Game normal, mode H - hush, no beeps at alF.

6. Used to select level of skill.

7 . 1 Used to enter a sequence of moves.

8 . 1 Press to take back last move.

9. [PLAV Press to force the computer to compute or execute the next move.

1 0 . m This switch at the back of the computer can be used in case of disturbance to clear the memory and reset the computer.

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Important note

Your POCKET CHESS GAME is progrmmed to p l ~ y chess with you. It knows all the rules of the game Including castling, en passant, and stalemate. Sometimes the computer may appear to be play~ng irregularly when In fact ~t is obeying these rules. In case you are not very familiar w ~ t h the game we have included a copy of the Rules of Chess. If you need addit~onal informat~on your local library is sure to have several books on the subject.

1. Getting started

The computer runs on three "AAA" size baneries.,Open the battery compartment and insert the batteries as shown in fig. 2.

Set up the chess pieces In the opening posit~on and slide the maln sw~tch ro the posltlon marked]. The computer is now ready to play a game with you. If it falls to react properly - statlc d~scharge can sometimes cause ~t to lock up - use a pin or paper clip to press and hold t h e m sw~tch located at the bottom of the set for 2 seconds This w ~ l l clear the memory and reset the computer.

2. Setting the level of skill

The computer has 8 levels of sk~ll which may be changed a1 the beg~nning or at any tlme during a game {but only when is your turn to move).

LEVEL Average response time per move

1 seconds (handicap) 2 seconds (handicap) 3 seconds (switch-on level) 5 seconds

15 seconds 60 seconds 75 seconds unlimited (see sectron 10)

The above times are averaged over a large number of moves. Depending on the stage of the game and the tactical complexity of a position ;he computer may take considerabl\ more (or less) time on individual moves.

If you press t h e m key the computer wirl use the lights on the left side of the board to display the level currently set Keep pressing untd the level you want 1s displayed. '

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3. Your moves 5. Hlegal moves

To make a move f~rst press down on the piece you w ~ s h to move. You w ~ l l hear a short beep. Place the piece on its destinat~on square aAd press down again. You will hear a second beep and a light to the left of the board will begin to flash Th~s means that the computer has accepted your move and has started to compute its reply

Note: At the beginning of a game the reply will usually be Instantaneous on any level because the computer is play~ng moves that are stored in its "open~ng book".

To make a capture you only have to key In the move of the capturing plece. When castling key in the k~ng's move only. When a pawn promotes it is changed into a queen automaticallv.

4. Computer moves

The computer indicates its own moves by sound~ng a beep and turnlng on two lights on the side of the chessboard. These lights Indicate the hor~zontal row and vertical column

, of the plece the computer wishes to move. Press this plece down on ~ t s square The computer will now show you where the piece must go Move the plece to the square ~nd~cated and press down to complete the move.

Note: Y ~ u r POCKET CHESS COMPUTER knwvs how to "underpromote" in exceptional circumstances. To c h x k i f this

has happened you must verify the paition fas described in

section 15) after it has made i t s move. 7

If you attempt to make an ~IlegaE move the computer will sound a double beep (high-low) and show you where the piece you are trylng to move came from You may place the plece on a legal square or on the or~ginal square and move another piece

You w ~ l l also hear the error beep if you do not execute a computer move properly or press an Improper panel key.

6. Check, Mate and Draw

When the computer puts your king In check you will hsar an additional beep and the CHECK light at the top of the board will flash If a game ends In checkmate the MATE l~ght will flash, and In case of a stalemate the DRAW light will be turned on.

7, Mew game

To start a new game wait until i t is your turn to move and then press -1. You w ~ l l hear a triple beep (high-low. high) wh~ch Indicates that the computer is ready to play from the ~nrt~al posltlon.

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When startlng a new game, the white pieces will be the first to move. If you want the computer to play the fkrst move, simply press a after pressing 1-1. The computer will then make the f~rst move for wh~te and w ~ l l wait for you to move a black piece.

Note: If you press 1- mom than once the computer will select one of the special study positions (see sect ion 18) To gez the inrtial pos~tion keep pressing (NEW until you hear the triple beep

8. Taking back moves

To take back a move aimply press -1 when ~t is your turn to ulav. The cornouter will heln vou to retract the last two moves (one for Black and one for White) by show~ng you which pieces wers moved and where they came from.

When retracting a move take particular care to ensure that the[-] has been correctly registered by the computer and the 2 square lights are off,

9. Changing sides

If a t any ttme during a game you wish to change s~des with the computer you may do so by pressing ) instead of making your move. The computer will make the next move far you and you can go on playing for the other side.

You can change sides as often as you like. You can even p r e s s m after every move and make the computer play the entire game against ~tseif. The key is also useful when you need help and want the computer to suggest a move for you.

10. Interrupt

If the computer is spending too long over a move you can interrupt it by pressing which will cause it to stop computing and play the best move it has found so far. This feature is especially useful In level 8, in which the computer will go on thinking until you interrupt it by press~ng unless there is only one move it can play or it finds a mate in one, two or three.

11, Non auto made

Pressing the -1 key puts the computer into a special mode in which i t will not compute counter moves but only keep track of the moves you enter for both sides, making sure that they are legal. This allows you to enter special openings or to force the computer to play a certain continuation during a game. To return ta normal play press

a second time.

Nate: Pressing ~ l l a w a y s cancels the non auto mode.

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12. Computer as referee

Non auto mode is also useful when you are playing a game with a frlend on the sensor board. The computer will act as a referee and protest if anyone makes an illegal move. And each side can at any time ask the computer for adv~ce by pressrng j.

13. Evaluation

Try holding down the the kinking key while the computer is thinking. Watch the board lights. At the top they will start to cycle, a new light coming on every tlme the computer has examined 250 more positions in the search for the best move At the same tlme the lights on the left side of the board will tell you whaf the computer thinks of the current position. You can watch the evaluation change 8s the computer looks at more and more positions. It does this by ratlng white's posit~on on a scale of 1 to 8, tight 8 represents very significant material advantage to wh~te and probably a won position. In an equal positlon lights 4 or 5 will be on. If white's position Improves then the light number may Increase to 6, 7 or 8. In this s~tuation the computer may Indicate it wishes to resign by switching light 1 on instead.

14. Display move

If you want to know which move the computer is considering hold down [ DlsPlnv MOVE ( (the pawn key) while i t is thinking. fL- .-.....:I, -L ..*.. *lrl he-* I..nl.- ,* he. Inllnrl .- I ne curiipu~u~ WIII slluw yuu LIIG ucsi I I IUUG I & nuns l w u l l u a~

far by turning on the "from" square for two seconds and then the "to" square for one second. You can watch how it changes its mind as it computes deeper.

15. Game memory

You can interrupt a game at any stage (even when the computer is thinking) by simply turning it off. Play is interrupted and all lights are turned off to conserve battery power The computer will "remember" the position for up to 12 months and be ready to resume play when you turn it on again.

16. Verifying piece positions

If you upset the pieces or for other reasons are not sure that the board position is correct you can ask the computer to show you the proper location of each piece. To do this press one of the piece keys [when it is your turn to move), The computer will use the board lights to show you where that piece is located. Press the same piece key agaln to find further pieces of that kind on the board (a double beep indicates that there are no more of the piece selected). You may verify the position of other pteces bv pressing the corresponding piece keys. If the board lights are steady the computer is showing you a white piece, ~f they are flashing the piece indicated is black.

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17. Help modes 18. Special study positions

When you switch the computer on for the first time or when you press -1 YOU wiH hear a beep whenever a piece or a key is pressed Thls is because the normal help mods "G" is set. You can confirm this by pressing [,The G light above the board will light up.

If you press again, then the H lamp lights up, indicating that help mode H is set. In this mode the comprrter remains completely silent during the entire game. Of course you must watch the indicator lamps and press pieces and keys carefully when pleying without sound.

Press~ng 1 a third time ptrts the computer into help mode F. In this special mode the computer will sound the normal beep, but it will also give you additional help during the game:

1. During the opening it wlll warn you when you play a move that it does not know, i.e. one that is not in its "openings book". It does this by sounding a double beep and not computing a reply. You can take your move back ,

and try another move, or you for the computer to continue the

game in the normal fashion.

2. When it moves to put one of your pieces in danger, i.e. it is k i n g flttackad by 0 piece of lesser value, then the computer will sound a low warning keep and flash the square of the endangered piece for about seven seconds,

Your POCKET CHESS GAME has eight built-in study posifions that you can try to solve with the assistance of the computer. You can select these positions with the help of the NEW GAME key Pressing this key once when it is your turn to move gives you the ~nitial position (see section 7). If you now press 1-1 again, the H light at the top of the board lights up, ~ndrcating that the computer is ready to go through study positions H with you. Press a third time to load position G. Each time you prass the key a new position is loaded into memory and the llghts on the top of the board tell you which one it is. You will find diagrams of all the study positions on page 14 to 17. You can check the position quite easily by using the "verify postion" feature described in section 16.

Once you have chosen a pesitlon you should try to find the correct moves for White. If you play a wrong move you will hear an 'OUT OF BOOK' beep and the computer will not play a countermove. You should use to retract this move and try another one. When you play the correct move the computer will reply instantly with the bast black defence. If you cannot find the solution yourself press and let the computer show you the best move. Here's a list of each position and what you must try to find (Refer to the Guidelines and answer in the back of the manual i f you fail to work it out}:

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Position H: WKd4, Ra5. BKfE White King and rook to play and win against a lone k~ng, but can you mate In the least number of moves? The white king and rook must work together to trap the black king in a corner. If White makes no mistakes mate can be had in

I e~ght moves.

Position G: WKf4, Pd4, BKf7 White to play and win. The white king must first gain the 'opposition' before he can shepherd h ~ s pawn to its queening square.

Posltion F: WKfl, Pd4, BKf4, Pe6 Whita to play and draw. Wh~te 1s in grave danger of losing. He must play a surprising move to deprive Black of the 'apposition' and hold him to a draw.

Position E. WKg4, Ra8, Pa7, f4, f5, BKg7, Ra2 Wh~te to play and win Black must not move his k~ng to the 6th rank, otherwise White would check with the rook, promote his a-pawn and win quite eas~ly. S~nce the black king cannot be forced to leave the 7th rank then White must use a 'skewer' to win the black rook.

(Capablanca-Tanerow, New York 1910): WKgl, Qg3, Rdl, Nf5, Pa2, b2, c2, e4, f2, g2, h2, BKgB. Qc7, Rf8, Be5, Pa7, b7, c6, f7, g7, h7 White to play and win. In this position taken from a game Capablanca - Tanerow, New Vork 191 0, the white queen is attacked by the black bishop on e5. The legendary Capablancs requrred just a few brrll~ant moves to dispose of h ~ s opponent, Can you find them7

Position C (Morphy-Duke of Brunswlck): WKe7, Qb3, Ral, h l , Bc4, g5, Nc3, PaZ, b2, c2, e4, f2, g2, h2, BKe8, Qe7, Rae, he, Bf8, Nb8, f6, Pa7, b5, c6, e5, fl,g7,h7 White to play and win. This game between Morphy and the Duke of Brunswick is reputed to have taken place during an opera! Even if you find the correct artack you should play through the position a number of times as the computer will try different defences for the black side.

Position B (Alekhine-Grunfeld, Carlsbad 1923, colors reversed): WK91, Qcl , Rd l , 892, Nd6, Pa3, b4, e5, fZ, g3, h3, BKg8, Qe7, Rd8, Na7, d5, Pa6, b7, e6, f6, g7, h7 White to play and win. This pos~tion was taken from a game Alekhine - Grunfeld, Carlsbad 1923, with the colors rsversed. Here, too, the computer will defend the position in different ways, so play it through a number of times.

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Position A (Adarns-Torre, New Orleans 1920): 20, WKg1, Qd4, Rel, e2, Nf3, PaZ, b2, d5, f2, 92, hZ, BKg8, Qd7, Rc8, e8, Bf6, Pa5, b7, d6, f7, 97, h7 Whtte to play and wln. In this positlon from a game Adams - Torre, New Orleans 1920, White could give a 'back- rank mate' if the square e8 was not so well protected. So he must attempt to dlvert the black queen or the black rook on c8 from their defence of this square. If you do not understand the moves the computer plays for Black then try playing other moves against the computer. Select pos~tion A, press m, make a different black defensive move (the computer will complain) and press

again. You will soon realize why Black was so cautious

19. The ACL key

If the computer locks up because of static discharge or some other reason, switch to ON and then use a pin or other sharp object to press t h e m key on the back of the cablnet for two seconds. This resets the computer and clears the memory.

. Care an1

.- "PL"YT1

d maintenance

Your rvbi-.s ; CHESS GAME is a precision electronic device. Do not subject i t to rough handling or expose it to extreme temperatures or moisture. Do not use chemical agents to clean the mt as these may damage the plastlc. Weak batteries should be replaced promptly as they might leak and cause damage to the computer.

If at anytime you suspect that your unit is not performing as it should, stop by your local Radio Shack store. Our personnel are there to assist you and arrange for servlce, if needed.

Keep it dry. If water should get on it, wipe it off immediately. Water contains minerals that can corrode electronic circuits.

Do not store in hot areas. High temperatures can shorten the life of electronic devices, damage batteries, and can even distort or melt certain plasrics.

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Do not drop your product. This will Always make sure any batteries likely result in failure to operate. used are fresh and are of the Circuit boards can crack and casss correct type. Never use general may not survive the impact. purpose batteries if alkaline cells Handling your product roughly will are called for. Old or almost-dead shorten its useful life. batteries are also dangerous. A

worn out battery can leak

1 chemicals which will destroy

Do not use harsh chemicals, clean~ng solvents or strong detergents to keep your unit looking new. You need only wipe it with a dampened cloth from time to time.

Do not use or store in areas of high levels of dirt or dust. The electronics may be contaminated. Any moving parts will wear prematurely

electronic circuits.

21. Technical specifications

LED lamps: Keys: Power consumption: Battew requirement: Battery life: Dimensions: Weight:

Playing strength:

16 12 0.01 w 3 "AAA" batteries 300 hours (alkaline batteries) 6-3/8 X 4-1 14 x 314 in. 5 or or 145 gm (withovt baaeriss) Tor beginners and casual players

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GUlDEPlNES AND ANSWERS

Question: Position H: KRK White : Kd4,Ra5 Black : Kf6 Note : Neither side can castle

Answer: 1 Re5 Kf7 2. Kd5 Kf6 3. Kd6 Kg6 3 . . . KO 4 Ke7 Kg7 4. Re6 Kf8 5. Re6 Kg8 5. Re7 Kg8 6. Kf6 KfS 6. Ke6 Kf8 7 . Kg6 end of book 7. Kf6 Kg8

8. Kg6 (many 8th moves valid)

Question: Position G: KPK. WINNING White : Kf4,Pd4 Black : Kf7 Note : Neither side can castle

Answer. 1. Kf5 Ke7 2. Ke5 Kd7 3. Kd5 ' Ke7 4 Kc6 Ke6 4. Kd8 5. d5 Ke7 5. d5 Kc8 6, Kc7 end of book 6. d6 6. .. Kd8

7 67

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Question P~s~tion F: KPK, DRAWING White . Kfl,Pd4 Black : Kf4.PeS Note Neither side can castle

I Answer: 1. d5 exd

I 2. Kf2 Ke4 3. Ke2 d4 3 .. Kd4

47: 4. Kd2 d3 4 Kd2 Kc4 5 Kdl end of book 5 Kc2 d4

6. Kd2 d3 7. Kd l -

Question: Position E: SKEWER White : Kg4,Ra8,Pf4,f5,a7 Black : Kg7.Ra2 Note : Neither side castle

Answer: 1. f6 Kf7 2. Rh8 end of book

I Quest~on: Posit~on D: CAPABLANCA-TANEROW, NY 1910 t Whtte : Kg1 ,Qg3,Rdl ,Nf5,PaZ,b2,~2,e4,fZ,g2,h2

Black : KgB,Qc7,Rf8,Be5,Pa7,b7,~6,f7,g7,h7 Note : Nether side can castle

? Answer: 1. Nh6 Kh8 2. 005 Qe5 3 .Nf7 endofbook

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Question:

Answer:

Position C: MORPHY DUKE OF BRUNSWICK White : Kel,Qb3,Ral,Rhl,Bc4,Bg5,Nc3,Pa2,a2,~2,e4,f2,g2,h2 Black : Ke8,Qe7,Ra8,Rh8,Bf8,Nf6,Nbs,Pa7,b5,c6,e5,f7,g7,h7 Note : Both sides can castle

2. Bb5 Nbd7 3. 0-0-0 end of book 3 . . . Rd8 3. Cle6 3 .... Qb4 3 . . . 0-0-0

4, Rd7 Rd7 4. Bxf6 4, Bxf6 4. Ba6 5 Rdl (106 6 , Bd7 Nd7 7. Qb8

Question: Position B: GRUNFELD-ALEKHlNE,CARLSBAD 1923 (COLORS REVERSED) White : Kg1,Qcl ,Rdl ,Bg2,Nd6,Pa3,b4,e5,fa,gJ,h3 Black : i<g8,Qe7,RdB,NdS,Na7,Pa6,b7,e6,f6,g7,h7 Note : Ne~ther s~de can castle

Answer. 1. Rd5 fxe I . . . , exd 2, Nf5 exf 2. Bd5 Kf8 3 Qc5 Qc5 3. Nf5 Qe5 3 . . Qd7 4. Rd8 Of8 4. Qc5 Ke8 4. Qc5 Ke8 5. Bd5 end of book 5 Ng7 Kd7 5 06

6. Be6

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Question: Position A: AOAMS-TCIRRE, NEW ORLEANS 1920 White : Kg1 ,Od4,ReZ,Rel,Nf3,PaZ,bZ,d5,f2,g2,hZ Black : Kg8,Od7,Re8,RcB,Bf6,Pa5,b7,d6,f?,g7,hJ Note : Neither side can castle

Answer: I . Qg4 llb5 Z.Qc4 ad7 3. Qc7 Qb5 4. a4 Qa4 5. Re4 Qb5 6. Qb7 end of book

Note: K - King Q - Oueen R - Rook B - Bishop N - Knight P - Pawn

eg. Re5 - move Rook to 05 position

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SCHEMATIC Dli I

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RADIO SHACK LIMITED WARRANW fhls produd $ warfanled agenst defects for 90 days from dale d purchase tram Radio Shadi mpany-awnd gores and aulhmred Radlo Shack franchisees and dealers. Withan this perlod, we wlll reparr it wthout charge for parts and lebor. Simply brlng your Radio Shack anlea allp as pmof of purchase date to any Radlo Shack store. Warranty does not mver transportation coals. Nor does it wver a prcduct subjscted to misuse or awldental damage. EXCEPT AS PROVIDED HEREIN. RADIO SHACK MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTlCULAR PURPOSE. Some slates do no1 permit Ilmitalion or encluslon of lmplled warranties; therefore, the aforesaid Ilml2allon(s) or 8xclus1on(s) may not apply lo the purchaser. Thls m a * g h yrm epedk rsgsl RgMs nnd yw m q nlm how olha f q h l uM& vafy hrm a m ta stah.

We Service What We Sell

RADIO SHACK A Division of Tandy Corporation

Fort Worth, Texas 761 02

PRINTED IN HONG KONG

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