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PhantomChess Model6100 UserManual Text

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ivancito2584
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0% found this document useful (0 votes)
24 views32 pages

PhantomChess Model6100 UserManual Text

Uploaded by

ivancito2584
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

OWNER'S MANUAL

INSTRUCTION BOOKLET
MODEL 6100
EASY STEPS
TO PLAYING YOUR FIRST GAME WITH THE PHANTOM
POWER UP CAPTURING PIECES
1 . Place the unit on a level surface and set up the pieces in Refer to the diagram below, tf you are White and you
their standard positions, as shown. want to capture the Black pawn on D4 with your Knight on
F3, proceed as folhws:

8
7 AA
^
mm
in
1 . Pick up the Knight
of the
on F3 and press down on the center
F3 square. CAUTION: Press only hard enough to
register the beep sound.

5 8 I k 41
4
'
7 II IIA
:. a;

3 ;
':
I

2 aAA&AA 5

File 1 £ 4 AA
A B C D E F G H 3 h
Rank — — 2 A AA
2. Plug the connector of the AC transformer into the wire 1 1 I
connector which extends from the back of your unit, and
plug the transformer into a wall outlet.
A B C D E F G H

The computer will take the next 40 seconds or so to adjust 2. Pick up and hold Black's D4 pawn. Move your Knight to
the pieces so they are centered in their starting squares, the D4 square and press down on the D4 square. Now
it

you must store the captured Black pawn in the appropri-


THE FIRST MOVES ate Border Area...
1 . Let's say you have chosen to move your White pawn
located on the E2 square to the E4 square (see diagram At the sides of the chessboard, there are two areas where
for Rank and File designations of the squares). captured pieces are stored. These are the Border Areas,
each one marked by two rows of symbols showing the
2. Pick up theE2 pawn and press down on the center of the different pieces of one color, with White pieces stored on
E2 square. CAUTION: Press only hard enough to regis- the left, and Black pieces stored on the right Each chess
ter the beep piece has a space assigned to it in the Border Area a nd,
sound, if captured, must be placed there, directly over the
symbol that matches its color and type.
3. Move the pawn to
theE4 square and 3. Put the captured Black pawn directly over the pawn
press down on the symbol on the bottom right-hand side of the Black Border
E4 square. Your Area. Press down on the pawn symbol as you do this.
move is automati-
cally entered and As you will see in the manual, the computer wants
Moving a Pimcmi Aiwa y s press
the computer will captured pieces put on the Border Spaces in a certain
dovm fath* c*nt*f of lh* aquar*.
respond by mak- order. For the purposes of these quick instructions, how-
ing a move for Black automatically! As the computer ever, if you should press down on the wrong Border
moves its piece, its move is shown in the Display Window. Space for any particular captured piece, be aware that
the computer will automatically move the captured piece
4. When the computer has finished moving its piece, the to its correct Border Space.
Display Window will switch to showing the time for your
side. You may now make another move, following Steps HOW THE COMPUTER CAPTURES
2 and 3 once more with another piece. You will be If the Phantom captures one of your pieces, will it auto-
amazed at this unique style of play—you are sure to feel matically remove from its square and move
it it to its

like you are playing against an almost-human opponent! correct space in the Border Area.

The Phantom
QUICK REFERENCE CHART
for The Phantom's Game Options, Rotating Display, and Playing Levels

BLACK
EASY I SOUND PLAYER ALL COUNT* CANCEL FINISH
FROM
MODE OFF MODE OPENINGS DOWN THE BOOK GAME
CLOCK
1 BOTTOM
At fit Ci Ei FJ GJ

MOVE SEARCH SCORE NODES 1ST MOVE 2ND MOVE 3RD MOVE 4THMOVE
TIME DEPTH PER PRINCIPLE PRINCIPLE PRINCIPLE PRINCIPLE
SECOND VARIATION VARfATJON VARIATION VARIATION
(off) (off} (off) (off) (off) {Off) :
(off) (off)

B2 C2 -fit- £2 fit
:

- - - G2 HZ .

MOVE SEARCH SCORE NODES 1ST MOVE 2ND MOVE 3RD MOVE 4TH MOVE
DEPTH PER PRINCIPLE PRINCIPLE PRINCIPLE PRINCIPLE
SECOND VARIATION VARIATION VARIATION VARIATION
(on) (on) (on) (on) (on) (on)
:

4f 81 CT 01 Ft gf :
:
Hi

PRESET LEVELS
Avg Jima/Movc
Total N urrtw COU MTDOW M FIXED DEPTH MATE FINDER
Movws/Tim* LEVELS SELECT ANY SQUARE FOR INFINITE LEVEL LEVELS LEVELS
_J
r "i r I I

A VG, RESPONSE
3,5 MINUTES 3 HOURS SELECT SPLY MATE IN 6
40/2,5 HOURS PER SIDE

Eft Ffl GB

AVG.RESPONSE
3 MINUTES
4Q/2 HOURS
2
PER SIDE
HOURS ANY ONE 7 PLY MATE IN 7

A7 B7 C7 07 E7 G7 H7

AVaRESPQNSE
30/60
2 MINUTES
MINUTES
1 HOUR
PER SIDE
OF THESE 6 PLY MATE IN 6

A6 S6 C6 E6 G6 H6

A VQ. RESPONSE
1 MINUTE

60/60 MINUTES
MINUTES
30
PER SIDE
SHADED 5 PLY MATE IN 5

A5 B5 05 E5 F5 GS

AVG.RESPONSE
30 SECONDS
60/30 MINUTES
20 MINUTES
PER SIDE
SQUARES 4 PLY MATE IN 4

A4 04 C4 04 E4 G4 H4

AVG.RESPONSE
15 SECONDS
60/1 5 MINUTES
15MINUTES
PER SIDE
FOR 3 PLY MATE IN 3

A3 03 C3 E3 F3 G3

AVG.RESPONSE
10 SECONDS 10MINUTES INFINITE 2 PLY MATE IN 2
60/10 MINUTES PER SIDE

A2 ca 02 E2 F2 G2 H2

AVG.RESPONSE
5 SECONDS 5 MINUTES LEVEL 1 PLY MATE IN 1

60/5 MINUTES PER SIDE

A1 B1 CI 01 E1 Ft G1 Hi
TABLE OF CONTENTS
Page

INTRODUCTION 1

SECTION ONE: BASIC OPERATION ....... 2


1.1 POWER UP „..2
1.2 MAKING MOVES ........ . . 2
Playing White ..... . , 2
Playing Black . ,. .3
The Computer's Moves . 3
Capturing Pieces „ 3
Proper Positioning of Captured Pieces in Border Areas . 4
Move
Illegal .. .... ...4
Accidental Wrong Move .... .4
1.3 SPECIAL MOVES ,..4
Castling .4
En Passant . . .4
Pawn Promotion ,» m , 5
Check and Checkmate ..5
1.4 BOOK OPENINGS „ „, 5
1.5 THINKING ON THE OPPONENTS TIME 5

SECTION TWO: SPECIAL FEATURES ,..„, 6


2.1 SHIFT KEY,. . ZL 6
2.2 PROBLEM KEY L 6
Clearing the Board . 7
Adding, Relocating, or Removing Pieces. ,.7
Setting the Correct Color to Move,,.,,.,...... 7
Illegal Positions in Problem Mode.,,,. , 7
Important Notes on Resuming Play After Problem Mode , 8
2.3 VERIFY KEY. , , ,.8
Verifying Individual Squares or Spaces , „, .,,8
Complete Board Verify . 8
2.4 TIME KEY , . 8
2.5 OPTION KEY.... „ ...9
2.6 NEW KEY.. . ..... .9
Starting a New Game (Reset Using Previous Options) ... ,9
Starting a New Game (Full Reset) . . 9
2.7 LEVEL KEY 9
Preset Levels (Squares A1-A8) 9
Countdown Levels (Squares B1-B8)... , 9
Fixed Depth Levels (Squares G1-G8) , , „ 11
Mate Finder Levels (Squares H1-H8) , ..... .. .11
Infinite Level (Squares C1-C8; D1-D8; E1-E8; F1-F8) .11
2.8 REPLAY KEY 11
Starting aReplay 11
Stopping a Replay ....12
2.9 TAKE-BACK KEY ...12
Taking Back an Incomplete Move... „ „ ...12
Taking Back Completed Moves , ...12
Replaying a Move after a Take-Back „„ 12
2.10 INFO KEY , , ,. 13
TABLE OF CONTENTS
(CONTINUED) Page

2.11 HINT KEY 13


Move Suggestion 13
Play Forward 13
Show Legal Moves 13
2.12 ALTERNATE KEY 14
Show Alternate Move 14
Clear Board 14
Complete Board Verify 14
2.13 MOVEKEY 14
Changing Sides with the Computer 14
Forcing the Computer to Make a Move 14
2.14 STOP KEY 15
2.15 AUTOKEY 15
2.16 CLEAR KEY 15

SECTION THREE: GAME OPTIONS 16


INTRODUCTION TO OPTION SELECT MODE 16
3.1 EASY MODE (Square A1) 16
3.2 SOUND OFF (Square B1) 16
3.3 PLAYER MODE (Squared) 16
3.4 ALL OPENINGS (Square D1) 17
3.5 COUNTDOWN CLOCK (Square E1) 17
3.6 BLACK FROM THE BOTTOM (Square F1) 17
3.7 CANCEL OPENING BOOK (Squared) 17
3.8 FINISH GAME (Square H1) 17

SECTION FOUR: ROTATING DISPLAY 18


INTRODUCTION TO THE ROTATING DISPLAY 18
4.1 DISPLAY MOVE TIME (Squares A1 ,A2) 18
4.2 DISPLAY SEARCH DEPTH (Squares B1.B2) 18
4.3 DISPLAYSCORE (Squares C1.C2) 18
4.4 DISPLAY NODES PER SECOND (Squares D1.D2) 19
4.5 DISPLAY FIRST MOVE OF PRINCIPLE VARIATION (Squares E1.E2) 19
4.6 DISPLAY SECOND MOVE OF PRINCIPLE VARIATION (Squares F1.F2) 19
4.7 DISPLAY THIRD MOVE OF PRINCIPLE VARIATION (Squares G1.G2) 19
4.8 DISPLAY FOURTH MOVE OF PRINCIPLE VARIATION (Squares H1 ,H2) 19

SECTION FIVE: MATE AND DRAW ANNOUNCEMENTS 20


5.1 CHECKMATE 20
5.2 DRAW BY STALEMATE 20
5.3 DRAW BY THE 50-MOVE RULE 20
5.4 DRAW BY THREE-TIME REPETITION 20

LIMITED WARRANTY 21
IMPORTANT NOTICE 22
U.S. CHESS FEDERATION MEMBERSHIP APPLICATION 23
MEET THE PHANTOM: A TRULY EXTRAORDINARY
CHESS OPPONENT...
INTRODUCTION Panel which contains many buttons and indicators, all

We are extremely proud to introduce to you the of which serve different functions during a game These .

Phantom, an incredible chess computer that will features are dealt with in detail later on in this manual.
surprise and delight you with its strong chess program Note, also, the large playing surface, and the Border
and the unique ability to move its own pieces. you are If Areas along the sides of the board which are for
a strong chess player, you will find it an admirable convenient storing of captured pieces during a game.
opponent which will challenge you to one exciting chess With a combination of all its special features and the
game after another. If you are just learning to play strongest of chess programs, the Phantomis an amaz-
chess, you be astonished at how helpful the
will ing machine and is sure to become your favorite chess
Phantom can be as an instructor, giving you a sure adversary.
grasp of the essentials as you practice against and it

play with it. You more about the Phantom s fea-


will learn
tures, controls and lights as you play. Right now,
When you first take a look at the Phantom, you will why not sit down "face to face" with your new
immediately see some of the features which have been opponent and challenge the computer to a game.
incorporated into this product to make it easy to operate To do so, simply turn to Section One and let play
and a pleasure to play chess with. Notice the Control begin.

Close-up of the Control Panel with some of Its features highlighted.

Piece Symbol
Indicator Lights

BLACK # if
C 3 WHITE 0 4 i
Black and White
LCD Display Indicator Lights

Function Keys

f»r.
^ j ^ vmpy J [ofTWJjl I LEVH J (tAKIIACKJ^ HMT WO VI J ^ AUTO J ^ CLE A*
J

^ Shift Light
Press Hera

CLOSE-UP OF ONE KEY —


important: Whan pressing a key, always push down the white circled
area so the computer can register your action correctly.

Page 1
SECTION ONE: BASIC OPERATION
1.1 POWER UP this level, read on and discover how to make your first
You must make sure that the unit is placed on
first move. If you prefer to select another level, turn to
a level surface. Then set up the pieces in their starting Section 2.7, LEVEL Key, for more information,
positions, as seen below. The Phantom expects the
White pieces to be positioned at the bottom of the board, 1.2 MAKING MOVES
near the Control Panel; the Black pieces are positioned
on the opposite side. The pieces should always be
Playing White
set up In their starting positions before you Initially
White always moves first. If you choose to play
power the unit up.
White, the computer will move the Black pieces. Follow
these steps to make your first move:
A) Press down on the CENTER oi the departure square
Black side of the piece you want to move (this square is the
starting
from square). To do this, tilt the piece slightly and
position
use the edge of the base to press down on the
CENTER of its square (see diagram). You may also
press down on the square with your finger, if you
wish.
How the computer reacts: The Phantom W\\\ beep
to signal that the first stage of your move has been
White side properly registered. At the same time, the WHITE
starting
position
be on and you will see another indicator light
light will


turn on the red light shaped like the symbol of the
piece you are moving. The from square will also be
fcCONTROLn BritpanelttI shown in the Display Window at this time. A dash
appears next to it, indicating that this is the square

Now plug the connector of the enclosed AC trans-


former into the wire connector which extends from the
back of your unit. Plug the power pack end of the
transformer into a conventional wall outlet. The unit will
beep and the light labeled WHITE will turn on to signal
is ready for White's first move to be made.
that the unit
The computer will use the next 40 seconds to adjust the
pieces so they are centered in their starting squares.
The Phantom does this all automatically, shuffling the
pieces into position. You do not necessarily have to wait
for the computer to "housekeeping"—you may
finish its

make your first move you wish. The


during this time, if Moving a Piece: Always pre** down in the center of
the square*
computer will, however, continue to check the pieces
until all have been centered.
you have moved from, and that the computer is now
Important: The transformer provided is the only
expecting the second half of the move, the square
power source which should be used with the Phantom.
you are moving to.
Use of a different transformer could adversely affect the
operation of your computer and/or damage the elec-
B) Now move the piece to its destination square (this

tronics. If the transformer should become warm during


square is the to square), and press down on the

use, this normal and may be disregarded.


is
CENTER of this square, as above.
Adjusting Playing Levels: Before moving, you
How the computer reacts: The PhantomvuWl beep
again, the piece symbol light will turn off, and the light
may, if you wish, adjust the Phantom s playing level,
choosing from one of its 24 different playing levels.
labeled BLACK will turn on. This indicates that it is

When now Black's turn to move, and that the computer has
Section 2.7 describes the playing levels in detail.
registered your White move and will now start think-
you initially computer on by plugging in, is
turn the it it

ing of a move for Black. If the computer should make


automatically set on Level A1 you prefer to play on
. If

Page 2
its move instantly without taking any time to think, over the symbol that matches its color and type.
directly
this indicates that it is playing out of its pre-pro- See below for a chart of the pieces and their symbols.
grammed Opening Book Library (see Section 1.4).
Note: After you move a piece, the Phantom will The chess pieces are represented by the
automatically adjust it, square to center
shuffling it in its following symbols:
it. This centering action may also occur at other times
when you press on a piece to perform a certain function Name of Actual White Black
Piece Piece Symbol Symbol
(as in piece verification, selection of options, selection
of levels, etc.).
CAUTION: When pressing a piece down on a
square, do so lightly, pushing only hard enough to KING
register the beep sound. Distortion of the chess-
board could result if too much pressure Is applied.

Playing Black
you prefer to play with the Black pieces, do not
If
QUEEN
make the opening move as outlined above. Instead,
press the MOVE Key to tell the computer to change
from Black to White. The Phantom will then make the
opening move, playing the White pieces. See Section
2.13 (MOVE Kefl for more details on changing sides ROOK
with the computer
Note: To play with the Black pieces from the
bottom of the board, you must first select Game Option
F1 (See Section 3,6, Black from the Bottom).
BISHOP
The Computer's Moves
As long as the Phantom is thinking about its own
next move, the BLACK or WHITE light (whichever side
itis playing) will be on. When has finished thinking, the
it

computer will move one of its own pieces on the board


KNIGHT
automatically! Just sit back and watch the computer
actually move a piece from one square to another. This
unique style of play makes you feel like you are playing
against an almost-human opponent.
Note Each time the word "automatically" is used
:
PAWN
in this manual, will describe the action whereby the
it

computer moves pieces on the board by itself.


While the computer is actually making its move on Six of the tights on the Control Panel are
the board, the move it is making will be shown in the shaped tike these symbols. These piece sym-
Display Window. As soon as it has finished physically bols also appear In the Border Areas at the
moving the piece, the Display wi return to showing your II
sides of the chessboard.
time. The WHITE or BLACK Wght (whichever side you
are playing) will also be on, indicating that it is your turn
to move.
How to capture one of the computer's pieces:
A) Press down on the from square of the piece you
are moving. This square will be shown in the
Capturing Pieces
Display Window.
At the sides of the chessboard, there are two areas
B) Pick up and hold the piece you are capturing.
where captured pieces are stored. These are the
Then complete the move of your own piece by
Border Areas, each one marked by two rows of sym-
pressing down on the to square with your own
bols showing the different pieces of one color. With the
piece. The Display will now show the to square,
Control Panel directly in front of you, notice that the
C) Put the captured piece directly over a symbol of
WHITE pieces are stored in the left Border Area, and the its own color and type in the proper Border Area,
SLAC/Cpieces are stored in the right Border Area. Each
When doing so, be sure to press down on the
chess piece has a particular space assigned to in the it
symbol as you would on one of the chessboard
Border Area and, captured, must be placed there,
if

Page3
squares. The computer will then beep to show you are in the middle of castling, or when you are
that move has registered, and will then
your it promoting a pawn. Simply press down on the correct
automatically adjust the piece moved and the piece or square to continue.
them in the square and
piece captured, shuff ling
space respectively if they need to be centered. If Accidental Wrong Move
you mistakenly pressed the captured piece down If you press down on a piece and the from square

on the wrong space in the Border Area, the is showing in the Display, but you decide not to make
computer will automatically move to the correct it
that move, you may cancel the move by simply pressing
space (see Proper Positioning of Captured down on that same square again or pressing the
Pieces in Border Areas, below) .
CLEAR Key, Then press another from square of your
How the computer captures: If the Phantom choice. If the move has already been completed, you
captures one of your pieces, will automaticallyremove
it
must use the TAKE-BACK Key to take the move back.
from its square and move to its correct space in the
it it
For details, see Section 2.9.
Border Area.
1.3 SPECIAL MOVES
Proper Positioning of Captured Pieces in
Border Areas
Castling
The Phantom has a very tidy mind. expects that It
you wish to castle, you must first make the King's
If
captured pieces of a particular type be positioned in a
move the manner described in Section 1 .2, Making
in
particular order—so that the first piece of a type and
Moves. Then make the Rook's move in exactly the
color captured is positioned in the outer row of the
same manner—pressing down on the from and to
Border Area—and in the case of pawns, the first four
squares. At this point, the computer will recognize that
pawns of one color captured are positioned in the outer
you wish to castle, and will show the Rook's from move
row and the next four pawns in the inner row, starting
in the Display Window to prompt you to move the Rook.
from the spaces closest to the Control Panel in both
Press down on the indicated square and the Display will
cases. Of course, if you did happen to position a
show the to square where the Rook is to go. Move the
captured piece in an incorrect space in the Border Area,
Rook to that square and press down, and the castling
the Phantom will automatically move it to its correct
move has been completed.
space. Captured pieces must be positioned in their
Caution: Remember that castling is a King move.
proper Border Area spaces so that the Phantom can
If you attempt to castle by moving your Rook first, the
keep track of where every piece is-^whether on or off
computer will acknowledge the Rook's move and
the board.
immediately begin thinking. To recover from such a
mistake, use the TAKE-BACKiealure to take the Rook
Illegal Move move back (see Section 2.9).
The Phantom will only allow moves that are in
compliance with the rules of chess. You will never see En Passant
itmake an illegal move, nor will it allow you to make one. The computer will capture a pawn en passant
For example, if it is your turn to move and you press a whenever determines that such a move is desirable,
it

piece that can move, but then press down on a square and it will also recognize when you choose to move en
to which it cannot be moved, you will receive an illegal passant When performing an en passant capture, the

move indication the PhantommW beep and show your Phantom wilt first move the captured pawn off the board
from square in the Display Window, and the color and to the Border Area, and will then move its pawn to the
piece indicator lights for that particular piece will flash. correct square.
When this occurs, simply press down on the correct to if you capture one of the computer's pawns en

square, or return the piece to the from square it was passant, you must remember to take the captured pawn
originally on (shown in the Display), and press down on off the board and put it in the Border Area. To remind
that square. Alternately, pressing the CLEAR Key will you to do this, the Display Window will show the square
also clear an illegal move you choose to
indication. If
of the captured pawn, and the lights for the pawn and its
clear the illegal move, put the piece back on the color will flash. Press down on the indicated square,
indicated from square without pressing the square, and and then move the captured pawn to the Border Area
then press the CLEAR Key. You are then ready to try and press down on one of the pawn spaces (see
another move. Section 1 .2 for details on Proper Positioning of Cap-
Note: You will also receive a beep indicating an tured Pieces in Border Areas).
illegal move you press a vacant square or a piece that
if

cannot be moved legally, or if you press down on a


wrong square when you are making a capture, when

Page 4
Pawn Promotion pawn to the piece feels will be of most value. The
its it

As in a normal game of chess, when a pawn Phantom will then automatically replace its pawn with
reaches the eighth rank, it may be promoted to a higher- the pieceit wants —
immediately if possible, otherwise,
valued piece (usually a Queen or a Knight). When your as soon as the piece becomes available. If the replace-
pawn reaches the eighth rank, you must let the ment piece is not available, the promoted pawn remains
Phantom know which piece you are replacing it with. on the board and is moved like the piece it has been
The pawn promotion move must be made as follows; promoted to. You may crown this pawn to indicate its
A) Press down on the from square of the pawn that new status.

is being promoted.

B) Press down on the to square of the pawn that is Check and Checkmate
being p romoted. The Display Window will show If either player puts his or her opponent's King in
[- P p -] to indicate that a pawn promotion is check, a dot will appear in the move display, as in
taking place, and the piece symbol lights for the [d l.d 5) .

Queen, Rook, Bishop, and Knight will turn on, If the Phantom determin es that you will soon be

indicating that you can promote your pawn to any mated, it will show [ n x) in the Display Window
one of these pieces. (where x is equal to the number of moves until check-
Note: If no capture is being made on this mate). Press CLEAR to see the computer's move.
square, ignore C), below, and proceed Once the computer's mating move is entered, the
directly to D). Display Window will read [ n ] to indicate checkmate*

C) If a capture is being made on the promotion If you ch eckmate the computer, the Display Win-

square, position the captured piece on its correct dow will read C- n ] .

Border Space (be sure to press down on this


space when placing the captured piece there). 1.4 BOOK OPENINGS
D) Press down on the Border Space occupied by the A Book Opening is a specialized series of moves
piece you wish to replace your pawn with. that is used at the beginning of any chess game.
If you

E) Move the replacement piece onto the promotion have noticed that the computer seems to move very
square (be sure to press down on this square quickly at the beginning of the game, this is because the
when doing so). Phantom contains an Opening Book Library of over
F) Move the promotion pawn to its correct Border 24,000 book opening positions from grandmaster play.
Space (press down on this space when doing so). If the current board set-up is contained in the
computer s library, it will play one of the proper re-
Notes on pawn promotion: if the desired re- sponses to that position from its collection of moves and
placement piece is not available in the Border Area at will not have to think about that move choice.
stage D) above, then press down on the empty Border
t If you wish to cancel the computers opening book,

space of the desired piece and leave your pawn on the you may do so (see Section 3.7, Cancel Opening Book) ,

promotion square. Your move isthen complete. Sub- tf you want the computer to select from a greater

sequently, the pawn can be moved like the piece it has variety of book opening lines, you may select the All

been promoted to and, of course, the Phantom will Openings Game Option, (see Section 3,4), which ex-
remember the pawn's new status. If you have promoted pands the computer's Tournament Opening Book,
your pawn to a Queen, you can cap with one of the
it
When the computer is playing from its Tournament
plastic crowns included with the playing pieces in order Book (i.e., when All Openings is not selected), it will
to remind yourself that has been promoted. See below
it
play only those opening lines it feels are best
for a look at a crotvnedpawn. if a piece of the appropri-
ate type and color 1.5 THINKING ON THE OPPONENTS
should become
TIME
To remind you that a available later on in
the game, the com-
The Phantom has the ability to think on its
pawn has been pro-
moted, you can "cap" opponent's time, a function which improves playing
puter wilt automati-
It with one of the strength on all levels. While the computer is making its
cally remove your
crown* included with move, you are able to use that time to analyze the
the playing pieces. pawn from the
position and think of a countermove to the move the
board and replace it
computer might make. Similarly, the computer also
with this piece.
thinks ahead while you are deciding which move to
make. The computer does this automatically, when-
How the computer promotes: When one of the
ever you are thinking about your move.
computer's pawns reaches the eighth rank, the com-
You maycancelthinking on the opponent's time by
puter will evaluate its present position and will promote
selecting the Easy Mode Option (see Section 3.1).

Page 5
SECTION TWO: SPECIAL FEATURES
Many of the Phantom s special features are acti- a key, you are accessing a function tn the top row.
vated by means of the keys on the Control Panel. Each Whenever the light is off and you press a key, you
of these keys is dealt with in detail in this section of the are accessing a function in the bottom row.
manual When a key serves more than one function,
each separate function is explained fully. Remember:
It is important to remember that; when pressing a A) you want to use a key in the top row and the SHIFT
If

key you should always push down the white circled


,
you must press the SHIFT Key first.
light is off,
area so that the computer can register your action B) If you want to use a key in the top row and the SHIFT
correctly. on, simply press the desired key.
light is
C) If to use a key in the bottom row and the
you want
SHIFT light is on, you must press the SHIFT Key
Press Here
first
Important: When pressing D) If you want to use a key in the bottom row and the
a key a fway3 push down
f

the white circled ares mo


SHIFT light is off, simply press the desired key.
the computer can register
your action correctly. The remainder of this section is devoted to ex-
plaining the functions of the Phantom's many different
keys.

Before you begin using the Phantom's special 2.2 PROBLEM KEY
features,you need to understand how to correctly (Make sure the SHIFT LIGHT Is ON whenever
use the SHIFT Key. Since the SHIFT Key is used to you use the PROBLEM Key.)
access other keys, please be sure to read Section 2.1 Problem Mode is a feature which allows you to
so that you will fully understand how the Control Panel change the current board position or set up special
Keys work together with the SHIFT Key. board positions. This mode enables you to remove or

The SHIFT UGHT must be ON when using these top-row keys

f TIMI 1 f NEW \ f HI PLAT If INTO ^ fu.TERHATl1 f TTQ* 1 f ClIAK ^)

*****
C J [~viwfy~ (~ofttow"~ [ ltvil^"] [t*ke^»ack] ""^wfr""] ["^movi^"] [~"ju?to^ (~cle*jT~J

1— SHIFT UGHT T
The SHIFT UGHT must be OFF when using these bottom-row keys

2,1 SHIFT KEY add pieces during a game; relocate pieces from one
The SHIFT Key is unique, in that it is a key which square to another; set up problems such as mate
enables you to access other keys to select their desig- puzzles for the computer to work out; or start up (or
nated options. You will notice in the following diagram continue) a game from a certain position. You can use
that the keys are arranged in two rows—the top row these features to change the direction of the game, to
contains PROBLEM, TIME, NEW, REPLAY, INFO, strengthen your side or the computer's, to resurrect lost
ALTERNATE, STOP, and CLEAR, and the bottom row even to move your King out of an imminent
pieces, or
contains VERIFY, OPTION LEVEL, TAKE-BACK, checkmate situation. To accomplish any of the above,
HINT, MOVE, AUTO, and CLEAR, The bottom row of you must enter Problem Mode by pressing the
keys is accessed simply by pressing the key; however, PROBLEM Key
to use the functions in the top row, you must first press The Display Window will showt- P b^) whenever
theSHIFT Key When the SHIFT Key is pressed, the you are in Problem Mode.
SHIFT light turns on, pointing to the top row of keys. Note: If you wou Id like to set up a new position you ,

Whenever theSH/FT light ts on and you press will normally want to clear the board first (see the next

section, Clearing the Board}. Immediately following

Pages
that section, you will find instructions on making to the board position, first move the pawn to the correct
changes to existing board positions. After you have square, and then
made all desired board changes In Problem Mode, promote the pawn
you must press the CLEAR Key to exit Problem by pressing down To remind you that a

Mode and return to normal game play. on the correct pawn has been pro-
moted, you can "cap"
Border Space (the it with one of the
White Queen in this crowns included with
Clearing the Board the playing pieces.
example), and then
you have pressed PROBLEM to enter
After
on the pawn itself If .

Problem Mode, you want the computer to clear the


if
a piece of the
chessboard so that a completely new position can be
appropriate type and color becomes available later on,
set up, simply press the ALTERNATE Key . This will
the computer will automatically remove the pawn from
cause the Phantomio remove all the chess pieces from
the board and replace it with the appropriate piece.
the board.
The computer accomplishes this by moving all
pieces to their correct spaces in the Border Areas. If you Setting the Correct Color to Move
would like to stop this action, press STOP and the After you have finished setting up a position on the
computer will stop and allow you to manually put the chessboard, you must make sure that the Phantom
pieces where they belong in the B order Areas. The knows which side is to move next. The rule is that the
Display Window will show [- S p -) to indicate that the color of the last piece moved determines the color of the
automatic action has been stopped. You do not have to side to move when you exit Problem Mode. Therefore,
press the from and to squares when manually clearing ifthe last square or space you pressed was occupied by
the board. When you have placed all pieces in their a White piece, the IWH/T£: indicator light will have turned
Border Area positions, press CLEAR to signal to the on, showing that the computer expects White to make
computer that you have cleared the board yourseff and the next move. you wish Black to move next, simply
If

are now ready to set up a po sition in Problem Mode. press down on any Black piece. The SLACK indicator
The Display will show [ - - j at this point, since there light will turn on and the compute r will then expect Black
,

are no Kings on the board and a legal position requires to make the first move when you exit Problem Mode.
a King for each side. The King piece symbol indicator If you exit Problem Mode and then notice that the

will also flash. You may now set up your new position computer is showing the wrong color to move, simply re-
on the board, as described below. enter Problem Mode and press down on a piece of the
opposite color, and then press CLEAR to exit Problem
Adding, Relocating, or Removing Pieces Mode. The correct colo r f or the side to move shou Id now
When the computer is in Problem Mode, and you be lit.
want to set up a position, you can accomplish this by
simply moving pieces where you want them to go* You Illegal Positions in Problem Mode
may move pieces any way—from spaces in the Border
you have set up a position where a player has a
If
Areas to squares on the chessboard, or from one
pawn on the first or last rank, or you have left oneor both
square of the board to another, or from the chessboard
Kings off the board, or it is your turn to move and your
squares to the Border Area spaces. All you have to do
opponent is in check, the computer will not allow play to
to move a piece is to press down on its from space or
proceed because these are illegal positions—they
square and then press down on its to space or square.
could not possibly have arisen as a result of a legal
As long as you press down like this, the computer will
sequence of moves from the starting positions. If you
know where every piece is positioned. Setting up
have set up pieces in illegal positions, the Phantom will
pieces, then, is accomplished just like making moves in
indicate this as soon as you press CLEARlo try and exit
the course of a game, except that in Problem Mode,
Problem Mode. To make you aware of the illegal
these "moves" do not have to be "legal moves" (the
position, the computer will beep, flash the piece symbol
positions, however, must be legal). The piece symbol
for the offending piece, and display the square that
lights will indicate which piece is being moved at any
piece is on.
given time. If you press down a piece and then decide
For example, if you try to leave Problem Mode and
not to move it, press it down again to clear the action.
it is Black to move but the White King is in check, the
If you are setting up a position where you have
computer will beep and flash the WHITE light and the
extra pieces on the board (three White Queens, for
piece symbol indicator for the King. The square the
example), you should use pawns to take the places of
King occupies will be shown in the Display. If you have
these extra pieces (you may cap the pawns with the
put a Black pawn on a back rank square, the computer
plastic crowns if order to remind yourself that
desired, in
will flash the BLACK light and the pawn symbol, and will
they are actually Queens), When adding such a piece

Page 7
display the square occupied by that pawn. If you try to Verifying Individual Squares or Spaces
leave Problem M o de with o ne or both Kings missing, the To find out which piece should be on a particular
Display will show [ - - ) to indicate this, and the square or Border Area space, do the following in order:
indicators will flash for the missing King(s), A) Press down on the VERIFY Key {\he Display will
Once you have corrected the board position, press show t Pb 1 to indicate Verify Mode).
CLEARto exit Problem Mode. B) Press down on the board square or space in
question* If that square or space
occupied by is

Important Notes on Resuming Play After a piece, the computer will beep three times and a
piece symbol light will turn on, along with one of
Problem Mode
the color indicator lights, identifying the type and
A) You must press the CLEAR Key to exit Prob- color of the piece which should occupy that
lem Mode and return to normal game play.
particular square.
B) It very important to realize that if you enter
is
If the square or space you press down on is
Problem Mode while a game is in progress, you
vacant, the computer will beep twice, and no
erase the computer's memory of all moves
piece symbol light will turn on.
made during that game. The use of the TAKE- C) Press the CLEAR Key to exit Verify Mode,
BACK Key and the HINT Key will therefore be
under these circumstances. You will be
limited
Complete Board Verify
able to take back moves only as far as the
position you have set up (see Section 2.9, TAKE-
If you like, you can make the Phantom show you
the positions of pieces on the board,
all does this by
BACK Key), and you will be able to replay the it

moving all of the pieces to their correct places auto mati-


game only from this same position, not from the
very beginning of the game (for details, see
cally. This feature can be very useful many of theif

pieces get knocked over. To have the computer put all


Section 2,11, Play Forward},
the pieces back where they belong, do the following:
C) If you have your King and one or both of your
A) Put all 32 pieces on their correct spaces in the
Rooks on their starting squares after you have
Border Areas, Simply place them on the Border
used Problem Mode, the computer will assume
that you have not moved these pieces yet, and
spaces—there is no need to press down.
will therefore allow you to castle K you choose to
B}Pre$$\heVERlFYKeyandthenthe ALTERNATE
Key, The computer will now start moving the
do so,
D) After exiting Problem Mode, the next move can- pieces one by one to their correct squares on the
not be an en passant capture. If you wish to
chessboard.
construct a position where an en passant capture
is possible, set up the position as it would exist a
2.4 TIME KEY
move earlier, then make the move which permits (Make sure the SHIFT LIGHT Is ON whenever
the capture. you use the TIME Key.)
E) Ifyou have put a pawn on the board to take the If you would like to see how much total time the

place of a piece (e.g., you have put three


if
computer has taken to make its moves during a game,
Queens on the board, and you are using pawns press the TIME Key while the computer is thinking. The
for two of them), and a piece of the appropriate Display wil convert from showing the time taken for the
I

type and color is available in the Border Area or computer's current move to the total time taken by the
becomes available later on, the computer will computer thus far in the game. Press the CLEAR Key
automatically remove the pawn from the board to return to the normal display.

and replace with the appropriate piece*


it
To see the total time you have used to make your
moves, wait until it is your turn to move and then press
2.3 VERIFY KEY TIME. The Display will con ve rt from showing time taken
(Make sure the SHIFT LIGHT Is OFF whenever
for your current move to total time taken for all your
you use the VERIFY Key.) moves thus far in the game. Press the CLEAR Key to
return to the normal display.
The VERIFY Key enables you to verify the posi-
tions of all pieces—both White and Black—at any time
Note: When using Playing Levels B1-B8, the

before or during a game, whenever


Countdown Levels (see Section 2.7), the TIME Key
is your turn to it

display wilt show the time taken so far for the current
move, Thus, you should accidentally knock some or
if

move.
all of the pieces off the board and you don't remember

where they belong, the Phantom will be able to tell you


where they should be positioned.

Paged
2.5 OPTION KEY By doing this, you are causing a full reset of the unit,
(Make sure the SHIFT LIGHT Is OFF whenever erasing all previous entries and options and starting a
you use the OPTION Key.) completely new game, with Level A1 in effect and no
In addition to the other Keys and Special Features game options selected. Using the Full Reset option
is exactly the same as you had unplugged the unit and
described in this manual; a number of additional options if

may be selected to enhance your enjoyment of the plugged back in again.


it

Phantom. These game options are user-selectable The computer will take about 40 seconds to make
(before the start of anew game or whenever it is your sure that all pieces are correctly centered, and the
turn tomove during a game), and can be activated by WH/TE indicator will be on, indicating that the opening
pressing various squares on the playing surface. When move can be made.
Option Select Mode is chosen by pressing the
OPTION Key, normal game play is suspended and 2.7 LEVEL KEY
Squares A1 through H1 are used to select various game (Make sure the SHIFT LIGHT Is OFF whenever
options. For a detailed description of the Phantom's you use the LEVEL Key.)
game options, see Section Three, GAME OPTIONS. The Phantom has 24 levels of play for you to
choose from. Level A1 is automatically selected when
2.6 NEW KEY the computer is first turned on. When the LEVEL Key
is press ed initially, the Display Window will read
(Make sure the SHIFT LIGHT Is ON whenever
you use the NEW Key.) tl Eft t to indicate that Level A1 is currently activated.

A new game of chess may be started at any time To select a different level, simply press down on the
your current game may be over, or you may simply wish appropriate board square (after you have pressed the
to abandon the current game and start another one. LEVEL Ke^. Then press the CLEAR Key to exit Level
Select Mode.

Starting a New Game Each level is described fully in this section. For
your reference, a Chart of Playing Levels also ap-
(Reset Using Previous Options)
pears on the next page. This chart shows the board
To start a new game, press the NEW Key. The squares used to activate each level, along with brief
PhantommW then automatically move all pieces back to descriptions of the levels inside each square.
their starting positions. When all the pieces have been
moved back to their starting positions by the computer,
Preset Levels (Squares A1-A8)
the WHITE indicator will turn on, indicating that the
opening move can be made. If you wish to stop the
Playing levels with preset time controls may be
selected by pressing LEVEL, one of the A-file (A1-A8)
automatic arrangement of pieces at any time, simply
squares, and CLEAR. The Chart of Playing Levels
press th e STOP Key. The Display Window will show
shows the average response time and the overall time
(- s p -) to indicate that the automatic action has been
control the computer is using for each of the A-file
stopped. The computer will now assume that you intend
squares. For example, select Square A1 for an average
to set up the pieces yourself. After you have set all
response time of five seconds per move, with the com-
pieces back in their original starting positions, press the
CLEAR Key Note that the WHITE indicator light is on puter making 60 moves within five minutes.

to signal that a new game can be started, and that it is


White's turn to make the first move.
Countdown Levels (Squares B1-B8)
Note: When the NEW Key is pressed, any Playing levels with preset total times for each
memory of a previous game is erased, but all game side may be selected by pressing LEVEL, one of the
level and option selections are retained and will B-file (B1-B8) squares, and CLEAR. These levels start

remain In effect for the next game. This feature is at the total time for each player and count down to zero
especially handy for those of you who tend to select the time. If either player should run out of time before

same options for most games— in this respect, the checkmate is achieved, the clock will flash to indicate
NEWKeyW\\\ provide you with an easy shortcut. time forfeit for the player with zero time remaining, You
have several choices at this point:
A) you would like to continue the same game at the
If
Starting a New Game (Full Reset)
same level, simply press the LEVEL Key, and
To start a completely new game without the previ- then CLEAR. The same time controls you had at
ous level or game options selected (Full Reset), first the beginning of the game will be reinstated.
manually return all pieces to their starting positions.
B) you would like to continue the game at another
If

This is where the computer will expect to find them,


level press LEVEL and choose any desired level.
,

exactly as it would if you were first plugging the unit in.


Press CLEAR and the new level will be in effect.
Next, press the VERIFY Key, and then the NEW Key C) you want to start a new game, press NEW.
If

Page 9
CHART OF PLAYING LEVELS

PRESET LEVELS
A vg. Time/Move FIXED
Total Number COUNTDOWN DEPTH MATEFINDER

r
Moves/Tim©

J 11
—— LEVELS
I
ir
SELECT ANY SQUARE FOR
|
INFINITE LEVEL

II
LEVELS
I
LEVELS

AVG. RESPONSE
3.5 MINUTES
HOURS
3 HOURS
PER SIDE
SELECT 8 PLY MATE IN 8

AS G3 H8

AVG.RESPONSe
3 MINUTES
40/2 HOURS
2 HOURS
PER SIDE
ANY ONE *
7 PLY MATE IN 7

AT B7 C7 E7 FT G7 H7

A VQ. RESPONSE
2 MINUTES
30/60 MINUTES
1 HOUR
PER SIDE
OF THESE 6 PLY MATE IN 6

AS D6 F6 GO Hfi

A VQ. RESPONSE
1 MINUTE

60/60 MINUTES
30 MINUTES
PER SIDE
SHADED 5 PLY MATE IN 5

AS 05 C5 ES' :
-

G5 H5

AVG. RESPONSE
30
60/30
SECONDS
MINUTES
20 MINUTES
PER SIDE
SQUARES 4 PLY MATE IN 4

A4 B4 04 04 E4 F4 G4 H4

A VQ. RESPONSE
15
60/1 5
SECONDS
MINUTES
15 MINUTES
PER SIDE
FOR 3 PLY M ATE IN 3

A3 B3 CI 03 El F3 G3 H3

AVG. RESPONSE
10 SECONDS 10 MINUTES
PER SIDE
INFINITE 2 PLY MATE IN 2
60/10 MINUTES

82 C2> 02 £2 n G2 H2

AVG.RESPONSE
5 SECONDS 5 MINUTES LEVEL 1 PLY MATE IN 1

60/5 MINUTES PER SIDE

A1 B1 CI 01: El Fl Gt HI

Page 10
While using one of the Countdown levels, the Infinite Level (Squares C1-C8; D1-D8; E1-E8;
computer's Display will split into two 2-digtt clocks so and F1-F8)
that time for both sides may be viewed simultaneously To select the Infinite Level, press LEVEL and any
(first minutes are counted down; then seconds will board square in files C, D, E, or F. This level allows no
appear during the last minute). A colon in the Display the time used in making each move. The
limit to
separates the two clocks. computer will continue to search, looking deeper and
Note: If you activate Game Option E1 (Count- deeper until it finds a forced mate or until the search is
down Clock) while using one of these levels, the clock halted by you. When halted, the Phantommft make the
will show only one player's time remaining (while it is best move has found thus far in its search. You can
it

that player's turn to move) in a 4-digit format. This halt the computer's thinking at any time by pressing the
enables the player to see the more exact time that MOVE Key. If desired, you may follow the computer's
remains for his side, because seconds will also be thought and search processes as they take place (see
shown. For more information on this option, see Sec- Section Four, ROTATING DISPLAY).
tion 3,5, Countdown Clock.
Note also that when using the Countdown Levels, 2.8 REPLAY KEY
pressing the TIME Key will show the time taken so far
(Make sure the SHIFT LIGHT Is ON whenever
for the current move (see Section 2.4).
you use the REPLA Y Key.)
After a game is played, most chess players find it
Fixed Depth Levels (Squares G1-G8) moves, As you will see, you
interesting to review their
Fixed Depth Levels may be selected by pressing can re-examine the whole course of a game from
LEVEL, one of the G-f ile (G1 -G8) squares, and CLEAR. beginning to end by using the TAKE-BACK and HINT
On these levels, the only preset condition is the Keys. A simpler way of doing this, however, is to use the
computer's ability to look ahead. For example, Level G2 REPLAYi unction. To do so, simply press the REPLAY
restricts the computer's Jookahead to two ply, or two Key. The Phantom will then return the pieces to their
half-moves (one half move = one move for one player). starting positions, and will automatically replay all the
When you use the Fixed Depth Levels, you will always moves made in the game.
know how far ahead the Phantom is analyzing its next One distinct advantage of the REPLAYi unction is
move. Using these levels can train you to improve your that it allows you to double check your notation (if you
ability to see further into a game and you can measure
have been writing down the moves during the game),
your success by the number games you win. thus allowing you to correct any errors.Or you prefer, if
t

you can take notation during the replay itself if you have
Mate Finder Levels (Squares H1-H8) decided t hat is a game you wish to keep. This is a nice
it

Mate Finder Levels may be selected by pressing option for a new player, since sometimes taking nota-
LEVEL, one of the H-file (H1-H8) squares, and CLEAR. tion during an actual game can disturb one's concentra-
These are not playing levels, but levels which allow you tion.
to set up mate problems for the computer to solve. For
example, you set up a problem and want the Phantom
if
Starting a Replay
to search for a Mate in 6 moves, set the computer to
Level H6. Press CLEAR to enter that level into the
A replay is not only possible at the end of a game
computer, and the Phantom will start searching for the
you may also conduct a replay while the game is still in
progress (in this case, the game can be resumed in the
mate, If a Mat e in 6 is found, the Display Window will
normal manner after the moves have been replayed to
show [ n 6\ Press CLEAR and the computer will
the current position).
make its move. At this point, there are two possibilities:
A) If you would like to see an alternate Mate in 6
To start a replay, press the REPLAY Key, and the
solution, press the ALTERNATE Key immedi-
Phantom will now begin to replace the pieces in their
starting positions, and will then start to replay the game
ately after the computer has made its move and
it will search for an alternate solution; or
automatically* If you press STOP while the computer is
rearranging the pieces, this action will stop and the
B) Ifyou would like to see the computers next move
for the mate it has found, activate Level H5
Phantom will assume that you wish to move the pieces
back to their st arting positions by hand, The Display will
(because the problem is now a Mate in 5), enter
your move, and the computer will make the next
show [- s p -) to indicate that you have temporarily
stopped the automatic action. Put the pieces back
move to mate.
manually! and then press CLEAR to let the computer
Note: If n o mate is found, the Display Window will
show [- n n -1
know that you are ready for it to replay the game.
After the computer has replayed the game and all
pieces are back in their actual board positions, the

Page 11
Phantom will take about 40 seconds to adjust all of the 2.9 TAKE-BACK KEY
pieces so that they are centered in their squares. (Make sure the SHIFT LIGHT Is OFF whenever
Pieces which are off-centerwill be shuffled into place by you use the TAKE-BACK Key.)
the computer. The take-back feature allows you to take back any
The Phantom replays a game at the rate of about move you make or any move made by the computer.
two or three seconds per move. When the replay is The Phantom will allow you to take back up to 256
over, an interrupted game can be resumed in the moves per side (512 half -moves) in a single game. To
normal manner. use this feature, follow the instructions below.
Note: If you used Problem Mode to set up a
position and you want to replay the game that has been
played from that position, you cannot use the REPLAY Taking Back an Incomplete Move
Key to do this; instead, use the TAKE-BACK Key (see If it is your turn to move and you press one of your

Section 2.9, Taking Back Completed Moves) to get pieces down on its square, but then decide not to move
back to the original position, and thenuse the HINTKey this piece after all, it down a second time
simply press
(see Section 2,11, Play Forward} to replay the game. to negate this move. The piece symbol light for this
piece wilt go out and you are tree to move another piece.
Stopping a Replay
You may want to stop a replay that is in progress, Taking Back Completed Moves
especially you would like to take a closer look at a
if
If you have pressed a piece down on its square and

particular position that occu rred in the game. To do this,


then press a square to which this piece can legally
press the STOP Key., and then press the CLEAR Key. move, but then you decide to make an entirely different
If the Phantom was moving a piece, will complete the
it
move, you can take your move back by pressing the
move, and the replay will then stop. You now have the TAKE-BACK Key. The moment this key is pressed, the
following options: computer will automatically take back the move you just
A) Using the HINT Key will enable you to either step completed. If the computer was thinking, it will simply
forward in the game one move at a time or start stop thinking and take your move back. You can then
up the replay again from that position (see Sec- make another move of your choice. Note: If the move
tion 2.11); using the TAKE-BACK Key will allow you wish to take back involves a capture, castling, or a
youto go backwards in the game or even all the pawn promotion, the full sequence of operations must
way back to the beginning (see Section 2.9); or be completed before you can take that move back.
B) You may press the REPLAY Key again to have In order to take back all the moves automati-
the computer return the pieces to their starting cally, going all the way back to the beginning of the
positions and begin the replay all over again; or
game, press the TAKE-BA CK Key twice in a row. The
D) You may continue play from the position you computer will automatically take back up to 256 moves
arrived at in the replay, in succession. You may freeze this take-back proce-
WARNING: If you want a replay to be finished, you dure at anytime by pressing STOP. Then press CLEAR
must be careful not to do anything that might affect the to have the computer finish the current retraction and
computer's memory of the moves made in the game. stop the take back procedure.
Suppose, for example, that you interrupt a game to It is also possible to take back any number of
conduct a replay after 40 moves have been made. moves made by both sides, one by one. To do so,
When the Phantom has replayed as far as move 30, you press the TAKE-BACK Key then the CLEAR Key, and
t

make a move on the board or press the MOVE Key or then the TAKE-BACK Key again. This will cause the
the AUTO Key. The computer will then begin comput- computer to take back two moves in a row. Continuing
ing a move from the position at move 30. It is important
to alternate the pressing of these two keys will allow you
to understand that the computer's memory of moves 30 to take back as many individual moves as you wish You .

to 40 in the game you have been playing is now erased. may go forwards in an identical manner by using the
It is thus impossible to finish your replay up to the
HINTKey (see Section 2.1 1).
position you had reached at move 40. As you can see,
pressing either MOVE or AUTO during a replay will
erase any forward memory of that game. You will Replaying a Move After a fake Back
erase all previous game memory any time you press you press the HINT Key after you have ju st taken
If

NEW lor a New Game or change the position using a move back, the computer will replay the move that
Problem Mode, was taken back. Press HINT again, and the computer
will play forward to the current game position. For more
details on the HINTKey, see Section 2.11-

Page 12
2.10 INFO KEY move as you you decide to make a
normally would. If

(Make sure the SHIFT LIGHT Is ON whenever different move, press CLEAR and make the move of

you use the INFO Key.) your choice, or simply go ahead and make your move
The Phantom's built-in Display Window communi- on the board.
cates additional game information to you upon request. Note: Move suggestions are available whenever
Ifyou activate certain squares while the computer is the previous move was made by the computer after a
thinking, the Display willshow you various pieces of two-ply or deeper search, or whenever the computer is

information about the computer s current move: the playing from Opening Book Library. If you should ask
its

move time, the search depth, the score, the number of for a hint in other circumstances, a move suggestion

nodes per second being examined, and the first four may not available. If this happens, the Display will show
moves of the computer's principle variation (the line of (- - - indicating that no hint is available. Press the
play the computer currently believes to be best). For a CLEAR Key to cancel this display.
detailed description of how to activate this Rotating
Display Option, see Section Four Play Forward
As described in Section Four, the Rotating Display As noted in the section on the TAKE-BACK Key, if

information is normally accessed while the computer is you press the HINT Key after you have taken back a
you can follow its thought and search
thinking, so that move, the computer will replay the move that was just
processes as they take place. However, you also have taken back. Press HINT again, and the computer will
the option of calling up this information afterthe com- play forward to the current position.
puter has already made its move. This is where the If you want to have the computer play forward a

INFO Keycomes in. Pressing INFO after the computer few moves, but not necessarily all the way up to the
has made its move will get you into a static Rotating current position, press the HINT Key, then the CLEAR
Display Mode, and you can repeatedly press the INFO Key, then the HINT Key again. Continuing to press
Key to see information on the computer's last move. CLEAR in between using the HINT Key wilt allow you

With each press of the INFO Key, the Display will show to step forward in the game for as many moves as you

the amount of time it took for the move, the search wish. You may play backwards in an identical manner
depth, the game score, and the first four moves of the by using the TAKE- BACK Key (see Section 2.9).
computer's principle variation, in that order The only
piece of information that you will not see that was Show Legal Moves
available as pari of the actual Rotating Display is the
The Phantom is able to demonstrate all the legal
nodes per second display. This display of how many
moves available to any piece in a given position. This
chess positions the Phantom is examining per second
is yet another function of the HINT Key. Press down on
can obviously only be called up while the computer is
whatever piece you choose, and then press the HINT
actually thinking and examining moves.
Key, You will automatically be shown all legal
After you have obtained the desired move infor-
moves for that piece In that position, one after
mation, press CLEAR to exit info Mode, another. The piece will be returned to its square after
Note: When repeatedly pres sing the INFO Key, if
each move is demonstrated. To stop the demonstration
the Display Window should show [- - - -] at any point,
of legal moves, press the STOP Key during this action.
this indicates that no information was available for that
While the game is stopped, the Display will show
particular part of the rotating display. This could occur,
(- S p -] to indicate this. Note that the piece may stop
forexample, if the computer has not conducted a move
at a place other than the square was on when you
it

search because it is still playing from its Opening


asked for the demonstration. When you press the
Library.
CLEAR Key to continue with the game, that piece will

automatically be returned to its home square.


2.11 HINT KEY If the chosen piece has no legal moves, the
(Make sure the SHIFT LIGHT Is OFF whenever computer will simply beep, rather than moving the
you use the HINT Key.) piece.
Note: The piece you choose for a demonstration
Move Suggestion of legal moves must be of the same color as the
If it is your turn to move and you would like the Indicator Light which is presently on.
computer to suggest a move for you make, press the
to
HINT Key. The Phantom will then display a suggested
move in the window, and will also shuffle that particular
piece in its square on the board, showing you that this
is the piece it advises you to move. If you opt to use the

suggested piece to make your move* simply enter your

Page 13
2,12 ALTERNATE KEY CLEAR Key to signal to the computer that have cleared
(Make sure the SHIFT LIGHT Is ON whenever the board you rse If and are now ready to set up a posit io n
you use the ALTERNA TE Key.) in Problem Mode.
Note: If you try to exit Problem Mode immediately
after clearing the board, the computer will beep and
Show Alternate Move flash the piece s ymbol in dicator for the King, and the
After the Phantom has made a move on the board,
Display will show C - - ) This is because the board is
.

you may request that the computer show you another void of all pieces, including the Kings. You must set up
move as an alternative. Pressing ALTERNATE will a position with at least two Kings on the board in order
cause the computer to take back the move just made ft
to clear this illegal position indicator and exit Problem
and start the move search over again. will then come It
Mode*
back with a different move (the next-best move) for that
position. Each move is shown in the Display Window as
Complete Board Verify
the piece is being moved. You may repeat this process
As described previously under the VERIFY Key,
as many times as you wish, and eventually the com-
shown you all legal moves for that side
the ALTERNATE Key is also as a part of the board
puter will have
verification process. If ft should happen that some or
in that position. Be aware of the fact that each time you
all on the board get knocked over, you can
of the pieces
ask for an Alternate Move, the computer comes up with
use this feature to make the Phantom show you the
a less desirable move than the last. This is because it
positions of all pieces on the board. It does this by
willalways make the best possible move first and then (

moving al of the pi eces to their correct places auto mati-


the next-best, and then the next, etc. Some of these
l

cally. To have the computer put all pieces back where


moves, especially if you have asked for many alternate
moves, will therefore not be good moves and under — they belong, do the following:
A) Put all 32 pieces on their correct spaces in the
normal conditions, the computer would never play
Border Areas.
them. If the Prtanfomfinds that there are no more legal
B) Press the VEH/FV/Cey and then the ALTERNATE
moves in the position, ft will simply beep when the
Key The computer will now start automatically
ALTERNATE Key is pressed.
moving the pieces one by one to their correct
If you asksee alternate moves while the
to
squares on the chessboard.
computer is still playing from Its Opening Book
Library, the Phantom will show you alternate move
choices that are present in its book (see Section 1 ,4,
2,13 MOVE KEY
Book Openings). If the AH Openings option is in effect (Make sure the SHIFT LIGHT Is OFF whenever
(see Section 3.4), the computer will cycle through allot you use the MOVE Key.)
the available book moves for that position. If the All
Openings option is not in effect when you ask for Changing Sides with the Computer
alternate moves, the Phantom will only cycle through If t during a game, you decide to change sides with
the moves that are present in its Tournament Book. the computer, press the MOVE Key when it is your turn
Once the computer has shown you all of the book tomove. The computer will then take over your pieces
choices in that position, will simply beep when the
ft
and start playing for that color. You can switch as often
ALTERNATE Key is pressed. as you wish during a game.

Clear Board
Forcing the Computer to Make a Move
This a f eature which is extremely valuable when
is
At any time when is the computer's turn to move,
it
it comes to setting up problems. Pressing the AL TER-
you may force the Phantom to stop thinking and make
NATE Key after entering Problem Mode will cause the
a move immediately on any level. To force the com-
Phantomlo remove all the chess pieces from the board
puter to move, press the MOVE Key. The computer will
(see Section 2.2 for details on Problem Mode).
then stop thinking and play the move it considers to be
The computer clears the board by moving all
the best one it has found in its search so far.
pieces to their correct spaces in the Border Areas. If you
would like to stop this action, press STOP and the
To see other moves the computer might make in
that same position, use the ALTERNATE Key (see
computer will stop and allow you to manually put the
Section 2,12),
pieces where they b elong in the Border Areas. The
Display will show (- s p -] to indicate that the
computer's automatic action has been stopped. Note
that you do not have to press the from and to squares
when you are manually clearing the board. Once you
have put the pieces where they belong, press the

Page 14
2.14 STOP KEY levels, the games will go rather quickly. Choosing some
(Make sure the SHIFT LIGHT Is ON whenever of the higher levels,on the other hand, can lead to
you use the STOP Key.) lengthy chess games. Be sure to choose a playing level
The STOP Key is used in many different modes. before entering Auto Mode (or the computer will play
One of its primary purposes is to allow you to stop the using the default level, A1), For details, see LEVEL
computer once it has started moving pieces automati- Key, Section 27.
If you would like to get back into Auto Mode and
cally, so that you may manually move the pieces your-
self during a particular function. For example, if you are have the computer continue the same game, simply
in Problem Mode and you press ALTERNATE, the press the A UTO Key. If you want the computer to finish
computer will commence clearing the board for you. ff playing the current game and then stop, you may use
you decide you would rather not wait for the computer the Finish Game option (see Section 3.8).
to clear the whole board, but you want to clea r the boa rd
yourself, press STOP. The Display will show [- s jT^ to
indicate that the automatic action has been stopped. 2.16 CLEAR KEY
The Phantom stop moving its pieces and will allow (TheCLEAR Key can be used when the SHIFT
you to clear the board manually. Press CLEARio let the LIGHT Is either ON or OFF.)
computer know when you have finished clearing the Since the CLEAR Keyls used in conjunction with
board. many different modes, this key can be used when the
In other instances, the STOP Key will stop some SHIFT light is either on or off. This enables you to
particular action,and then the CLEAR Key will finish up simply press CLEAR whenever you need to, rather than
the action. An example of this would be if you stopped having to decide whether or not you need to press the
the computer's replay of a game, but it happened to be SHIFT Key first.
in the middle of making a castling move on the board. The CLEAR Key is often used to tell the computer
Pressing STOP would fre eze the action, and the Dis- that you have finished some particular operation and
play would show Q s p ~) to indicate this. Pressing you would like to exit that mode. For example, you must
CLEAR would then make the computer finish up the always press CLEAR to exit Problem Mode (after set-
move was in the middle of making,
it ting up or changing a position), to exit Verify Mode (after
Whenever you have the option of using the STOP verifying a position) to exit Option Mode (after selecting
,

Key/ CLEAR Key combination with any of the or de-selecting game options), and to get back to
Phantom's special features, this will be noted in the normal game play after you have used the STOP Key to
description of that particular feature. Refer to the stop the computer's action. You also must press the
appropriate sections for details. CLEAR Key after choosing your playing level, in order
to enter that level into the computer.
2.15 AUTO KEY Another use of the CLEAR Key occurs whenever
(Make sure the SHIFT LIGHT Is OFF whenever the computer makes a mate or draw announcement
you use the AUTO KeyJ Before making a mating or drawing move, the Display
If you would like to sit back and watch the co mputer
Window will indicate either the number of moves to

play itself, simply press the AUTO Key. The Phantom mate or the type of draw which is occurring. In order to
The computer will take over both sides of the game, have the computer play out the next move, you must
making one move after another, until has played out it
press the CLEAR Key The Phantom will then make
a complete game of chess. When the first game ends, that move on the board.

the computer wilt a second game,


set the board up for
and will again start playing. If you do not stop the
computer, H will play a total of 30 games In a row,
one after the other.
You may stop the Phantom at any time during
these games, simp ly by pressing the STOP Key. The
Display will show [- 5 p - ) to indicate that you have
stopped ail action. Press CLEAR, and the computer will
finish making any move it may have been making, and
will then stop. You can now continue the game as you

wish—play against the computer, set up a new game,


or set up a problem.
The time taken for the computer to play games in
this mode depends entirely on the game level you have
chosen. Obviously, if you choose one of the faster

Page 15
SECTION THREE: GAME OPTIONS
INTRODUCTION TO OPTION SELECT again to get back into that mode. Then press down on
MODE that same option square until the dashes disappear
(Make sure the SHIFT LIGHT fs OFF whenever from the Display to indicate that the option is no longer
you use the OPTION Key to enter Option Select in effect. Press the CLEAR Key to exit Option Select

Mode). Mode.
In addition to the Keys and Special Features
described previously, a number of additional options 3.1 EASY MODE (Square A1)
may be selected to enhance your enjoyment of the Note: When the E asy Mod e option is In effect, the
Phantom. These game options are user-selectable Display will show (- E d -\
(before the start of a new game or whenever it is your Easy Mode is an option which weakens all playing
turn to move during a game), and can be activated by levels without affecting the computer's time controls.
pressing various squares on the playing surface. When This is accomplished by restricting the computer's use
Option Select Mode is chosen by pres sing th e of its allotted time. Ordinarily, the Phantom will do some
OPTION Key the t Display Window will read o P ,
of its thinking —
on your time while you are contemplat-
and normal game play is suspended. Squares A1 ing your next move. This feature is part of what makes
through H1 can then be used to select and deselect the Phantom such a tough opponent. For example: If
various game options, as illustrated below. you set the computer on Level A1 to give roughly five it

COUNT-
BLACK
EASY SOUND PLAYER ALL FROM CANCEL FINISH
MODE OFF MODE OPENINGS DOWN THE BOOK GAME
CLOCK BOTTOM
AJ . 81 Cl 01 £1 Fl Of Hi

Game options are turned on and off by pressing seconds per move, but you take two minutes to consider
down on the square(s) designated for the desired your move, and the computer guesses what you are
optlon(s) while In Option Select Mode. going to play, the computer would have used the whole
When you press a ny one of the option squares, the two minutes to think about its reply. You might as well
Display will show code letters for that particular option, have selected a much higher level!
and will indicate whether or not the option is currently in Selecting Easy Mode will prevent the computer
effect. If the option code is displayed with dashes from thinking on you r time. Since this weakens all of the
around It, this indicates that the option indicated Is In skill levels, you are thus given many more playing levels

effect If the code is displayed without dashes around to choose from.


ltt the option is currently not In effect As an example,
when yo u first press Square C1, the Display will show 3.2 SOUND OFF (Square B1)
[ P d ), indicating that Square C1 is used to choose
Note: When the Sound Of f option is In effect, the
Player Mode, but it is not currently in effect, Pressin g 0~^
Display will show [- s .

Square C1 again would display Gl* d -)


at this point ,
For completely silent operation of the game, use
indicating that the Player Mode
option has been se-
Square B1 to select the Sound Off option. To turn the
lected and is now in effect, If you decide after selecting
sound on again, go back into Option Select Mode and
an option that you would rather not have that option
use Square B1 to deselect this option. The sound can
turned on, simply press the option square again. Each
be turned off or on as often as desired during a game.
successive press of the square will turn the option on or
off.

You may choose any number of options at the


3.3 PLAYER MODE (Square C1)

same time, as desired. After selecting your option(s),


Note: When the Play er Mode option is In effect,
the Display will show [- P d -)
always press the CLEAR Key to exit Option Select
.

This option allows humans to play both sides of the


Mode.
game, while the computer acts as referee, checking
If you decide you want to cancel an option after you
each move for legality and keeping track of times taken
have already pressed the CLEAR Key to get out of
per move by each player. The computer will also give
Option Select Mode, simply press the OPTION Key

Page 16
move suggestions for either player, and will demon- Levels. If Option E1 is activated in conjunction with one

strate all possible legal moves any piece upon


for of these levels, however, the clock will show only one
request (see Section 2.11 for details on both these player's time remaining (while it is that player's turn to
features). Other features which remain active during move) in a four-digit format. In this way, the player can
Player Mode are the TAKE-BACK function, the Play see the more exact time that remains for his side
Forward feature (H/A/7), and pressing the TIME Key to because seconds will also be shown. For more informa-
showthe total time of the player yet to move. The MOVE tion on Countdown Levels, see Section 2.7,
Key will also function, but after the computer makes the
move, Player Mode will remain in effect. To turn Player 3.6 BLACK FROM THE BOTTOM
Mode off and continue playing the game against the (Square F1)
computer, simply re-enter Option Select Mode and
Note: When the Black from th e Bottom option is In
turn off the Player Mode opt ion. Pla yer Mode is turned
effect, the Display will show [- b b
off when the display shows ( Press CLEAR to
P d \ Selecting Black from the Bottom allows you to
exit Option Select Mode, and make your next move.
play with the Black pieces set up at the bottom of the
The computer will then respond as in a regular chess
board, When you choose this option, the Phantom will
game,
reverse the board for you automatically, If you are
reversing the board in the middle of a game, pressing
3.4 ALL OPENINGS (Square D1) STOP during the automatic reversal procedure is not
Note: When the All O penings option is In effect,
advised,Once the board reversal has been completed,
the Display will show [- fl 0 press the MOVE Key to make the computer start
Choosing option D1 expands the computers thinking for White,
Tournament Opening Book Library. When this option is
in effect, the computer will select from a greater variety
3.7 CANCEL OPENING BOOK (Square G1)
of book opening lines. If this option is not selected, the
Afofe: When the Cancel Ope ning Boo k option is In
computer will play only those opening lines it feels are
show [- c b
effect, the Display will
best.
Selecting the Cancel Opening Book option
the All Openings option is in effect and the
If
completely locks out the computer's opening book {for
computer is playing from its Opening Book when you
details on the opening book, see Section 1,4). When
use the ALTERNATE Key to see alternate moves (see
this option is in effect, the Phantommtt have no opening
Section 2.12), the computer will cycle through all of the
library from which to draw its moves, so will be forced
it
available book moves for that position. If the All
to take time to think in order to determine its own best
Openings option is not in effect when you ask for
move from the beginning of the game.
alternate moves, the Phantom will only cycle through
the moves that are present in Hs Tournament Book.
3.8 FINISH GAME (Square H1)
3.5 COUNTDOWN CLOCK (Square E1) Note: When the Finis h Game option is In effect,
the Display will show [- F G
Note: When Countdown Clock option is In
the
The Finish Game option is a method by which you
effect, the Display will show [- c c
may ask the computer to finish up a game for you, for If,
This feature is especially handy if you play the
instance, you are playing a game and you think you are
computer at its higher levels and want to be able to walk
beating the PhantombuX you have to leave the house or
away from the board for afew minutes. While thisoption
go to bed, you can have the computer continue the
is engaged, the Phantom w\l display the amount of total
game, playing for both sides. This will enable you to see
time expects to take for the move, and count down
it
how the game might have turned out. In contrast to
the time instead of up. The computer knows the
approximate amount of time it will allot itself based upon
A UTO mode, where the computer plays many games in
a row, Finish Game tells the computer to play to the end
the level selected and, therefore, is able to fell you
of that one game, and then stop.
ahead of time approximately how long it will take to
If you would like to halt the game at anytime, press
move. If the computer sees any major obstacles while
STOPand the computer wil discont inue the game. The
l

searching for the best move, it may allot itself more time
Display Window will show (- s p -] to indicate that the
and the clock will change to reflect this.
action has been stopped. Pressing th e CLEAR Key will
Since Levels B1-B8 are already Countdown
finish up anything the computer might have been doing
Levels, activating Option E1 while using one of
when STOP was pressed (i.e., moving a piece).
these terete will provide you with a different option.
1

Normally, the computer will display both players time


remaining using a split clock format (two-digit display for
each player, side by side) while using the Countdown

Page 17
SECTION FOUR: ROTATING DISPLAY
INTRODUCTION TO THE ROTATING 4.1 DISPLAY MOVE TIME (Squares A1.A2)
DISPLAY move time is automatically activated when
Since
The built-in Window is provided to com-
Display the Phantom is turned on, there is no need to activate
municate additional information to you upon request, A1 to select time initially. You may, however, wish to
You will normally want to obtain this information while deactivate move time you are using other display fea-
if

the computer is you can follow its


thinking, so that tures and are not interested in the time display. To de-
thought and search processes as they take place. activate move time, press down on Square A2 while the
Therefore,in this section on the Rotating Display, the computer is thinking. If you wish to reactivate this
phrase while the computer is thinking will be used over featu re later in a game, press down on Squ are Al again.
and over. This simply serves to remind you that this
feature is only activated while the Phantom is thinking 4.2 DISPLAY SEARCH DEPTH (Squares
about its next move* If you wish see the same B1 B2) V

information after the computer has made its move, you


you would like to see how far ahead the computer
If
must use the INFO Key (see Section 2.10).
is looking as ponders a move, press down on Square
it

If you simply turn on the computer and begin to


B1 while the computer is thinking. The Display will show
play, the Display will automatically show time for the
the ply (haff-move) depth and the number of computer
player to move while each side is thinking. To start up
moves in that p ly which have been examined thus far.
the Rotating Display during the computer's search, sim-
For example, Q 2 3] means that the computer is
ply press down on one of the squares in the first rank
currently examining the third ply and has reviewed 12
while the computer is thinking. The following chart
moves so far. To deactivate the search depth display,
shows which squares to activate for the type of informa-
press down on Square B2 while the computer is think-
tion which may interest you.
ing If you wish to reactivate this feature later in a game
.

press down on Square B1 again.

MOVE SEARCH SCORE NODES 1ST MOVE 2ND MOVE 3RD MOVE 4THMOVE
TIME DEPTH PER PRINCIPLE PRINCIPLE PRINCIPLE PRINCIPLE
SECONO VARIATION VARIATION VARIATION VARIATION
(off) {off) (off) (ofO (off) (off) (off) (off)
A2 C2 F2 c?

MOVE SEARCH SCORE NODES 1ST MOVE 2ND MOVE 3RD MOVE 4TH MOVE
TIME DEPTH PER PRINCIPLE PRINCIPLE PRINCIPLE PRINCIPLE
SECOND VARIATION VARIATION VARIATION VARIATION
(on) (on) ; ; (on) (on) (on) (on) (on) (on)
D, Ft G1 Hi

If, further into the game, you choose to deactivate 4.3 DISPLAY SCORE (Squares C1,C2)
a Rotating Display feature you selected earlier, simply you would like to see the computer's opinion of
If

press down on the appropriate square in the second the current board position, press down on Square C1
rank (see chart) while the computer is thinking, and the while the computer is thinking. The Phantom will
Display will no longer show that particular information. display the current game score, with a positive number
If you have selected multiple display features, the showing the computer thinks it has the advantage, and
if

information will be rotated in one-second increments- If a negative number showing if the computer feels that it
you turn all of the display option s off, t he Display is at a disadvantage. The numerical values indicate the
Window will simply show two dots [ ) indicating .
, extent of how good or how bad things are for the
that the computer is thinking, but none of the display computer. Material scores are based roughly on the
options are currently on. The remainder of this section value scale of 1 00 points for a pawn, 300 points for a
contains descriptions of each individual display feature, Knight or Bishop, 500 points for a Rook, and 900 points
for a Queen. The score is also interpreted in terms of
positional value—whether the computer considers its
position good or bad.

Page 18
As an example, a display of [ i 9 T) would Indicate computer is thinking. If you wish to reactivate this
that the Phantom is up a Rook, and a display of [-10 3 ] featu re later in a game, press down on Squ are E1 again
indicates that the computer is down a pawn. To deac- Note: The first move of the principle variation is
tivate the score display, press down on Square C2 while the move the computer is currently thinking of making,
the computer is thinking. If you wish to reactivate this
feature later in a game, press down on Square C1 4.6 DISPLAY SECOND MOVE OF
again. PRINCIPLE VARIATION (Squares F1.F2)
Ifyou would like to see the second move of the
4.4 DISPLAY NODES PER SECOND computer s principle variation, press down on Square
(Squares D1,D2) F1 while the computer is thinking. To deactivate this
If you would like to see how many chess positions display, press down on Square F2 while the computer
{nodes) the computer is examining per second, press is thinking. If you wish to reactivate this feature later in
down on Square D1 while the computer is thinking. The a game, press down on Square F1 again,
number displayed will usually be a four-digit number,
due to the speed at which the computer processes 4.7 DISPLAY THIRD MOVE OF
information. To distinguish this display from the score PRINCIPLE VARIATION (Squares G1.G2)
or other displays you may have activated, the nodes per If you would like to see the third move of the
second display is always s hown with two dots. As an
computer's principle variation, press down on Square
example, if the display is [2.2 5.6] this means the
,
G1 while the computer is thinking, To deactivate this
computer is examining 2,256 nodes per second at that display, press down on Square G2 while the computer
time. To deactivate the nodes per second display, is thinking. If you wish to reactivate this feature later in
press down on Square D2 while the computer is think-
a game, press down on Square G1 again.
ing. If you wish to reactivate this feature later in a game,
press down on Square Dl again.
4.8 DISPLAY FOURTH MOVE OF
PRINCIPLE VARIATION (Squares H1,H2)
4.5 DISPLAY FIRST MOVE OF If you would see the fourth move of the
like to
PRINCIPLE VARIATION (Squares E1 ,E2)
computer's principle variation, press down on Square
If you would like to see the first move of the
H1 while the computer is thinking. To deactivate this
computer's principle variation (the line of play which the
display, press down on Square H2 while the computer
computer currently believes to be best), press down on is thinking. If you wish to reactivate this feature later in
Square E1 while the computer is thinking. To deactivate
a game, press down on Square H1 again.
this display, press down on Square E2 while the

Page 19
SECTION FIVE: MATE AND DRAW ANNOUNCEMENTS
The Phantom has the ability toannounce forced the game is over and cannot be continued. If desired,
mates against its opponent. In addition, the computer however, you may replay the game (see Section 2.8),
can recognize and claim three different types of draws: take back moves (see Section 2.9), or change the
draw by stalemate, drawbythe5Q~move rule, and draw position in Problem Mode (see Section 2.2).
by three-time repetition. Please ref erto the appropriate
sections that follow for details regarding specific draw 5.3 DRAW BY THE 50-MOVE RULE
announcements. 50 consecutive moves have been played in a
If

game moved a pawn or


without either side having
5.1 CHECKMATE captured a piece, a 50-move rule draw may be claimed
If the Phant om dete rmines that you will soon be by the side whose turn it is to move. If the computer
mated, it will show C n x") in the Display Window (where detects that 50 such moves have be en made, it will
x is equal to the number of moves until checkmate). claim a draw by displaying [d p5 0) in the Display
Press CLEAR to see the computer's move. Once the Window.
computer's mating mo ve is entered, the Display Win-
dow will read [ n ) . 5.4 DRAW BY THREE-TIME REPETITION
If you ch eckmate the computer, the Display Win- If the same position occurs three times in a game
dow will read [- n ] . ofchess where the same side has the move each time,
the game is drawn by repetition of position. If the
5-2 DRAW BY STALEMATE computer is about to make a move that will result in the
A game of chess is drawn by stalemate if the player same position b eing repeated for the third time, will it

whose turn it is to move has no legal moves, but his King display [drC 3] If the computer recognizes that its
,

is not in check. The computer claims this draw by opponent has made a move that result s in a hird t

displaying (d r ] in the Display Window. If this occurs, repetition, claims the draw by displaying (drH 3)
it .

Page 20
WARRANTY APPLUS ONLY TO FIDELITY
THIS LIMITED
PRODUCTS PURCHASED IN THE UNITED STATES

LIMITED 90-DAY WARRANTY


Fidelity international, Inc., warrants to the original consumer purchaser that its products are free
from any electrical or mechanical defects for a period of ninety days from the date of purchase.
If any such defect is discovered within the warranty period. Fidelity International, Inc.,
will repair
or replace the unit free of charge upon receipt of the unit which has been sent in sured and postage
prepaid to the factory address shown below.

A PURCHASE RECEIPT OR OTHER PROOF OF DATE OF ORIGINAL CONSUMER PUR-


CHASE WILL BE REQUIRED BEFORE WARRANTY PERFORMANCE IS RENDERED,

This warranty covers normal consumer use and does not cover damage which occurs in shipment
or failure which results from alteration, accident, misuse, abuse, neglect, wear and tear,
inadequate maintenance, commercial use, or unreasonable use of the unit Removal of the top
panel voids all warranties. This warranty does not cover cost of repairs made or attempted
outside of the factory.

Any applicable implied warranties, including warranties of merchantability and fitness, are hereby
limited to ninetydays from date of purchase. Consequential or incidental damages resulting from
a breach of any applicable express or implied warranties are hereby excluded. Some states do
not allow limitations on the duration of implied warranties and do not allow exclusion of incidental
or consequential damages, so the above limitations and exclusions in these instances may not
apply.

This warranty gives you specific legal rights, and you may also have other rights which vary from
state to state.

The only authorized service center in the United States is:

FIDELITY INTERNATIONAL, INC.


13900 N.W. 58th Court
Miami, Florida 33014

(305) 557-9800

you ship the unit, carefully pack it and send it prepaid, adequately insured and preferably in the
If

original carton. Includea letter, detailing the complaint inside the shipping carton with a telephone
number where you may be reached during business hours.

If your warranty has expired and you want a service fee quote, write to the above address
specifying the model, and requesting a service quotation.

DO NOT SEND YOUR GAME with your request for quotation, as Fidelity has no provisions for
holding your game for service while waiting for your reply.

FIDELITY INTERNATIONAL, INC


**
IMPORTANT NOTICE**
This equipment generates and uses radio frequency energy and not installed and
if

used properly, that is, in strict accordance with the manufacturer's instructions, may
cause interference to radio and television reception. It has been type tested and found
to comply with the limits for a Class B computing device in accordance with the
specifications in Subpart J of Part 15 of FCC Rules, which are designed to provide rea-
sonable protection against such interference in a residential installation. However, there
is no guarantee that interf e re nee wil not occu r in a particu lar installatio a If this equip me nt
I

does cause interference to radio or television reception, which can be determined by turn-
ing the equipment off and on, the user is encouraged to try to correct the interference by
one or more of the following measures:

Reorient the receiving antenna.

Relocate the computer with respect to the receiver,

Move the computer away from the receiver.

Plug the computer into a different outlet so that computer and receiver are on
different branch circuits.

If necessary, the user should consult the dealer or an experienced radio/television

technician for additional suggestions. The user may find the following booklet prepared
by the Federal Communications Commission helpful:

How to Identify and Resolve Radio TV Interference Problems.

is available from the U.S. Government Printing


This booklet Office, Washington, D.C.
20402. Stock No. 001-000-00315-4.
Say Yes to Chess!
And get a booklet on how to win — FREE!
"Ten Tips to Winning Chess"
by International Champion

Learn to win more games. In- Six issues of Chess Life _ fM


eludes "How to Read and of slor i eS( photos, games and
Write Chess." lessons!

Fidelity Chess Challenger Discount


Write today for this information-packed chess mini-course by International
Grandmaster and former U.S. Champion Arthur Bisguier. After reading it,
you will be winning games from chess players with years of experience!
You get it FREE if you send for your United States Chess Federation
membership card today! U.S. Chess is the official membership organization
for American chess players from beginners to champions.
As a member of U.S. Chess, you'll receive your copy of Chess Life — the in-
ternationally famous magazine for chess players, full of stories about famous
players, great games, photos, and chess lessons — every month! You'll also
get the opportunity for special discounts on chess equipment and the right to
play in officially sanctioned tournaments [even by mail) and to establish a na-
tional rating.

And you get it all for the special Fidelity Chess Challenger discount
of only $9 for a full six months, You save 28%!

I'm saying "Yes" to U.S. Chess — America's chess people. Send my FREE booklet
and membership card! I've enclosed $9.

My name (please print)

Address/ Apt. No.

City and State ZIP Code

My Birthdate

Make checks payable to Fidelity International and send to:


Fidelity International Inc.
13900 N.W. 58th Court
Miami, FL 33014
Fidelity International will forward your dues to the USCF, a not-for-profit membership organization.
Offer subject to expire without notice and valid only in US
6/88-01

US
i

^ CHESS
ra I

l___J rzaamon
— NOTES —
FIDELITY INTERNATIONAL, INC.
139O0 MW. 58th Ct„ MIAMI, FLORIDA 33014
Telephone: (305) 557-9800 Telex: 51*5174 Telefax; (305) 558-6487

ACCESSORY /REPLACEMENT PARTS


PRICE LIST AND ORDER FORM
Effective July 1, 1988

With the exception of Gln-Crlbbage, Bridge and Elite Challengers, it is necessary for
you to know the model number of the Fidelity product you own in using this list to
ensure that you locate the correct parts or accessories on the chart (see reverse)
For your assistance, the following models are listed by number and description:

6100 Phantom
6085 Elegance (also known as AS12B)
6086 Sensory 12/12B (also known as SC12 or SCL2B)
6097 Excel 68000 Mach II
6094 Excel 68000
6083 Par Excellence
6106 Designer 2100 Display
6103 Designer 2100
6105 Designer 2000 Display
6102 Designer 2000
6111 Designer 1500 "Chess Coach"
6092 Excellence Voice
6080 Excellence (same parts for Excellence 4,0)
6093 Excel Display
SC9 Sensory Challenger 9
CSC Champion Sensory Challenger
vsc Voice Sensory Challenger
vcc/uvc - Voice Chess Challenger
6108 Genesis
6095 Gambit Voice
6084 Gambit
SCC Sensory Chess Challenger 8
6079 Classic
6087 Silver Bullet
6052 Mini Sensory
6107 Mini Chess
6096 Micro Chess
ACR Checker Challenger 4
8004 Micro Backgammon
IFP/1007 - Fidelity Printer

Cartridges for 6052

Description Model/Fart* Price Each

Advanced Chess CAC/6.1055A01 $39*00


*Book Openings CBO/6.i658A01 $39*00
* Great Games CGG/6. 1059A01 $39*00

*can also be used with model 6087

Instruction Booklets Price Each

Description

All Elite Models, 6085 t 6086, 6094 t CSC, 6100 $ 5.00

All other models except 6096 & 8004 (YOU MUST $ 2-50
SPECIFY MODEL OF YOUR GAME WHEN ORDERING)

6096 & 8004 Manuals $ 1,00

Prices and terms subject to change without notice.


FIDELITY MODEL # (SEE MODEL # LIST ON REVERSE FOR YOUR CONVENIENCE)

ITEM DESCRIPTION

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LllLbb rlbl*L3 i ? 1 n 7 1 An l 5,00


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Vv 9 1 LU V L K jUii llJODLU-t 3, 50
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MICRO TRAVEL WALLET (CHESS) jl ]
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DAT 1 E K I VUUK w 1 . 50

502, 1 102A01 A 1 ,00

BATTERY DOOR iini


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rl LLL CUrU AH J rLLN I CUVEK ^n? l l nl Am • V • 1 , 50

511 . 125SA01 • 2*00

BACKGAMMON PIECES 512.1022AO1 • 5.00

CHECKER PIECES 099, 1002 AO • 3.00

CIGARETTE LIGHTER ADAPTOR 116. 1013A01 • 7*95

IFF/1007 RIBBON CARTRIDGE 536. IOOOA01 • 7.00

INSTRUCTION MANUALS (SEE REVERSE)

Include
PART NUMBER QTY,
TOTAL AMOUNT ENCLOSED: or charge my Credit Card mm shown below* *

$2*50 for orders under $20.00 for shipping «nd handling, and $5*00 for orders
over $20, DO shipped within Continental U.S.

Charge To: Master Card Credit Card No,


J
Expiration
[

r Date
Visa

Card Holder's Name -

Address - City State .

Phone No*
Zip Modul No. You Ovn
During Day"
Card Holder's Signature,

FIDELITY INTERNATIONAL
13900 M.W. S8in Ct .
MIAMI. FLOW OA 33014

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