PhantomChess Model6100 UserManual Text
PhantomChess Model6100 UserManual Text
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
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
A1 B1 CI 01 E1 Ft G1 Hi
TABLE OF CONTENTS
Page
INTRODUCTION 1
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
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
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
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
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
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
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 ] .
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
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
*****
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
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 .
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
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.
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
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
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.
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
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
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
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
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 (
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.
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
Page 16
move suggestions for either player, and will demon- Levels. If Option E1 is activated in conjunction with one
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
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
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
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
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.
(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.
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:
Plug the computer into a different outlet so that computer and receiver are on
different branch circuits.
technician for additional suggestions. The user may find the following booklet prepared
by the Federal Communications Commission helpful:
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 Birthdate
US
i
^ CHESS
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— NOTES —
FIDELITY INTERNATIONAL, INC.
139O0 MW. 58th Ct„ MIAMI, FLORIDA 33014
Telephone: (305) 557-9800 Telex: 51*5174 Telefax; (305) 558-6487
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
Description
All other models except 6096 & 8004 (YOU MUST $ 2-50
SPECIFY MODEL OF YOUR GAME WHEN ORDERING)
ITEM DESCRIPTION
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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.
r Date
Visa
Phone No*
Zip Modul No. You Ovn
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Card Holder's Signature,
FIDELITY INTERNATIONAL
13900 M.W. S8in Ct .
MIAMI. FLOW OA 33014