6
• The LEVEL Key is also used to enter Teach Mode, as
you will see in Section 6. If you accidentally press a
PIECE SYMBOL KEY while in Level Mode, you will enter
Teach Mode and lose your current game after exiting
Level Mode. To prevent this and retain your current board
position, press CLEAR to cancel Level Mode.
3.1 Normal Playing Levels (Squares A1-B7)
LEVEL
TIME PER MOVE
DISPLAY
A1 ................. 1 second ................
L 0:01
A2 ................. 2 seconds ..............
L 0:02
A3 ................. 3 seconds ..............
L 0:03
A4 ................. 5 seconds ..............
L 0:05
A5 ............... 10 seconds ..............
L 0:10
A6 ............... 15 seconds ..............
L 0:15
A7 ............... 20 seconds ..............
L 0:20
A8 ............... 30 seconds ..............
L 0:30
B1 ............... 45 seconds ..............
L 0:45
B2 ................. 1 minute ................
L 1:00
B3 ................. 1.5 minutes ............
L 1:30
B4 ................. 2 minutes ...............
L 2:00
B5 ................. 3 minutes ...............
L 3:00
B6 ................. 5 minutes ...............
L 5:00
B7 ............... 10 minutes ...............
L10:00
When you choose one of the Normal Playing Levels, you
are selecting an average response time for the computer.
Note that the times are averaged over a large number of
moves. In the opening and endgame, the computer tends to
play faster, but in complicated middlegame positions, it may
take longer to move.
3.2 Infinite Level (Square B8)
LEVEL
MOVE TIME
DISPLAY
B8 .............. No time limit .............
9:99;99
On the Infinite Level, the computer will search indefinitely,
until it finds a forced mate or forced move; until it has fully
searched the position to its maximum depth; or until you stop
the search by pressing ENTER. If you halt the search, the
computer makes the move it currently thinks is best. Try
experimenting with this level—set up interesting board
positions and let the computer analyze them for you! It will
think for hours or even days on end, trying to come up with
the best possible move. And don’t forget to watch the com-
puter as it thinks—take advantage of the Rotating Display
feature described in Section 5.2!
3.3 Tournament Levels (Squares C1-C8)
LEVEL
TOTAL TIME / NUMBER OF MOVES
DISPLAY
C1 ......... 1 hr. 30 min. / 40 moves ............
1:30;40
C2 ......... 1 hr. 45 min. / 35 moves ............
1:45;35
C3 ......... 1 hr. 45 min. / 40 moves ............
1:45;40
C4 ......... 1 hr. 30 min. / 35 moves ............
1:30;35
C5 ......... 2 hrs. / 40 moves .......................
2:00;40
C6 ......... 2 hrs. 30 min. / 45 moves ..........
2:30;45
C7 ......... 2 hrs. / 50 moves .......................
2:00;50
C8 ......... 3 hrs. / 40 moves .......................
3:00;40
The Tournament Levels require you to make a certain
number of moves within a given amount of time. If a player
exceeds the allotted time for a given number of moves, the
computer flashes “time” (
TImE
) along with the elapsed time,
to show that the game is over. If you wish, you can continue
to play even after the time has run out.
If you choose a Tournament Level, you may want to set
the chess clocks to display countdown time instead of the
elapsed time (see Section 5.1). When the game time runs
out, the countdown clock automatically reverts back to the
normal clock display.
Your computer also offers the option of using Bronstein
Clock time controls when playing Tournament games. For
complete details, see Section 5.3.
3.4 Blitz Levels (Squares D1-D8)
LEVEL
TIME PER GAME
DISPLAY
D1 ................. 5 minutes ...............
0:05;99
D2 ............... 10 minutes ...............
0:10;99
D3 ............... 15 minutes ...............
0:15;99
D4 ............... 20 minutes ...............
0:20;99
D5 ............... 30 minutes ...............
0:30;99
D6 ............... 45 minutes ...............
0:45;99
D7 ............... 60 minutes ...............
1:00;99
D8 ............... 90 minutes ...............
1:30;99
On the Blitz Levels (also called Speed Chess or “Sudden
Death” Levels), you set the total time for the whole game. If
game time is exceeded, the computer flashes “time” (
TImE
)
along with the elapsed time, to show that the game is over.
If you select a Blitz Level, you may want to set the chess
clocks to display countdown time instead of elapsed time
(see Section 5.1). When game time runs out, the countdown
clock automatically reverts back to the normal clock display.
Your computer also offers the option of using Bronstein
Clock time controls when playing Blitz games! For complete
details, see Section 5.3.
3.5 Fun Levels (Squares E1-E8)
LEVEL
TIME PER MOVE
DISPLAY
E1 ................ 1 second .................
Fun: 1
E2 ................ 2 seconds ...............
Fun: 2
E3 ................ 3 seconds ...............
Fun: 3
E4 ................ 4 seconds ...............
Fun: 4
E5 ................ 5 seconds ...............
Fun: 5
E6 ................ 6 seconds ...............
Fun: 6
E7 ................ 7 seconds ...............
Fun: 7
E8 .............. *8 seconds ...............
Fun: 8
*Increases with user’s time per move.
Are you a novice or beginning chess player? If so, these
levels are especially for you! Here, the computer restricts its
search so that it deliberately plays weaker and gives you a
better chance to win. The Fun Levels start out easy and get
a little harder as you go. The computer’s playing strength
goes up gradually from Levels E1 to E6—but be prepared for
some stiffer competition when you reach Levels E7 and E8.
The two highest Fun Levels represent a much greater jump
in playing strength, and you’ll see that they’re quite a bit
more challenging. Try out all the Fun Levels—as you beat
each one, go on to the next. By the time you reach Levels E7
and E8, your improved chess skills should make them much
easier to handle.
3.6 Mate Search Levels (Squares F1-F8)
LEVEL
PROBLEM
DISPLAY
F1 ................. Mate in 1 ................
=in: 1
F2 ................. Mate in 2 ................
=in: 2
F3 ................. Mate in 3 ................
=in: 3
F4 ................. Mate in 4 ................
=in: 4
F5 ................. Mate in 5 ................
=in: 5
F6 ................. Mate in 6 ................
=in: 6
F7 ................. Mate in 7 ................
=in: 7
F8 ................. Mate in 8 ................
=in: 8
Selecting one of these levels activates a special Mate
Finder Program. If you have a position where there may be a
mate and you would like the computer to find it, set the
computer on one of the Mate Search Levels. Your computer
can solve mates in up to eight moves. Mates in one to five
are usually found quite quickly, whereas solutions taking six
to eight moves may take quite some time. If there is no mate
present or the computer can’t find a mate, it will sound an
error beep and display a series of dashes (– – – – –). To
continue play, simply switch to another level.
3.7 Training Levels (Squares G1-G8)
LEVEL SEARCH DEPTH
DISPLAY
G1 ................ 1 move ...................
PLY: 1
G2 ................ 2 moves .................
PLY: 2
G3 ................ 3 moves .................
PLY: 3