Excalibur Mirage User manual

MIRAGE
USER
MANUAL
MIRAGE
USER
MANUAL

ENTER THE FUTURE OF COMPUTERIZED CHESS!
Excalibur Electronics is the pioneer of computerized chess games. In the last few
years, through spectacular growth and widened horizons, Excalibur has become
one of the most prominent electronic game manufacturers in the world.
The highlight of our collection is the Mirage. This unique robotic chess set has
the advanced technology to move chess pieces by itself! It also has the intelligence
to beat over 90% of all chess players. By using our Robotic Technology and
powered by an 8 bit 10 MHz processor, the Mirage will amuse and dazzle
everyone. With automated chess pieces the computer moves effortlessly across the
board, the Mirage will provide the most unique chess playing experience in the
world. Match wits with the computer, or simply sit back, and watch the
computer play itself. The Mirage comes with an extensive list of features that can
help beginners improve their game and challenge advanced players as well.
Other innovative Excalibur products include a two-in-one chess and checkers set
and Ivan “The Terrible”, the chess game with a personality that actually talks to
you. We have upgraded our products with new looks, new designs and more
user friendly features. So, experience the future of electronic chess and see why
the most innovative games in the world have the name Excalibur Electronics on
them.
Excalibur Electronics.....We make you think.

INTRODUCTION
Congratulations! You now own the Mirage, a wonderful chess computer that will surprise you with its strong chess
program and delight you by moving its own pieces. If you are a strong chess player, you will find the Mirage to be an
admirable opponent that will challenge you to one exciting chess game after another. If you are just learning to play
chess, the Mirage will be a helpful friend and instructor. As you play against it, the Mirage will help you to grasp the
essentials of chess.
When you first look at the Mirage, you will see the Control Panel. The control panel contains the buttons that access
different functions and features during a game. You will find the Control Panel described in detail later in this
manual. First, take a moment to look at the playing surface, and the Border Areas along the sides of the board. The
Border Areas are for you, or the Mirage, to use as a storing area for pieces captured during the game. The
combination of its special features and the strength of the chess program make the Mirage an amazing machine that
will become your favorite chess adversary. You will learn more about the Mirage’s features and controls as you play.
Right now, why not sit down “face to face” with your new opponent and challenge the computer to a game. If you
would like to play a game of chess against your chess computer immediately, without first reading the entire
instruction manual, simply turn to the QUICK START Section and let the game begin!
WARNING! BEFORE OPERATION
Before you use the Mirage you must remove the screw on the
bottom of the Mirage to free the electromagnet BEFORE
YOU APPLY POWER TO THE MIRAGE. The screw
may be thrown away. It is only used to prevent the
mechanical assembly from moving during shipment.
INTRODUCTION 1
FUNCTION OF MIRAGE BUTTONS 2
QUICK START 2
GETTING STARTED 3
LEVELS 8
TROUBLESHOOTING GUIDE 26
GENERAL INFORMATION 27
Table of Contents
“Remove
Screw Before
Operation”

FUNCTION OF MIRAGE BUTTONS:
ACL: “All Clear”, resets your computer and removes all stored memory.
NEW GAME: Starts a New Game.
VERIFY: Used to verify the position of the chess pieces on the board.
SETUP: Used to add or remove chess pieces and to enter special positions.
LEVEL: Used to change skill levels.
HINT: Used to obtain hints and scoring.
TAKEBACK: Used to take back moves and mistakes.
MOVE: Used to switch sides or to control the length of time the Mirage is thinking.
CLEAR: Clear entry.
MODE: Used to enter the teach mode and to learn piece movement.
BLK/WHT: Used to choose color of pieces in Setup Mode.
<: Used in Level mode to lower the level.
>: Used in Level to raise the level.
MULTI MOVE: Used to enter multiple moves for both sides.
OPTION: Used in set up mode to clear the board.
REPLAY: Used to replay your last completed game.
AUTO/STOP: Used in auto play mode and to interrupt play.
ON/OFF: Puts Mirage into a sleep mode.
QUICK START
1. POWER - Plug the adapter into the Mirage adapter port and then into a wall outlet. Use only the factory
authorized adapter supplied with your game. Any other type of adapter may damage your game. You may also
use 5 “D” sized alkaline batteries. Make certain you observe the correct polarity when inserting your batteries.
Please note: the batteries have a limited life so you should use the adapter whenever possible.
2. SET UP CHESS PIECES - Place the chess pieces in their initial starting position, with the white pieces closest to
you. If you choose to play black, then go to the section “Black from the bottom”.
3. TURN ON - Press the ON button to power up the Mirage. If the display does not show 00:00, then press the
ACL button to clear any data which might be stored in the Mirage. Use a sharp object to activate the ACL
button.
4. START THE GAME - Press NEW GAME. This tells the Mirage you are ready to play and resets the computer’s
electromagnet. The display will now show the word C H E S S, indicating its white’s turn to move. Remember
never to press NEW GAME while the Mirage is in the middle of moving a piece.
8
7
6
5
4
3
2
1
A B C D E F G H

5. MAKE YOUR MOVE - Enter your move by pressing the piece down lightly on the FROM and TO squares. For
example, if you press the pawn on E2, you will hear a beep and the E and the 2 will appear on the display. Then
press on the TO square (E4). The computer will beep, display your full move “E2-E4” and then display its move
and move its piece.
6. WATCH COMPUTER’S MOVE - When the computer makes its move, it will show the move in the display
and then move its own piece. The display will then begin counting your move time. Make your next move and
continue the game. Enjoy the fascinating Mirage!
7. SWITCH OFF AND SAVE POSITION - At anytime you wish to stop playing just press the ON/OFF button.
The computer will switch off and go into a sleep mode. The Mirage will now remember the last position and the
previous 16 moves (8 for each player) as long as you do not interrupt the power supply. To resume play press the
ON/OFF key again.
8. STORING THE MIRAGE - Remove batteries and or unplug the Mirage if you plan to store the Mirage for a
long period of time. Battery leakage or a power surge can damage your game. If you would like to leave your
Mirage permanently displayed on a table or counter top, we recommend purchasing the Mirage Plexiglas dust
cover to keep your playing surface dust free. Dust buildup can hamper the performance of your Mirage chess piece
movement.
GETTING STARTED:
Power Supply
First, plug the adapter into the Mirage adapter port and then into the wall outlet. The Mirage is designed to work
with the voltage supplied from the wall outlet through the transformer adapter that comes with the game. Use only
the factory authorized adapter.
Optional Batteries:
Your computer can run on 5 “D” Size batteries to accommodate your need to play the Mirage anywhere there is no
plug for the power source. However, the battery life is good for only about ten hours. Please remove batteries when
game is not being used as the unit will keep” thinking,” and drain the batteries. Use alkaline batteries for longer
battery life. Make sure the computer is off, then insert the batteries as shown in the front of the manual. Press NEW
GAME. If the computer fails to respond, it may be static discharge that caused it to lock up, use a sharp object to
press the ACL button for at least one second. This resets the computer.
NOTE: When battery power drops, the low battery indicator will show in the LCD. On the left side of the display
“BAT” will appear. The electromagnet may begin to miss pieces just before the low battery indicator comes on.
STARTING A GAME AND MAKING MOVES
Follow these steps to start a game:
A. Press the ON button.
B. Press NEW GAME, and set up the chess pieces in their starting positions, with the White pieces nearest to you
(see the USCF’s “LETS PLAY CHESS” rules found in your Mirage box if you are unsure of the piece positions). The
display shows the word C H E S S , indicating that it is White’s turn. If you choose to play black then go to the
section “Black from the bottom”.

C. To make a move, lightly press down on the center of the square
with the piece you want to move, which is on the FROM square, pick
up the selected piece and press down on the square you want to move
to. This is called the TO square. The sensor board registers your move.
The display window also indicates your move, for example E2 E4. If
your move does not seem to have registered, press down lightly with
the edge of the piece to activate the sensor under your playing surface.
Pressing harder on the square will not make your piece register any
better, it may only damage your game.
The Mirage is a player who can not see. If you place a piece on the board without using the sensory technology, the
computer will still think there is a piece in the previous location. The same is true when you remove a piece. If you
ever have a question concerning the board position, just use the VERIFY mode (pg.13) to check the position.
Note: At the beginning of a game, the computer’s reply is often instantaneous on many levels, because it is playing
moves that are stored in its book opening’s library and therefore, does not need anytime to think.
D. When the computer moves, it displays its move — showing you the piece it is moving. The Mirage will now
electro-mechanically move its own piece. The display shows the color, the piece, and the move location.
TAKE BACK
If you press the TO square and change your mind, or if you just do not like the outcome of your last few moves then
press the TAKEBACK button. The Mirage will move its own piece back to its previous location. Press the
TAKEBACK button again and the Mirage will move your piece back to its previous location. If you decide to take
back a move, you may only do so when it is your turn to move. Once you have taken back the position to your
desired move choice just begin again with your new choice or press MOVE if it is the computer’s turn to move.
Following this procedure allows you to take back up to 12 moves previously made in the game. If you press the
FROM square and change your mind, just press the FROM square again to clear your entry and make another move.
You may also use the CLEAR button to do the same thing.
GAME OVER? START A NEW GAME ANYTIME
Whenever you finish a game (or if you decide to abort your current game) you may reset the computer to start
another game simply by pressing NEW GAME, the display will show C H E S S. The computer will automatically
resetup the board. You have no need to touch the chess pieces. Do not press NEW GAME anytime while the
Mirage is in the middle of moving a piece.
IMPORTANT - Pressing NEW GAME clears the current game from the computer’s
memory — be careful not to press this key by mistake!
TOO EASY OR TOO HARD? CHANGE THE LEVEL
When the computer is first turned on, it is set to Level 6, which is the weakest level. However, you may choose a
different level. To change the level, simply press LEVEL and the computer will displays the current playing level.
You can change levels one at a time by pressing the arrow buttons or by 10 levels at a time by holding down the
arrow button for a full second. To lower the level of play press the arrow pointing to the left. To raise the level press
the arrow pointing to the right. Continue pressing the desired arrow until the level you want appears in the display.
When you have selected your desired level, press the CLEAR button and continue playing.

PIECE SYMBOLS SHOWN IN THE DISPLAY
CAPTURING AND SPECIAL MOVES
To capture, press down on the square with the piece you want to move, take the captured piece off the board and
place it on its symbol in the border area. There is a sensor under each symbol in the boarder area which is also known
as the “Captured Piece Zone”. When placing a captured piece over a symbol you must also press the sensor. The
computer will beep when you have correctly placed a captured piece. It is important that you place the piece on the
correct location because the Mirage will expect it to be properly located. The Mirage is a very smart opponent and
will try to help you with piece placement whenever possible. If you were to capture, lets say, a black knight and press
it on the white bishop symbol the Mirage will actually take that wrongly placed piece and move it across the board
and place it in its correct captured piece location. When the Mirage captures a piece it will move your piece into the
correct location in the border area first and then move its piece into the square of the captured piece.
THE CHESS RULES
Remember that your computer knows the rules of the game, including the rules about castling, en passant captures,
pawn promotion and stalemate. It will never break any of these rules.
Sometimes it may seem that the computer has made an irregular move. What may have happened is that you
accidentally made a mistake when entering a move, or you may have accidentally put one or more of the chess pieces
on the wrong square during the game. If this happens, you should verify the locations of all the pieces by using
“Verify Position” mode. If you are in any doubt about the rules of chess you should take another look at U. S Chess
Federation’s “Let’s Play Chess” rules found in your box.
EN PASSANT
For an “En Passant” capture, press the FROM and TO squares of the capturing pawn. The square of the pawn being
captured will then appear on the display. This is to remind you to remove the captured pawn. You must press down
on the captured pawn before removing it from the board.
CASTLING
The computer automatically recognizes castling maneuvers after the King is moved two squares. After you have
pressed the King down on its FROM and TO squares, the Mirage’s display will remind you to press down on the
Rook’s FROM and TO squares to finish the move. Remember you must always move the King first when castling.
It is illegal to move the rook first. See U. S. Chess Federation’ s rules of chess if you do not fully understand the rules
for Castling.
Pawn Knight Bishop
Queen Rook King

PAWN PROMOTION
For Pawn Promotion, make your next pawn move to the last row as usual. Then, press the piece symbol button for
the desired piece to enter your promotion choice into the computer. The computer immediately recognizes your new
piece, and begins thinking about its next move. The computer can also under promote. Under promoting is when
you would like another piece other than the Queen. If you wanted, let’s say, a Knight you would just press the
Knight symbol when promoting your pawn. When the computer promotes, it displays the newly promoted piece.
Remember to change the piece on the board after a pawn promotion.
ILLEGAL MOVES / WRONG MOVES
The Mirage never accepts illegal moves. If you attempt such a move, the computer sounds a low double beep, and
the display will continue to indicate the square the piece came from. Since the computer will not allow you to move
to an illegal square, it completely disregards that square and waits for a legal entry. Either move that same piece to
another square, or press the piece back down on its original FROM square and move a different piece. If you press
down on a piece and the from square appears in the display, but you decide not to make that move, press down on
that same square again to cancel the input. This has the same effect as using CLEAR. You may also use the CLEAR
button to change the move. Now make another move of your choice. If you change your mind after entering your
whole move, you must use the TAKE BACK button.
CHECK, MATE, AND DRAW
When a King is in check, the computer displays the move as usual. The Mirage does not announce check. If you are
in check, the computer will only allow you to make a move which will bring you out of check. Any other move, and
the computer will respond that it is an illegal move. When a game ends in checkmate, the computer displays the
move as usual, and then displays “U Lose” or “I lose.” The computer recognizes draws by stalemate, consecutive 3-
fold repetition, and the 50-move rule. See the following chart for the various draw displays. If you are unfamiliar
with these draws, refer to the “Let’s Play Chess” pamphlet.
GAME SYMBOLS SHOWN IN THE DISPLAY
Checkmate U LOSE or I LOSE
Draw (Stalemate) STALEMATE
Draw (3-Fold Repetition) DR 3
Draw (50-Move Rule) DR 50

TERMINATING THE COMPUTERS SEARCH
To interrupt the computer while it is thinking, press MOVE. This forces the computer to play the best move it has
found so far. This feature can be very useful on the higher levels, where the computer can take a long time to move.
On the Infinite Level, for instance, the computer keeps thinking indefinitely until it either finds a mate or determines
that it cannot avoid mate but you can stop its search on this level at any time with MOVE.
Note: On the Position Solving Levels, pressing MOVE does not cause the computer to make a move. Instead, the
computer sounds an error beep to indicate that it was interrupted before it found a mate. To continue your game,
switch to another playing level.
CHANGING SIDES WITH THE COMPUTER
You may change sides with the computer at any time by pressing MOVE when it is your turn to move. This causes
the computer to make the next move for your side. You may change sides as often as you wish.
Note: Pressing MOVE twice at the beginning of a game causes the computer to make the first move for White playing
from the top of the board (see Black From The Bottom).
BOOK OPENINGS
At the beginning of a game, the Mirage’s reply is usually instantaneous on many levels, because the computer is
playing moves that are stored in its book opening library. The computer’s opening library consists of many positions
from grandmaster play. If the current board position is in its opening book, instead of thinking about a move, the
Mirage instantly plays a response to that position from its collection of moves.
THINKING ON THE OPPONENT’S TIME
As you play, you will notice that the computer may reply to your moves instantaneously. This is because the
computer thinks while you are thinking, using the time you are contemplating a move to plan ahead and develop its
strategies. The Mirage will try to anticipate the move you are likely to make and calculate a response for that move
before you have made the move. If it has guessed right, it will strike immediately and play the move it found while
you were thinking.
GAME MEMORY
You may interrupt a game and save your position at any time by pressing the ON/OFF button. Play is then
suspended, and the computer will remember the current position. The Mirage will remember your position as long
as you do not interrupt the power supply. If you are not using the adapter you must have good batteries installed for
the Mirage to remember! When you switch on again, the computer is ready to resume your game. If you are
operating on batteries only and not using the adapter, you should use the ON/OFF button when you interrupt a
game.

LEVELS
The mirage has 100 different levels. Levels 1-94 are used when you are playing a game against the computer. Levels
95-100 are used to make your computer perform a position solving search.
THE PLAYING LEVELS
At the start of the game the computer uses its openings “book” which contains thousands of moves, and when it is
still in its openings book the program will move instantly. Once the program is out of its openings book the thinking
times for the various playing levels are:
LEVEL TIMES AND RESPONSES
LEVEL 1 User Adaptable: The computer calculates the average time you have taken over your past 6 moves and will
respond in the same average time. If you slow down, the computer will also slow down. If you start to play more
quickly, the computer will also play more quickly
FIXED PLY SEARCH
Levels 6 is the fastest and weakest level and your computer will respond almost instantly on every move. The playing
strength improves progressively from level 6 (the weakest of this group of levels) to level 2 (the strongest of this group).
When you put in new batteries or when you switch on the computer while using a power adapter, it will be set to
level 6. This level is designed for a beginning player, using only a 1 ply search. A ply is a half move. When the player
moves and the computer responds with a move, this is one complete move. There are 2 plies for one move. If you are
a beginner and you are not winning in level 6, we have some additional things you can do to help with your chess
training process. One option would be to use the SETUP feature and remove the computer’s Queen and then begin
the game. With a Queen advantage a beginner should have a better chance against the computer. When you win in
this position, return the queen and then try to win by removing the rook. Continue returning pieces until you are
winning against the computer with an even set of pieces on the board. Then go to level 5....etc.
LEVEL 2 5 PLY
LEVEL 3 4 PLY
LEVEL 4 3 PLY
LEVEL 5 2 PLY
LEVEL 6 1 PLY
FIXED TIME LEVELS
The computer will always respond in exactly the specified amount of time, unless it has only one legal move, in which
case it will play instantly, or unless it sees that it can force checkmate, or can not avoid being checkmated, in which
case it will make its move as soon as it finds the mating sequence. Remember the longer you allow the computer to
think, the stronger it will play.
71secs
8 2secs
9 3secs
10 4secs
11 5secs
12 6secs
13 7secs
14 8secs
15 9secs
16 10secs
17 12secs
18 14secs
19 16secs
20 18secs
21 20secs
22 25secs
23 30secs
24 35secs
25 40secs
26 45secs
27 50secs
28 60secs
29 1min 15secs
30 1min 30secs
31 1min 45secs
32 2min
33 2min 15secs
34 2min 45secs
35 2min 45secs
36 3minutes

AVERAGE TIME LEVELS
The computer will take an average of the specified amount of time. If it has only one legal move it will respond
instantly.
COUNTDOWN LEVELS
You or the computer must try to make all of the moves in a fixed amount of time. When set to any of these levels the
computer will display the total amount of time taken by each of the players (instead of the amount of time taken over
a particular move). The clock will countdown the remaining time left in the game. When either player consumes the
permitted total time a sour beep sounds and the word TIME appears in the display. Then a sour beep sounds which
indicates a loss due to surpassing the fixed time. If you so choose, the game will still allow you to continue the game
and disregard the time controls.
TOURNAMENT LEVELS
The computer will play within the specified rate. The clocks will show the total time consumed. Time saved during
the first time period can be added to the next time period.
LEVEL 90 60 moves every 60 minutes
LEVEL 91 40 moves every 60 minutes
LEVEL 92 40 moves In 120 minutes then 20 moves every 60 minutes
LEVEL 93 20 moves every 60 minutes
INFINITE LEVEL
On level 94 the computer will normally go on thinking until you press the MOVE key. Otherwise it will not move,
unless:
(a) it has a “book” move available;
(b) it runs out of memory for its analysis of the position; or
(c) it completes the analysis to its own satisfaction, e.g. by finding a forced mate.
37 1secs
38 2secs
39 3secs
40 4secs
41 5secs
42 6secs
43 7secs
44 8secs
45 9secs
46 10secs
47 12secs
48 14secs
49 16secs
50 18secs
51 20secs
52 25secs
53 30secs
54 35secs
55 40secs
56 45secs
57 50secs
58 60secs
59 1min 15secs
60 1min 30secs
61 1min 45secs
62 2min
63 2min 15secs
64 2min 45secs
65 2min 45secs
66 3minutes
67 2mins.
68 3mins.
69 4mins.
70 5mins.
71 6mins.
72 7mins.
73 8mins.
74 9mins.
75 10mins.
76 15mins.
77 20mins.
78 25mins.
79 30mins.
80 35mins.
81 40mins.
82 45mins.
83 50mins.
84 55mins.
85 60mins.
86 75mins.
87 90mins.
88 105mins.
89 120mins.

POSITION SOLVING LEVELS
Levels 95-100 are position solving levels. These levels perform a 1,2,3,4,5, or 6 ply search with chess extensions.
LEVEL 95 1 ply fixed depth search with chess extensions
LEVEL 96 2 ply fixed depth search with chess extensions
LEVEL 97 3 ply fixed depth search with chess extensions
LEVEL 98 4 ply fixed depth search with chess extensions
LEVEL 99 5 ply fixed depth search with chess extensions
LEVEL 100 6 ply fixed depth search with chess extensions
SETTING UP POSITIONS AND PROBLEMS
By using the SET UP button you may change the position on the board or set up a problem you want the Mirage to
solve. To change a position on the board, press the SET UP button. The display will show SET UP. Then press
the square of the piece you want to move and then the square, or Border Area, where you want to place the piece.
Proceed until you have reached the position you want. When you are finished, press the CLEAR button and
continue playing. You may want to verify the positions before continuing the game.
When you want to set up a problem, you may find it easier to clear the board first. To clear the board, place all the
pieces on the marked locations in the Border Area, then press SET UP and then OPTION. The display will show
[?]. The Mirage is asking you to confirm you really wish to clear the board. Press OPTION once more and the
board will be clear. You will hear the error beep. The Mirage is reminding you that the position on the board is
illegal because there are no kings. Place the kings, or any other piece, back on the board by pressing the location in
the Border Area and then the square where you wish it to be. In set up mode you may also change the color of the
side to move. Simply press the WHT/BLK button. You may only do this when you are in the set up mode. When
you have finished setting up your problem, press the CLEAR button to exit from the set up mode. Now make your
move, or if it is the computers turn to move, just press the MOVE button.
VERIFYING POSITIONS
Whenever you think a piece is in the wrong position on the board, or if you want to restore a previously saved
position, VERIFY will tell you what the Mirage believes the position is. You may use the VERIFY button at any time,
before or during a game as long as it is your turn to move. Press the VERIFY button and the display will show the
symbol for white, the queen, and the location of the white queen. Press the button a second time and the display will
show the symbol for black, the queen symbol and the location of the black queen. Proceed by pressing each of the
piece symbol buttons and the display will show the location of each piece. When you have finished verifying the
pieces, simply press the CLEAR key to exit the verification mode and resume play.

DON’T KNOW WHAT TO DO? ASK FOR A HINT
If you do not know which move to make, or you think the computer might have a better idea, you can ask the
Mirage for a hint. Press the HINT once and the computer will display what it thinks you should do based on its
previous search. When the computer is set on a one ply search, or is still in book, the computer will not give a hint
and the display will show——-. If you choose to accept the hint then make that move. If you choose not to accept
the hint and you want to make another move then simply press CLEAR and make another move.
Pressing the HINT button twice this will cause the display to show you the score of the position. The score is always
displayed from the Mirage’s point of view. A plus score is good for the Mirage and a minus score is good for you.
The numbers range from 0.0 to 9.9 where 1.0 means a pawn and 0.5 means a half a pawn value because of superior
position.
The values are: pawn = 1; knight =3; bishop = 3; rook = 5; queen = 9. Position superiority goes from 0.1 to 0.9.
Example - 1.75; The Mirage thinks you are up in the position by 1 3/4 of a pawn
Pressing the button one more time will cause the Mirage to display the depth of search that was just used to arrive at
this move. The left number is the node number and the right number is the ply number. Nodes are legal chess
positions the Mirage is examining each move.
Example 3 5 = The Mirage is examining the third position of the fifth ply.
BLACK FROM THE BOTTOM
If you want to play black from the bottom of the board, press MOVE at the beginning of a game and the display will
show FLIP? The Mirage is asking you to confirm your choice. Press MOVE again and the computer will flip the
white pieces with the black pieces. If, instead of pressing MOVE again, you press CLEAR the computer will play
white from the bottom of the board. Please allow 2 to 3 minutes for the Mirage to physically move all the pieces to
the correct squares. Then you can begin your game.
REPLAY
You may use the REPLAY button to replay a game that you have just finished. When the game is over, instead of
pressing NEW GAME, press REPLAY and the Mirage will automatically set up the board and replay all the moves
of your game. The replay feature may not be used if you have used the set up mode at the beginning of the game.
While the game is being replayed, you may stop the Mirage by pressing the CLEAR button.
NOTE: Use of the CLEAR button will abort both the replay and the take back features and they can not be used
again in this game.
AUTO PLAY
If you want to watch the Mirage play a game all by itself, you may use the auto mode. Just press the AUTO button
and the computer will play out a game for you. You may also decide to use the auto mode in the middle of a game.
If you decide to do so, press AUTO and the computer will take over and play both sides for you. You may exit the
auto mode at any time by pressing the STOP button. You may go in and out of the auto mode as often as you wish.
The higher the level you select the stronger the Mirage will play during demonstration. Remember on the higher
levels the moves will take longer. This feature is excellent for teaching and allows you to study and watch a complete
game.

MULTI MOVE
If you want to use the computer as a monitor and referee while you play against a friend, you can use the Multi Move
Mode. This feature allows you to enter moves for both black and white pieces. Simply press the MULTI MOVE
button to enter the mode. Then proceed with your game. Should you or your opponent make an illegal move, the
computer will beep. When you are in Multi Move the display will show PLAY. You can have the computer, by
pressing the MULTI MOVE button, allow you to enter your own book opening line by making moves for both
sides, and then by exiting this feature you can begin to play your game.
DON’T KNOW HOW THE PIECES MOVE? TRY TEACH MODE!
If you do not know how the pieces move, the Mirage can show you how they move. Press the MODE button and
the display will show TEACH. Then press the piece button for the piece you want to learn about. The display will
show SETUP. The Mirage will move all the other pieces off the board except the white and black pieces you have
selected and the two Kings. Then press the MOVE button each time you want the computer to move. It will move
only a white piece. You must press the MOVE each time you want the computer to move either a black or white
piece. The computer will continue the process until all the pieces are taken and only the two queens remain. If you
want to sit back and watch the piece movement just press AUTO PLAY. You also have the option to play each move
for yourself by just making the moves. The computer will tell you when you are making an illegal move. You can
also press HINT for a suggestion at any time. Press NEW GAME and the Mirage will set up the board in the
starting position. Please note that there is no teaching mode for the King, because the King moves only one space in
any direction.
HOW TO USE YOUR PIECES
A Special Teaching Method Built into your Chess Computer!
WHAT IS OUR SPECIAL TEACHING METHOD?
Our special teaching method teaches beginners in a simple, methodical way, the fundamentals of chess, ranging from
individual-piece moves to strategies for the whole game.
New players can choose from five easy-to-follow teaching modes. In the first mode, for example, you compete against
the computer in a game in which only the pawns and kings are used. Once you have understood that mode, you
progress to the next modes where more chess pieces are used. The five teaching modes are:
MODE 1: Uses kings and pawns.
MODE 2: Uses kings and knights.
MODE 3: Uses kings and bishops.
MODE 4: Uses kings and rooks.
MODE 5: Uses kings and queens.
This simple teaching method has proven to be the most effective teaching method in chess.

HOW THE SPECIAL TEACHING METHOD WORKS
You can start a new game in which each player has only the king and eight pawns. By playing this form of “mini-
chess” you will gain valuable experience as to how the pawns and kings interact with each other. For example, how a
king can be used to attack enemy pawns, or to prevent a passed pawn from being promoted.
To start a game of mini-chess with only the kings and pawns on the board press NEW GAME followed by the
MODE then by selecting PAWN symbol.
Similarly, you can learn how each of the other piece types interacts with the kings and by pressing NEW GAME
followed by one of the other piece type keys (KNIGHT, BISHOP, ROOK or QUEEN).
In the following pages you will learn about the pawns and the other piece types, and how they interact with each
other. The piece symbols in the chess diagrams are similar to those used on the piece type keys on your chess
computer.
CHESS NOTATION
We describe the moves of a chess game using a system called “algebraic notation”. The files, or vertical columns of
squares on the chessboard, are identified by the letters a-h (looking at the board from White’s side, and reading from
left to right). The ranks, or horizontal rows, are numbered 1-8, starting from the White end.
Black plays from this side
White plays from this side
So every square can be named by the letter of its file and the number of its rank - like a grid reference on a map. At
the start of the game the white king is on e1 and the black queen is on d8.
“ - “ between the “from” and “to” squares indicates a simple move.
“ x “ between the “from” and “to” squares indicates a capture.
The initial letter K(king), Q(queen), R(rook), B(bishop) or N(knight - to distinguish it from a king), is used before
the “from” square whenever a piece other than a pawn is being moved.
Thus Ng1-f3 means “knight moves from g1 to f3”
while Re1xe7 means “rook on e1 captures on e7”.

KINGS AND PAWNS
When you press the NEW GAME key to start a new game you will see 00:00 displayed on the LCD. Instead of
beginning from the usual initial position, you may now press the MODE button then the PAWN key to indicate
that you wish to play with the kings and pawns only. The computer will then be ready to start from the position
shown in the above diagram after it has removed the other pieces.
By playing many games against the computer from this position you will learn how the kings can be used to attack
and defend pawns and to help create “passed pawns” which can later be promoted to queens. This is a very good way
to learn the fundamentals of chess. Once you are confident that you understand how the kings and pawns relate to
each other you can use the modes which allow you to commence a game with only the kings and knights on the
board; or kings and bishops; or kings and rooks; or kings and queens. You can now press move for each side to watch
the computer play a random game or you can choose to play our example.
From the above position let us assume that the game begins as follows:
1e2-e4 d7-d6
2d2-d4 e7-e5
3d4xe5 d6xe5

ACTIVE KING AND PASSIVE KING.
In this position, which is completely even, we shall see what happens if White uses its king ACTIVELY, while Black
does nothing and hides its king away PASSIVELY in the comer.
4 Kel-d2 Ke8-f8
5 Kd2-d3 Kf8-g8
6Kd3-c4 Kg8-h8
In just three moves White’s king has advanced to a menacing position while Black’s is taking no active part in the
game.
7 Kc4-d5
White threatens the pawn on e5. If this pawn falls White will be a pawn ahead which is usually enough of an
advantage to force a win.
7 ... f7-f6
8 Kd5-e6
Although Black has defended his e5 pawn White’s king marches on mercilessly. The target is now the group of black
pawns on c7, b7 and a7.
8 ... Kh8-g8
9 Ke6-d7 c7-c5
10 Kd7-c7 b7-b5
11 Kc7-b7 a7-a5
12 Kb7-b6
Black’s pawns at a5, b5 and c5 will now fall like ripe plums, and White will win easily.

PROBING FOR WEAKNESSES
In the previous example we learned some very important advice for the endgame. YOUR KING IS AN ACTIVE
PIECE. USE IT! Here White’s king is actively placed but this time Black has also placed his king near the center of
the board. How can White make progress? The answer is to probe Black’s position and try to create weaknesses.
White now starts an advance on the Q-side where he has the advantage because of his well placed king.
1 a2-a4 g7-g6
2 a4-a5 h7-h6?
A mistake. Black has completely overlooked White’s idea.
3 a5-a6!!
A fine move. No matter how Black responds, the black pawns on the queen’s side will be forced to weaken their
formation, allowing the white king to decimate them.
3 ... b7xa6
White was threatening simply 4 a6xb7, followed by 5 b7-b8, promoting to a queen. Black’s only alternative was
equally unpalatable: 3 ... b7-b6+ 4 Kc5-c6, followed by Kc6xc7, Kc7-b7, Kb7xa7 and the white a-pawn will then
promote in a few moves.
4 Kc5-c6
White’s king will pick up the c7 pawn, then it will capture the pawns on the a-file, and finally White will advance his
b- and c-pawns to promotion.

CREATING A PASSED PAWN - WHICH PAWN TO ADVANCE FIRST
In positions with only kings and pawns on the board, the key to victory lies in creating passed pawns and marching
them up the board to promotion. Usually the player who first makes a new queen will be the one who wins the
game.
In the above position Black has the only passed pawn on the board (his h-pawn). White has a 2:1 pawn majority on
the queen’s side but has not yet converted this into a passed pawn. How can he do so? White’s king must keep an
eye on Black’s h- pawn and prevent it from advancing to promotion, so White must advance either his a- pawn or his
b-pawn. Which should it be?
1 b3-b4!!
With this move White creates a passed pawn. The alternative, 1 a3-a4 allows Black to blockade the queen’s side with
1...a6-a5, when White can not advance his b-pawn without losing it for nothing.
1 ... Kh7-g8
Black sees what is about to happen and rushes back to try to stop White from promoting.
2a3-a4 Kg8-f8
3b4-b5 a6xb5
4 a4-a5!!
The only good move. If White recaptures on b5 Black can catch the passed pawn in time: 4 a4xb5 Kf8-e7 5 b5-b6
Ke7-d7 6 b6-b7 Kd7-c7, and the white pawn will be captured so the game will end in a draw.
4 ... b5-b4
5a5-a6 b4-b3
6 Ke4-d3
and White’s king prevents the black b-pawn from promoting so White will be able to promote his own a-pawn for an
easy win.

A SACRIFICIAL BREAKTHROUGH FOR PROMOTION
Here White has a very neat way to win. The idea is to force through one of his pawns to promotion before the black
king can rush back to the queen’s side. Can you see how?
1 b5-b6!! a7xb6
If Black tried 1 ... c7xb6 then 2 a5-a6!! sacrifices a second pawn to decoy the black pawn on b7 away from its defense
of c6: 2 ... b7xa6 3 c5-c6, followed by 4 c6-c7 and 5 c7-c8=Q, winning.
2 c5-c6!! b7xc6
3 a5-a6
And the promotion of White’s a-pawn cannot be stopped.
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