Kasparov Mk12 User manual

////ss
CHESS
TM
COMPUTER
Mk12 TM
Owner'sManual


INSTRUCTIONS
P-1-12
GEBRAUCHSANLEITUNG
S.13-26
MODE
D'EMPLOI
p.
27-38
GEBRUIKSAANWIJZINGbl.39-50



Dear Fellow Chess
Player,
When computers were first invented just four decades ago few people realized that mankind
was witness to the most important single development of our time. Today computers have
become freely available and in a few years there will be a computer in almost every
household.
SciSys has asked me to write a few words to welcome you to the world of chess playing
computers. I have been personally associated with the company since 1983and can therefore
speak about its products from experience.
Until recently chess computers were regarded as simple toys which would never be capable
of providing serious opposition for the enthusiast. The rapid advance of technology and
programming skills has certainly changed
that.
Today chess computers have become an
accepted part of the chess world, serving not only to introduce new players tc the world's
finest game but also encouraging them to take part in tournaments against human opponents.
Chess computers can teach you all the basics of the game and keep up with you even if you
go on to become a top club
player.
GARRYKASPAROVSciSys has been at the forefront of this develdpment and has been responsible for many of the
WORLDCHAMPION most interesting innovations. It is the only chess computer company under Swiss
management, and I look forward td a long and productive relationship with SciSys and with you
who have chosen their computers.
Iwish you enjoyment and satisfaction from your SciSys chess computer — and who knows,
maybe we'll meet in combat across the chessboard in the future!
Good
luck!
Garry Kasparov

Features
1Lights
Thecomputerusesthe16lightsaroundtheedgeofthe
boardtoindicategamemoves,sidetoplay,check,draw
ormate.Theyarealsousedtoverifytheboardposition,
displaythelevelofskillandtogiveyouaninsightintothe
thoughtprocessofthecomputer.
Keys
Piecekeys
NEWGAME
LEVEL
PLAY
TAKEBACK
NONAUTO
HELP
9STUDIES
10DISPLAYMOVE
11EVALUATE
Thesesixkeysareusedtoverify
boardposition.
Presstoresettotheinitial
positionfora newgame.
Presstoselectlevelof
skill.
Presstoforcethecomputerto
playthenextmove.
Presstotakebacklastmove.
Usedto
enterasequenceofmoves.
SetshelplevelsF,G orH:
LevelF — Fullhelp
Level
G
— Game
normal:
beeponly
LevelH — Hush:silent
Presstoselect"studies",i.e.
specialbuilt-inpositionsyoucan
playagainstthecomputer(see
section18).
Presswhilethecomputeris
thinkingtoseewhichmoveitis
considering.
Presswhilethecomputeris
thinkingtoseehowthesearchis
progressingandwhothe
computerthinksiswinning.
12.
Sensorchessboard
Eachsquareofthechessboardhasa built-insensorthat
registerspiecemovement.
Switches
13.
GO
STOP
14ACL
Switchesthecomputeron.Playis
resumedatthepointwherethe
computerwasswitchedoff.
Turnsoffthecomputer.The
currentpositionisstoredin
memoryforuptotwoyears.
Thisswitchatthebackofthe
computercanbeusedincaseof
disturbancetoclearthememory
andresetthecomputer
Note:
PLAY,DISPLAYMOVEandEVALUATEmaybepressed
whenthecomputeristhinking,allotherkeysonlywhenitis
yourturntomove.

Introduction
YourKasparovchesscomputer
is
programmed
to
playchess
with
you
and
to
teach
you
moreaboutthisgreatgame.
It
automaticallyregistersyourmoves
onits
built-insensor
chessboard,
has
eightlevels
of
skilland
is
especially
programmed
for
fastresponse.
The
computeralsohas
a
number
of
novelcoachingfeatureswhichmake
it
ideal
for
beginnersand casualplayers
who
wish
to
improvetheirgame.
Innormalgames
the
computerwillmonitoryourmoves
and
makesurethattheydo
not
violate
the
rules
of
chess.
It
willhelp
youlearndifferentopeningsandsuggestmoves
for
youwhen
youneedhelp.
If
you
area
beginner
the
computerwillwarn
you
whenyourpieces
are
threatenedand
letyou
takeback
a
move
ifyoucommit
a
blunder.While
itis
computing
its
moves
it
will
evenshowyou
the
move
itis
consideringandtellyouwhat
it
thinks
ofthe
position
WithyourKasparovchesscomputeryou
can
learnandpractise
theeasyway.
It
encouragesyou
to
improveyourchess
so
that
youenjoy
the
gamemore.Soonyoushould
be
able
to
beat
the
computer
onthe
lowerlevelsand switch
toa
higherone
for
challenginggames.Once
you
begin
to
holdyourown
on
these
levelsyouwillknowthatyou
area
proficientplayerand have
nothing
to
fearfromaveragehumanopponents.
Asyourinterest
in
chessdevelopsyouwillwant
to
takea look
at
the
eightbuilt-inchessstudiesand solvethemwith
the
help
of
the
computer.Thisnovelfeaturegivesyouinteresting
insightsintohigh-classchessand manyadditionalhours
of
pleasurewithyourKasparovchesscomputer.
Important
note
Thiscomputerknows
allthe
chessrules,includingcastling,
en
passant,andstalemate.Sometimes
it
mayappear
to
beplaying
irregularlywhen
in
fact
itis
obeying
the
rules
ofthe
game.
In
caseyou
arenot
veryfamiliarwiththegame
we
haveincluded
a
copy
of
theRules
of
Chess.
If
youneedadditionalinformation
yourlocallibrary
is
sure
to
haveseveralbooks
onthe
subject.
1.Gettingstarted
YourKasparovchesscomputercontains
the
latest
in
single-chip
microcomputertechnologyandgivesyouover1000hours
of
playonfour
AA
cells(alkaline).Open
the
batterycompartment
andinsert
the
batteries
as
shown
in
Fig.
2.
Setup
the
chesspieces
inthe
openingpositionand slide
the
STOP/GOswitch
tothe
positionmarkedGO.
The
computer
is
nowready
to
playa gameagainstyou.
Ifit
fails
to
reactproperly
—staticdischargecansometimescause
itto
lockup
—
use
a
pin
orany
othersharpobject
to
activatetheACLswitchlocated
at
the
bottom
ofthe
set.Thiswillclear
the
memoryandreset
thecomputer.
2.Settingthelevelof
skill
Thecomputer
has8
levels
of
skillwhich
maybe
changed
atthe
beginning
oratany
timeduring
a
game
(but
onlywhen
itis
your
turn
to
move)

Level Averageresponsetime
per
move
1 1 second(handicap)
2 2 seconds(handicap)
3 3 seconds(switch-onlevel)
4 5 seconds
5 15seconds
6 60seconds
7 75seconds
8 unlimited(usercontrolled)
Theabovetimes
are
averagedover
a
largenumber
of
moves.
Depending
onthe
stage
of
the
game
andthe
tacticalcomplexity
of
a
position
the
computer
may
takeconsiderablymore
(or
less)
time
on
individualmoves.
On
level
8the
computerwill
goon
thinkinguntilinterrupted
bythe
user
(see
section
10).
When
you
pressLEVEL
the
computerwill
usethe
lights
onthe
leftside
of
the
board
to
display
the
levelcurrentlyset.Keep
pressingLEVELuntil
the
level
you
want
is
displayed.
3.
Your
moves
Tomake
a
movefirstpressdown
onthe
piece
you
wish
to
move.
You
willhear
a
shortbeep.Place
the
piece
on
its
destinationsquareandpressdownagain.
You
willhear
a
secondbeepand
a
light
tothe
left
of
the
boardwillbegin
to
flash.
Thismeansthat
the
computer
has
acceptedyourmove
and
has
started
to
compute
its
reply.
Note:
Atthe
beginning
of
a
game
the
replywillusually
be
instantaneous
onany
levelbecause
the
computer
is
playing
movesthat
are
stored
inits
"openingsbook".
Tomake
a
capture
you
onlyhave
tokeyinthe
move
of
the
capturingpiece,whencastlingonly
the
king'smove.When
a
pawnpromotes
it
is
automaticallychangedinto
a
queen.
4.
Computer
moves
Thecomputerindicates
itsown
moves
by
sounding
a
beep
and
turning
ontwo
lights
onthe
side
of
the
chessboard.Theselights
indicate
the
horizontal
row
andverticalcolumn
of
the
piece
the
computerwishes
to
move.Pressthispiecedown
onits
square.
Thecomputerwill
now
showyouwhere
the
piecemust
go.
Move
the
piece
to
the
squareindicated
and
pressdown
to
complete
the
move.
Note:
YourKasparovchesscomputerknows
how
to
"underpromote"
in
exceptionalcircumstances.
To
check
if
this
hashappened
you
mustverify
the
position
(as
described
in
section
16)
after
it
has
made
its
move.
5.Illegal
moves
If
you
attempt
to
make
an
illegalmove
the
computerwillsound
adoublebeep(high-low)andshowyouwhere
the
pieceyou
are
trying
to
movecame
from.
Youmay
place
the
piece
ona
legal
square
or
onthe
originalsquareandmoveanotherpiece.
You
willalsohear
the
errorbeep
if
youdonot
execute
a
computer
movecorrectly
or
press
an
improperpanel
key.

6.
Check,
Mate,
and
Draw
Whenthecomputerputsyourkingincheckyouwillhear
an
additionalbeepandtheCHECKlights
at
thebottom
of
theboard
will
flash.
If
a gameendsincheckmatetheMATElightswill
flash,
andincase
of
a stalematetheDRAWlightswillbeturned
on.
7.Newgame
Tostart
a
newgamewaituntil
it
isyourturn
to
moveandthen
pressNEWGAME.Youwillheara triplebeep(high-low-high)
whichindicatesthatthecomputer
is
readytoplayfromthe
initialposition.Thelevel
of
skillremainsunchanged.
8.
Taking
back
moves
Totakebacka movesimplypressTAKEBACKwhen
it
isyour
turntoplay.Thecomputerwillhelpyou
to
retractthelasttwo
moves(one
for
Blackandone
for
White)byshowingyouwhich
piecesweremovedandwheretheycame
from.
9.
Changing
sides
If
at
anytimeduring
a
gameyouwishtochangesideswiththe
computeryoumaydosobypressingPLAYinstead
of
making
yourmove.Thecomputerwillmakethenextmove
for
youand
youcangoonplaying
for
theotherside.
If
youwant
to
play
a
gamewiththeblackpieces,pressNEWGAMEandPLAY.The
computerwillmakethefirstmove
for
Whiteandyoucanplay
thegamewiththeblackpieces.
Youcanchangesidesasoftenasyoulike.Youcanevenpress
PLAYaftereverymoveand makethecomputerplaytheentire
gameagainstitself.ThePLAYkeyisalsousefulwhenyouneed
helpand wantthecomputertosuggest
a
moveforyou.
10.
Interrupt
Ifthecomputerisspendingtoolongover
a
moveyoucan
interrupt
it
bypressingPLAYwhichwillcause
it
tostop
computingand playthebestmove
it
hasfoundsofar.This
feature
is
especiallyuseful
in
level8,inwhichthecomputerwill
goonthinkinguntityouinterrupt
it
bypressingPLAYunless
thereisonlyonemove
it
canplay
orit
findsa mateinone,two
orthree.
11.
Nonautofunction
PressingtheNONAUTOkeyturns
off
theAutomaticReply
function,
soinwhich
it
willnotcomputecountermovesbutonly
keeptrack
of
themovesyouenter
for
bothsides,makingsure
thattheyare
legal.
Thisallowsyoutoenterspecialopenings
or
toforcethecomputertoplaya certaincontinuationduring
a
game.
To
return
to
normalplaypressNONAUTOa second
time.
Note:
PressingNEWGAMEalwayscancelsthenonauto
function

12.Computerasreferee
NONAUTO
is
alsousefulwhen
you
play
a
gamewith
a
friend
on
thesensorboard.
The
computerwill
actasa
referee
and
protest
if
anyonemakes
an
illegalmove.
And
eachsidecan
at
anytime
askthe
computer
for
advice
by
pressingPLAYwhich
inturnallows
youtousethe
EvaluateandDisplayMove
functions.
13.Evaluate
Tryholdingdown
the
EVALUATE
key
while
the
computer
is
thinking.
Watch
the
boardlights.
Atthe
bottomtheywillstart
to
cycle,
anew
lightcoming
on
everytime
the
computer
has
examined
250
positions
inits
search
forthe
bestmove.
Atthe
sametime
the
lights
onthe
leftside
ofthe
boardwilltell
you
what
the
computerthinks
ofthe
currentposition.
You
canwatch
theevaluationchange
asthe
computerlooks
at
moreand more
positions.
Thecomputerevaluatespositions
ona
scale
of
1
to8.Ina
balancedpositionlights
4or5
willbe
on.
If
white'sposition
improvesthen
the
lightnumber
may
increase
to6,7 or8.
Light
8represents
a
verysignificantmaterialadvantage
for
white
—
probably
awon
position.
In
thissituation
the
computer
may
indicate
it
wishes
to
resign
by
switchinglight
1
on
instead.
14.Display
move
Unlike
a
humanbeing
the
computer
is
alwaysprepared
to
tell
youwhichmove
itis
considering.Justpressandholddown
DISPLAYMOVEwhile
itis
thinking.
The
computerwillshow
you
the
bestmove
ithas
found
sofarby
turning
onthe
"from"
square
fortwo
secondsandthen
the"to"
square
forone
second.
Youcan
watch
howit
changes
its
mind
asit
computes
deeper.
Anexperiment:Press
NEW
GAME,
set
level
8
and thenpress
NONAUTO.
Now
enter
the
moves
1.
e2-e4e7-e5
2.
f2-f4
Bf8-c5
3.
f4xe5andpressPLAY.
Ifyounow
pressEVALUATE
youwill
see
light
6ison
because
the
computerthinksWhite
isa
pawnahead.PressDISPLAYMOVE
to
seewhichmove
itis
considering.Aftersomeminuteslight
1
is
suddenlyturned
on,
indicatingthat
the
computer
now
thinks
the
position
is
totally
winning
for
Black.PressPLAY
to
see
the
killer:3...0d8-h4
+ !
You
can
playonwith
the
whitepieces
toseehow
thismove
wins
a
wholerook
for
Black.
15.Gamememory
You
can
interrupt
a
game
atany
stage(evenwhen
the
computer
is
thinking)simply
by
turning
itoff.
Play
is
interrupted
and
all
lights
are
turned
offto
conservebatterypower.
The
computerwill"remember"
the
position
for
up
to24
months
and
beready
to
resumeplaywhen
you
turn
iton
again.

16.
Verifying
piecepositions
Ifyouupsetthepieces
orfor
otherreasonsarenotsure
whethertheboardposition
is
correctyoucanaskthecomputer
toshowyoutheproperlocation
of
eachpiece.Todosopress
one
of
thepiecekeyswhen
itis
yourturn
to
move.
The
computerwillusetheboardlights
to
showyouwherethatpiece
islocated.Pressthepiecekeyagain
to
findfurtherpieces
of
thesamekindontheboard(adoublebeepindicatesthatthere
arenomore
of
thepieceselected).
Youmayverifytheposition
of
eachpiecebypressing
the
correspondingpiecekeys.
If
theboardlightsaresteadythe
computer
is
showingyoua whitepiece,
if
theyareflashing
the
pieceindicated
is
black.
17.
Help
levels
Whenyouswitchthecomputeron
for
thefirsttime
or
whenyou
pressNEWGAMEthenormalhelplevel"G"(Game)
is
set.
You
canconfirmthisbypressingHELP.The
G
light
at
thebottom
of
theboardwillbeturnedon.HelplevelG simplymeansthat
you
willheara beepwhenevera piece
or
a key
is
pressed.
IfyoupressHELPagain,thentheH lightturnson.Onhelplevel
H(Hush)thecomputerremainscompletelysilentduring
the
entiregame.
Of
courseyoumustwatchtheindicatorlightsand
presspiecesandkeyscarefullywhenplayingwithoutsound.
PressingHELPa thirdtimesetsthehelplevel
toF
(Fullhelp).
In
thisspecialmodethecomputerwillsoundthenormalbeep,
but
itwillalsogiveyouadditionalhelpduringthegame:
1.
Duringtheopening
it
willwarnyouwhenyouplaya movethat
itdoesnotknow,i.e.onethat
is
not
inits
"openingsbook".
It
doesthisbysoundinga doublebeepandnotcomputing
a
reply.YoucantakethemovebackbypressingTAKEBACK
andtryanothermove,
or
youcansimplypressPLAY
to
continuethegameinthenormalfashion.
2.
Whenone
of
yourpieces
is
indanger,
i.e.it
isattackedby
a
piece
of
lesservalue,thenthecomputerwillsounda
low
warningbeepandflashthesquare
of
theendangeredpiece
foraboutsevenseconds.
18.
Special
studypositions
YourKasparovchesscomputerhaseightbuilt-instudypositions
whichyoucan
tryto
solvewith
its
help.Theseareselected
by
pressingSTUDIES.Pressthiskeyonceandyouwillnoticethat
theH light
at
thebottom
of
theboardlightsup.Thismeansthat
thecomputer
is
readytogothroughstudypositionH withyou.
PressSTUDIESagain
to
choosepositionG.Eachtimeyou
pressthiskeya newposition
is
loadedintomemoryandthe
lights
at
thebottom
of
theboardtellyouwhichone
it
is.The
playinglevel
is
automaticallyset
to
4 and thehelplevel
to
Full
Help.
Youwillfinddiagrams
of
allstudypositionsonpage51.
Youcanalsoreconstructthepositionquiteeasilybyusing
the
"verifyposition"featuredescribedinchapter
16.

Thestudiesaremeanttoentertainyou,toimproveyour
knowledgeofchess,andtogiveyouadditionalhoursof
enjoymentwithyourKasparovchesscomputer.Onceyouhave
chosena positionyoushouldstudyitcarefullyandtrytofindthe
correctmovesforWhite.Thecomputerknowstheprincipal
linesofattackasanalyzedbythemastersandwillhelpyouto
solvethestudyinthefollowingway:
Entereachwhitemoveasina regulargame.Ifa moveisnotin
thesolutionlibraryyouwillheara doublebeepandthe
computerwillnotplaya countermove.UseTAKEBACKto
retractthismoveand tryanotherone.Whenyouplaythe
correctmovethecomputerwillreplyinstantlywiththebest
blackdefence.Ifyoucannotfindthesolutionyourselfpress
PLAYand letthecomputershowyouhowWhitemustplay.
Onceyouhaveplayedsuccessfullythroughthefullsequenceof
mastermovesinthesolutionlibrary,youwillheara doublebeep
andthecomputerwillnotplaya countermove.Youmay
continuethegame,anditwilldefendtenaciously,ifyoupress
PLAY.
19.The
studies
Belowyouwillfinda listofeachpositionand somehintsonhow
theymustbehandled.Ifyouwanttosolvethestudieswithout
anyassistancethendonotreadtherestofthissection.Select
thepositionsasdescribedaboveandthentrytosolvethemon
yourown.Thecomputerwillwarnyouwhenyougowrong.
PositionH:Whitetoplayandwin.Youmaybeskilfulenoughto
reduceyouropponenttoa bare
king,
butdoyouknowhowto
puthimaway?Thewhitekingand rookmustworktogetherto
traptheblackkingina corner.IfWhiteplaysperfectlyhecan
mateineightmoves.
PositionG:Whitetoplayand win.Inordertoshepherdhis
pawntoitsqueeningsquarethewhitekingmustfirstgainthe
"opposition".
Advancedplayersknowthisconceptbyheart:If
twokingsarefacingeachotheronthesamefileorrankwith
onlyoneemptysquarebetween
them,
thentheplayerwithout
themoveissaidtohavethe"opposition".Gainingthe
oppositionisalmostalwaysanadvantageinpawnendgames
sinceitallowsonetogainterritoryandpenetratetheenemy
position.
PositionF:Whitetoplayanddraw.KnowledgeofpositionG
shouldhelpyoutounderstandthedrawingmethodhere.White,
whoisingravedangeroflosing,mustplaya surprisingmoveto
depriveBlackofthe"opposition"andholdhimtoa draw.
PositionE:Whitetoplayand win.Sometacticalthemesoccur
frequentlyand belongtothearsenalofallgoodplayers.This
positionillustratesthe"skewer".Blackmustnotmovehisking
tothe6thrank,otherwiseWhitewouldcheckwiththerook,
promotehisa-pawnandwinquiteeasily.Black'skingandrook
areforcedintoa fatallineupalongthe7thrank,afterwhich
Whiteusesa deadlyskewertowintheblackrook.Withoutan
awarenessofthistacticWhitecouldnotwinthegame,despite
histhree-pawnadvantage!
PositionD:Whitetoplayand win.Inthispositiontakenfroma
gameCapablanca—Tanerow,NewYork1910,thewhitequeen
isattackedbytheblackbishopone5.Thelegendary
Capablance,whowasWorldChampionfrom1921to1927,took
justa fewbrilliantmovestodisposeofhisopponent.Canyou
findthem?

PositionC:White
to
playand win.Somegames
of
chess
becomeclassics,enjoyedandadmiredasworks
ofartby
successivegenerations
of
chessplayers.Thisgamebetween
theAmericangeniusPaulMorphyandtheDuke
of
Brunswick
is
reputed
to
havetakenplaceduringanopera!Evenafteryou
havefoundthecorrectattackyoushouldplaythrough
the
position
a
number
of
timesasthecomputerwill
try
different
defences
for
theblackside.
Position
B:
White
to
playandwin.Thispositionwastakenfrom
agameAlekhine—Grunfeid,Carlsbad1923(with
the
colors
reversed),
which,"somecompetentcriticshaveconsidered
the
finesteverplayed"accordingtoGrandmasterReubenFine.
Here,
too,thecomputerwilldefendtheposition
in
different
ways,
soplaythroughtheposition
a
number
of
times.
Position
A:
White
to
playand win.Thispositionillustrates
the
dream
of
everychessplayer.
Itis
takenfromthegame
Adams—Torre,NewOrleans1920,and contains
a
series
of
astonishingsacrifices
of
greatbeautyandoriginality.White
couldgive
a
"back-rankmate"
if
thesquaree8werenotsowell
protected.
So
heattempts
to
diverttheblackqueen
or
theblack
rookonc8fromtheirdefence
of
thissquare.
If
youdonot
understandthemovesthecomputerplays
for
Blackthen
try
playingothermovesagainstthecomputer.Selectposition
A,
pressPLAY,make
a
differentblackdefensivemove(the
computerwillcomplain)andpressPLAYagain.Youwillsooi
realizewhyBlackwassocautious.
9
20.The
ACL
key
Computerssometimes"lockup"because
of
staticdischarge
o
someotherelectricaldisturbance.
If
thishappenstake
outthe
batteriesuse
a
pin
or
othersharpobject
to
presstheACLkey
in
thebase
of
the
setfor
onesecond.Thisresetsthecomputer
andclears
its
memory.
21.Care
andmaintenance
Yourcomputer
isa
precisionelectronicdevice.
Donot
subject
it
toroughhandling
or
expose
itto
extremetemperatures
or
moisture.
Donot
usechemicalagents
to
cleanthesetasthese
maydamagetheplastic.Weakbatteriesshould
be
replaced
promptlyastheymightleakand causedamage
to
thecomputer.
22.
Technical
specifications
Processorspeed:
LED lamps:
Keys:
Powerconsumption:
Batteries:
Battery
life:
Dimensions:
Weight:
Playingstrength:
600KHz
16
15
0.015
W
4AA"penlite"cells(AM3,
R6)
1000hours(alkalinebatteries)
290x237x 26mm
0.6Kg(withoutbatteries)
Forbeginnersandcasualplayers
SciSysreserves
the
right
to
maketechnicalchangeswithoutnotice
inthe
interest
ot
progress.

23.Troubleshootingguide
SYMPTOMS POSSIBLECAUSES WHATYOUSHOULD
DO
1.
Thecomputerdoes
not
react,
behaveserratically
or
"freezes"
in
themiddle
of
a game
Batteriesweak
or
bad Replacebatteries
1.
Thecomputerdoes
not
react,
behaveserratically
or
"freezes"
in
themiddle
of
a game Batteries
not
insertedproperly See
Fig.
2.
1.
Thecomputerdoes
not
react,
behaveserratically
or
"freezes"
in
themiddle
of
a game
Staticdischarge
or
electrical
disturbancehascaused
the
computer
to
lock
up
Press
ACL
keyasdescribed
in
section20
2.
Thecomputerrefuses
to
accept
a
move
or
keypressesbutkeeps
soundingtheerrorbeep
Is
it
yourturn?(look
at
thecolorlamps)
Isyourkingincheck?(CHECKlamp)
Willyourmoveputyourkingintocheck?
Areyputrying
to
castleincorrectly?
(checktherules)
Didyoumovetherookfirstwhencastling?
Makesureyouarefamiliarwiththechessrules(read
the
"Rules
of
Chess"manual).Usethepiecekeystoconfirm
theboard
position,
use
TAKEBACKtoreconstructthe
lastmove.
2.
Thecomputerrefuses
to
accept
a
move
or
keypressesbutkeeps
soundingtheerrorbeep
Thecomputerisstillthinking(colorlightflashing). Press
PLAY
to
interrupt
the
thoughtprocess.
2.
Thecomputerrefuses
to
accept
a
move
or
keypressesbutkeeps
soundingtheerrorbeep
Thecomputer
is
trying
to
showyoua move(perhaps
fromthelastgame) Pressapieceonthesquaresindicatedandthenpress
NEW
GAME
IO

SYMPTOMS POSSIBLECAUSES WHAT
YOU
SHOULDDO
3.
Thecomputercheatsormakesillegal
moves Ithasmade
a
specialmovelike
—
En
passant
—Castling(king
orqueenside)
—Pawnpromotion
Makesure
you
arefamiliarwiththechessrules(readthe
"RulesofChess"
manual).
Usethepiecekeystoconfirm
theboard
position,
use
TAKE
BACK
to
reconstruct
thelast
move.
3.
Thecomputercheatsormakesillegal
moves
Yourboardpositionisnotcorrect,somepieces
have
been
displaced Verify
theboard
position(seesection16)
3.
Thecomputercheatsormakesillegal
moves
Batteriesarerunningout Replacebatteries
4.
Thecomputerwillnotplay
a
move
Non
autofunction
is
on Press
NON
AUTO
to
'urn
it
off
then
p'ess
PLAY
4.
Thecomputerwillnotplay
a
move Youare
in
HelpmodeF
and
havemade
a
movethatisnot
intheopenings
(see
section
17)
Press
PLAYtocontinue
or
TAKE
BACK
to
tryanother
move(seesection
18)
4.
Thecomputerwillnotplay
a
move
Youareplaying
a
studypositionandhavemadean
incorrectmove(seesection18)
PressPLAYtocontinue
or
TAKE
BACK
totryanother
move(seesection
18)
5.
Computerissilent Helpmode
H
isset
(see
section
17)
Press
HELP
twice
toset
helpmodeG
6.
Chessboardsquareorkeydoesnot
respondcorrectly
OR
Lamps
do
notcomeoncorrectly
Faulty
contacts.
Check
as
follows.
Remove
batteries,
re-
install
them,
holdthe
PLAY
key
down
while
switchingthe
computer
on.
You
can
nowtest
each
square
and
key.
Press
theACL
key
in
thebacktoreturntonormalplay.
Consultservicecentreiferrorpersists


Lieber Schachlreund,
Ais man vor vier Jahrzehnten den Computer erfand. ahnte noch niemand, dass mit ihm eine der
wichtigsten Entwicklungen unserer Zeit eingeleitet wurde. Heute sind Computer fur jedermann
zuganglich und in wenigen Jahren werden sie in Kaum einem Haushalt fehlen.
Die Firma SciSys hat mich gebeten, Sie mit einigen Worten in die Welt der schachspielenden
Computer zu begleiten. left bin seit 1983mit dieser Firma verbunden und kann daher aus
persdnlicher Etfahrung Ober ihre Produkte sprechen.
Bis vor kurzem betrachtete man Schachcomputer ais einfache Spielzeuge, die niemals in der Lage
sein wurden. einem ernsthaften Schachspieler ais Partner zu dienen. Das hat sich grundlich
geandert — nicht zuletzt durch rapide Fortschritte in der Mikrocomputer-Technologie und in der
Programmierkunst. Heute spielen Schachcomputer eine sehr nutzliche Rclle in der
Schachgemeinschaft: Sie helfen dem Anfanger, das schdnste Spiel der Welt kennenzulernen und
alle notwendigen Fahigkeiten zu erwerben. Mit dem Schachcomputer kann er seine Spielstarke
trainieren und recht bald gutes Vereinsniveau erreichen.
GARRYKASPAROV
WELTMEISTER SciSys war auf dem Gebiet der schachspielenden Elektronik immer ein Vorreiter und zeichnet fur
viele der fortschrittlichsten Entwicklungen verantwortlich. So sind SciSys Schachcomputer die
einzigen, die unter schweizer Leitung gebaut werden. Ich selber freue mich auf eine lange und
interessante Zusammenarbeit mit dieser Firma und mit den Besitzern ihrer computer.
ich wunsche Ihnen viel Spass mit Ihrem neuen Schachcomputer — vielleicht werden wir uns
irgendwann in der Zukunft zum Wettkampf am Schachbrett treffen!
Garry Kasparov

Beschreibung
des
gerdts
LSmpchen
Die
16
LampchenamBrettrand
(im
folgenden"Brettlampchen"
genannt)werden
in
erster
Liniebenutzt,
urn
Spielzuge
anzuzeigen.
Der
Computerverwendet
sie
aberauch,
um
Schach,
Remis
Oder
Matt
anzuzeigen,
Zugezuruckzuspielen
Oder
Einblick
in
denDenkvorgang
zu
gewShren.
Sie
werdenauch
zur
uberprufung
der
Brettstellungund
zur
Einstellung
der
Spielstufebenutzt.
Tasten
Figurentasten
NEWGAME
4.
LEVEL
5.PLAY
6
TAKEBACK
7
NON
AUTO
8.
HELP
STUDIES
10
DISPLAYMOVE
DieseTastenverwendetman,
un
dieBrettstellung
zu
kontrollieren.
Bricht
die
laufendePartieab
und
stelltdieAusgangsstellungwiedei
her.
Einstellung
der
Spielstufe
VeranlalMden Computer,
den
nachstenZugauszufijhren.
RucknahmevonZugen
EingabeeinerZugfolge
Stellt
die
Hilfsstufeein:
Stufe
F =
VoileHilfsstufe
Stufe
G = Nur
Summton
Stufe
H =
Ohne
Ton
Wahlt
die
besonderen
ubungsstellungenan,
dieSie
danngegendenComputer
spielenkonnen(sieheAbs.18).
Zeigtan,welcherZug
vom
Computergeradeerwogen
wird.
11.
EVALUATEEinblick
in
denRechenvorgang,
Stellungsbewertung.
12
Sensor-Schachbrett
MittelsDrucksensoreninjedemFeldwerden
die
Zuge
vomComputerunmittelbarerkannt.
Schalter
13.
GO
STOP
14.
ACL
SchaltetdenComputerein.Eine
mittelsSTOPunterbrochene
Partiekannjederzeitfortgesetzt
werden.
SchaltetdenComputeraus.
Die
augenblicklicheBrettstellungwird
bis
zu
2Jahrengespeichert.
MitdiesemSchalter
(aufder
RuckseitedesGerdts)kann
man
elektrischeStOrungenbeseitigen
und alleSpeicherinhalteloschen.
Anmerkung:PLAY,DISPLAYMOVEund EVALUATEsind
nur
dannaktiv,wenn
der
ComputergeradeeinenZugberechnet,
alleanderenTasten
(mit
AusnamhevonPLAY)
nur
dann,wenn
Sie
am
Zuge
sind.

Einleitung
IhrKasparov
MK12istein
anspruchsvoller,
mit
modernster
Sensor-ElektronikausgestatteterSchachcomputer,
der
automatisch
die
Zuge
auf
demSchachbretterkennt.
Erhat
acht
verschiedeneSpielstufen
undist
besonderseinfach
zu
bedienen,
Er
besitzteineReihe
von
neuartigenFunktionen,
die
ihn
zum
idealenTrainingspartner
fur
Anfanger
und
Hobbyspieler
machen.
InnormalenPartienuberwacht
der
ComputerIhreZuge
und
sorgtdafur,daftalleSchachregelneingehaltenwerden.
Erubt
mitIhnen
die
gangigenEroffnungen
und
machtZugvorschlage
Es gibteinebesondereHilfsstufe,
indererSie
warnt,wenneine
IhrerFigurenangegriffen
isf.Sie
konnenjederzeiteinen
Zug
zurucknehmen,wenn
Sie
einenkrassenFehlerbegangen
habenWahrend
der
Computerrechnet,zeigt
er
Ihnen,welchen
Zug
er
geradeerwagtund seineEinschatzung
der
Stellung.
MitIhremKasparov-Schachcomputer
ais
Trainigspartner
werdenIhreschachlichenFahigkeitensichraschverbessern.
Baldwerden
Sieden
Computer
aufden
unterenSpielstufen
schlagen,
Dannkonnen
Sieesauf
einer
der
hoherenStufen
probieren.
Wenn
Sie
sogar
aufder
TurnierstufedemComputer
Parolibieten,dannsind
Sie
bereits
ein
rechtgewiefter
Schachspieler,
der
sichnicht
vor
menschlichenGegnern
zu
genierenbrauchtAuch
die
achttestgespeicherten
ubungsstellungen,
dieSiemit
Hilfe
des
Computerslosen
konnen,
tragendazubei,daft
Sieauf
angenehmeWeisemehr
von
der
hohenKunst
des
Schachspielserfahren.
WichtigerHinweis
IhrKasparov-SchachcomputerkenntallewichtigenSchachregeln,
einschlieBlichRochade,
en
passant,
und
Patt.Wenn
Sieder
Meinung
sind,
dali
er
unzuiassigeZugemacht,kann
es
daran
liegen,
dafi
Siemitden
Schachregelnnichtganzvertraut
sind.
Lesen
Sie
bitte
die
beigefugteBroschure
mitden
Schachregeln
sorgfaltigdurchoderbesorgen
Sie
sich
ein
gutes
Schachlehrbuch.
1.VorBeginnderPartie
IhrKasparov-Schachcomputerenthaitmodernsteelektronische
Bauteile
mit
auBerstgeringemEnergieverbrauch.
Mit
vier
handelsublichenBatterien(Mignonzellen,
Typ
AM3)kann
erbis
zu1000Stundenbetriebenwerden.Dadurchentfailt
die
NotwendigkeiteinerNetzverbindung.
Offnen
Siedas
Batteriefach
und
setzen
Siedie
Batterie
ein
(sieheAbb.2).Bauen
Siedie
Schachfiguren
inder
Ausgangsstellung
aufund
schieben
Sieden
Hauptschalter
indie
StellungGO.
Der
Computer
ist
sofortspielbereit.Sollte
er
allerdingsnicht
auf
Zuge
Oder
Tastendruckreagieren
—
statischeEntladungen
Oder
sonstigeStOrungenkonnen
die
Elektronik"aufhangen"
—
dannbetatigen
Sie
denACL-Schalter
auf
der
Ruckseite
des
Gerats(sieheAbschnitt
20).
Table of contents
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