User manual LEXIBOOK CHESSMAN CLASSIC

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Manual abstract: user guide LEXIBOOK CHESSMAN CLASSIC

Detailed instructions for use are in the User's Guide.

[. . . ] A "TRAINING" mode which indicates when you make a good move. 64 difficulty levels spread over 4 different playing styles (normal, aggressive, defensive and high-risk), including: 5 beginners levels for children and beginning players whereby the computer sacrifices chess-men deliberately. 8 normal playing levels for beginning and experienced players with response times ranging from 5 seconds to several hours. 1 analysis level which analyses the position during up to 24 hours. [. . . ] For example, the computer makes deliberate mistakes by moving chessmen to squares where they will be captured immediately: At level 1, the computer makes many mistakes, such as moving a chess-man onto a square where it will be captured on the next move by a pawn. This level familiarises the players with the various movements of the chess-men. You can also select level 1 if you lose and you want to see the computer make some mistakes. At level 2, the computer still makes many mistakes but will never move a chess-man to a square where it can be captured on the next move by a pawn. At level 3, the computer only makes a few mistakes throughout the entire game. At level 4, the computer will generally only make a single mistake throughout the entire game and it will move its Queen to a square where it can be captured on the next move. At level 5, the computer will not take advantage of certain attacking and checkmate opportunities but it will never sacrifice a chess-man. At each of these 5 levels, the computer will usually react immediately. Levels 6 to 13 introduce a delay time ranging from 5 seconds to 2 hours for each move. These levels are meant for players at beginner or experienced level. Level 6 is a blitz level (5 seconds per move); level 8 is a quick game level (30 seconds per move); and level 10 is tournament level (3 minutes per move). the indicated times are the average and approximate delay times. The computer will take more time for thinking in the event of difficult positions and less time for simple positions and towards the end of a game. The computer is capable of thinking while you play your move so it can react immediately to your move if it has been anticipated. The computer will also react immediately if it plays a move from the library of opening positions. Level 14 is an analysis level that analyses the position for approximately 24 hours or until you stop the research by pressing the MOVE button (see paragraph XVII). Level 15 is a MATE level that is intended to resolve checkmate problems (see paragraph XI). Level 0 is a MULTI MOVE level that allows two players to play each other while the computer is the referee and checks the legality of the moves. In AGGRESSIVE mode, the computer plays an offensive game and tries to prevent the exchange of chess-men as much as possible. It moves its pawns extensively and tries to exchange chess-men as often as possible. In HIGH-RISK mode, the computer moves its pawns extensively and sometimes chooses to play an unexpected move rather than always try to make the best possible move. When you switch on the computer for the first time, the game starts automatically at level 6 and in the NORMAL playing style. [. . . ] If the indicated colour is not correct, remove the chess-man from the board by pressing the square once again, then change the colour by pressing the SOUND/COLOUR button and finally press the empty square once again to record the chess-man. To add another chess-man of the same type and colour, just press the empty square where you want to place the chess-man in question. When you have finished programming the game, check that the two Kings are present on the chessboard and that the first player cannot take the King of his opponent. Finally, to leave the position programming mode, press the SET UP button once again. [. . . ]

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