Saitek Alchemist Quick Start Manual - page 3
3
ENGLISH
INTRODUCTION
This electronic chess board is a powerful computer that will play chess with you at whatever
level of complexity you choose, or if you prefer, you can play a game with a friend and the
computer will act as referee. The huge range of levels of play (64) combined with the extended
teach modes (11) will satisfy anyone with an interest in chess, including young and old. There
are 768 combinations altogether. The teach modes and openings coaches are superb learning
features at any level of play, and the various modes of timed competition will please the interme-
diate player.
1. USING YOUR CHESS COMPUTER
Battery Installation
1.
Your chess computer runs on 3 “AA” (AM3/R6) batteries. For longer battery life (up to 600
hours), use fresh alkaline batteries. Slide back the cover in the back of the case and insert the
batteries as shown in Figure 1-1. Reinstall the cover and press GO/STOP to turn the computer
on. If the computer does not respond, use a paper clip or other sharp object to press into the
hole marked ACL in the base of the unit for at least one second to reset the computer. After the
battery is inserted or ACL is pressed, the computer runs a self-test. 3 ‘beeps’ indicate that the
test is OK; a buzz or silence indicates a problem and you should check it with your local
distributor.
Note that putting in new batteries or pressing ACL will reset the computer and its memory,
losing any game that it might contain.
Making Moves
2.
Follow these steps to start a game.
a. If necessary press GO/STOP to turn the computer on.
b. Set up the chess pieces in their starting positions with the White pieces nearest to you, as
shown in Figure 1-2, and press NEW GAME. The computer will indicate on the display that
you should play a White piece
00:00
PM
Note that pressing NEW GAME will cancel Teach mode or Openings Coach if either is
selected, or switch off the Non Auto function.
c. To make a move, lightly press down on the piece you want to move until you hear a ‘beep’
(see Figure Fig 1-3). The computer’s sensory board registers your move, and the display
shows on the left side the ‘from’ square that was pressed
E2:zz
d. Take the piece and lightly press it down on the square you want to move to. A second
‘beep’ sounds and the computer briefly shows the ‘to’ square on the right side of the display
E2:E4
As soon as your move is finished, if you have Sound and Coach selected, the display will
show
Co
c
ch
while it evaluates your move. Two low tones are emitted if the move is
considered bad.
e. Then it is the computer’s turn, and the computer starts thinking about its move. However, in
the early stages of a game the computer’s response is often virtually instantaneous,
because it is playing moves already stored in its openings library (see Section 2.9).
The Computer’s Move
3.
When the computer is ready, it ‘beeps’ and shows the ‘from’ and ‘to’ coordinates of its move
in the display, as shown in Figure 1.4. For an example, (see Figures1-5a and b). Press the
indicated piece down on its ‘from’ square (E7, in this case), until you hear a ‘beep’ and the ‘from’
side of the display changes to show the color and symbol for that piece. (Figure 1 shows the
symbols.)
Next press that same piece down on the second square in the display – the square the com-
puter wants to move to (E5 here). Once you press E5, the display clears and you have
completed the computer’s move! The display then indicates again that it is your move.
Change Your Mind? Take Back!
4.
If you change your mind about a move, you can take it back. Press TAKE BACK while it is
still your turn to move. The display shows the ‘to’ square. Press the piece down on that square.
You now see the piece symbol and the square that piece came from. Press the piece down on
the ‘from’ square to finish the take-back. If the move taken back was a capture, the computer
reminds you to put the captured piece back on the board by displaying the piece type and its
square for you. Press this piece down on the indicated square. To take back another move,
press TAKE BACK again. You can take back for up to 14 individual moves (or 7 moves for each
side), allowing you to experiment and try out various “What If?” approaches. To continue the
game, either make your next move or press PLAY to have the computer make it for you.
Figures 1-6a and b show an example of taking back the Knight move from G8 to F6. After
3 x AA/AM3/R6
Fig. 1-1
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Fig. 1-2
PRESS
PRESS
Fig. 1-3
E7:E5
Fig. 1-4
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Fig. 1-5a
Fig. 1-5b