                            SUPERCHESS 3.0
                      (C) Chris Whittington 1983
                  
                               CONTENTS
1. TO LOAD A PROGRAM
2. ABOUT SUPERCHESS 3.0
3. PLAYING INSTRUCTIONS
   Starting a Game
   To Enter a Move
   To Edit a Move
   Captures
   Castling
4. FEATURES
   To Exit
   Resign or Quit
   Force Move
   Recommended Move
   Self Play
   Change Sides
   Move List
   Change Level
   Change Display Colours
   Change Position
5. PROBLEM SOLVING
6. ANALYSE
7. SAMPLE PROBLEMS

Published by:- C. P. Software, 17 Orchard Lane, Prestwood, 
               Gt. Missenden, Bucks. HP16 0NN. England.
This Booklet is (C) C. P. Software 1983
No part of the program Superchess 3.0 or this Booklet shall be
reproduced without prior permission in writing. While every effort
has been made in the production of this program and booklet the
publisher undertakes no responsibility for errors nor liability for
damage arising from their use.
The material on this tape and in this booklet, or any part thereof,
shall not be copied for use by any other person or organisation,
neither shall it be loaned or hired.

1. TO LOAD A PROGRAM
   The procedure for loading a program is described in detail in
   Chapter 6 of the Sinclair SPECTRUM Instructions Booklet. For
   your convenience the procedure is summarized here.
   SUPERCHESS 3.0 is recorded on both sides of the cassette and
   takes approximately 7 minutes to load.
   1. Ensure the tape is fully rewound.
   2. Ensure that the EAR socket on the Spectrum is properly
      connected to the earphone socket of your tape recorder.
   3. Set the volume control to about 3/4 of maximum and any tone
      controls to: treble high; bass low. Alternatively, use levels
      that you have already found to be successful on your recorder.
   4. Enter LOAD "", by pressing the following keys - J (for LOAD)
      symbol shift and P twice (for "") and then press the ENTER
      key.
   5. Start the tape recorder playing.
      If the program fails to load, press BREAK and try again with
      a different volume setting or try the other side of the tape.
      If the program still fails to load refer to the Sinclair
      SPECTRUM Instruction Booklet.

2. ABOUT SUPERCHESS 3.0
   One of the main criticisms levelled at chess programs is the
   length of time that they take to reply to a move, particularly
   at high levels of play where they are often looking 5 or more
   moves ahead. SUPERCHESS 3.0 answers this criticism by offering
   10 levels all of which are played within tournament time limits.
   Of course the response time for individual moves varies
   considerably depending on the stage of the game and the
   complexity of the position. For instance at the highest level
   during the opening the program can respond almost
   instantaneously, while in a complex middle game it may require 4
   or 5 minutes to reply. Level 0 is especially fast, always
   replying within a few seconds.

   These improvements in response times do not mean a reduction in
   playing performance, on the contrary playing strength has been
   increased. The program can look more than 6 moves ahead in the
   middle game and over 10 moves ahead in the end game, and it has
   a substantial opening library.
   Beginners are specially catered for at level 0 which has been
   designed to play an 'easy' game with a rapid response.
   While it is calculating its move SUPERCHESS 3.0 displays, on the
   left of the screen, the best move found so far, the score it
   gives that moves and the number of positions (nodes) already
   analysed.
   In addition to its superior playing performance it offers a
   considerable range of features which are designed to enhance the
   use and pleasure that the program gives.
   These features include Problem Solving where problems of up to
   mates in 4 can be solved. Several sample problems are listed
   after the analyse instructions. There is a substantial opening
   library which contains openings such as the Ruy Lopez, various
   lines of the Queens Gambit, Rte Opening, Kings Indian and many
   more. If asked, Superchess 3.0 will recommend a move and it can
   be made to self play. Positions can be changed and set up using
   the Analyse feature which is useful for resuming unfinished
   games.
   The colours of the board and pieces can be changed at any time
   as can the playimg level and sides.
   Technical information, on how the program 'thinks', is given for
   those who are interested.

3. PLAYING INSTRUCTIONS
   To load enter LOAD "" and press the ENTER key.
   When loaded the program auto runs, the title and a list of 5
   options are displayed.
   The options are used to select the mode, e.g. Play (new game) or
   Analyse or to choose one of the features available at the start.
   To select an option simply enter its corresponding number e.g.
   to start a game enter 1.
   
   The options are:-
     1. New Game
     2. Analyse position
     3. Change display colours
     4. Options at (your move)
     5. Technical information
   NEW GAME After selecting new game, (to play) it is necessary to
   answer two questions before play can start, these are:
   Level (0-9 or Problem) ?, respond with a number between 0 and 9.
   The Problem solving mode will be dealt with later.
   Play black or white (B/W) ?, enter B or W.
   Note, only a single key response is necessary, the ENTER key
   need not be pressed.
   The board and pieces will now be displayed with your colour and
   the level shown at the side.
   The standard algebraic notation is used to enter moves and the
   coordinates for this system are displayed along two sides of the
   board.
   TO ENTER A MOVE, first enter the coordinates of the square that
   you wish to move FROM followed by the coordinates of the square
   that you wish to move TO. The move is made immediately the final
   coordinate has been entered.
   Example: to move a Knight on square b1 to square c3 enter B1C3.
   TO EDIT A MOVE, only allowed before the final coordinate is
   entered, complete the input with an illegal move and then when
   the message 'Illegal move' appears enter the required move.
   Example: you start to enter g1f3 but then decide to play e2e4,
   complete the first entry say G1F8 (illegal) and then enter E2E4.
   CAPTURES are entered in the same way as other moves.
   Example: to use a black Bishop on b4 to capture a white Knight
   on c3 enter B4C3.
   Pawn captures EN PASSANT are made just as other moves.
   Example: to use a white Pawn on c5 to capture a black Pawn that
   has just moved from d7 to d5 enter C5D6.
   CASTLING When castling only the King's move is entered.
   Examples: as white to castle King's side enter E1G1; as black to
   castle Queen's side enter E8C8.

4. FEATURES
   As mentioned earlier the program offers a large variety of
   features. These can be placed in two categories (a) those
   available at any time (b) those available only during play at
   'your move'. The distinction between the two categories should
   be obvious but where there may be possible doubt clarification
   is given. There are two lists in the program which show the
   options and features that are available. The first is the list
   of options that you are given before the start of a new game,
   during play this list can be accessed at 'your move' by pressing
   X, option 6 will return you to that game. The feature list is
   accessed by selecting option 4 from the first list.
   TO EXIT from a game press X. It is now possible to use any of
   the listed options e.g. use Analyse to change the position of
   the current game.
   RESIGN OR QUIT To resign or quit a game and return to the start
   options press X.

   FORCE MOVE The program can be forced to abandon its search and
   play the best move found so far by pressing and holding down the
   BREAK, until the programs responds. Note this may take about 10
   seconds.
   RECOMMENDED MOVE A recommended move can be obtained by pressing
   R. The program will only recommend a move once it is out of its
   opening library, i.e. not while 'book move' is displayed. To
   play the recommended move enter it in the usual way,
   alternatively any other move may be played. Note the recommended
   move is not necessarily the best move in that position.
   SELF PLAY The program can be made to play itself by pressing M
   after each move. To resume play simply enter a move instead of
   pressing M. This feature also serves a second purpose:
   CHANGE SIDES To change sides during a game press M.
   MOVE LIST During a game to obtain a list of the previous moves
   press V.
   CHANGE LEVEL To change the playing level press L and then when
   asked enter the new level.
   CHANGE DISPLAY COLOURS To change the colours of the board and
   pieces during a game press X to return to the start options then
   press 3. It is now only necessary to follow the screen prompts.
   INVERT BOARD By pressing O the orientation of the board can be
   changed from white at the bottom of the screen to the top of the
   screen and v.v.
   CHANGE POSITION To change the position during a game the Analyse
   mode is used. Press X to exit and then select option 2 Analyse.
   See below for details of setting up and changing a position.

5. PROBLEM SOLVING
   SUPERCHESS 3.0 can also solve mating problems of up to mates in
   4. Problems are set up using the Analyse mode which can be
   accessed either directly by selecting option 2 at the start or
   when ever the 'LEVEL (0 - 9 or Problem) ?' prompt appears enter
   P# where # is a number 1,2,3 or 4 correspending to the number of
   moves for mate in the problem to be set.

6. ANALYSE
   Analyse has three basic uses, to set up a position (e.g. to set
   up and resume playing a discontinued game), to change the
   position during a game and to set up a problem.
   Analyse mode is accessed either directly using start option
   number 2 or by selecting Problem mode when asked 'Level (0 - 9
   or Problem) ?'

   Note: Positions cannot be set up with more than one extra piece
   of each type and colour e.g. you may have more than 3 white
   bishops or 3 black knights etc. on the board at the same time.
   Nor are you permitted to return to PLAY when a King is in check.

   The board can be CLEARED, except for the two Kings by pressing
   Z, or INITIALIZED by pressing I each time the prompt 'square to
   alter?' appears. You are asked for confirmation before the board
   is cleared or initialized.
   The following examples illustrate the procedure for altering or
   setting up a position or entering a problem.
   Example (1): to move a white Bishop from c1 to f4,
   'Square to alter (e.g. E2)?' ................................ C1
   'Enter piece type (KQRNBP0)' ................................. 0
   'Square to alter (e.g. E2)?' ................................ F4
   'Enter piece type (KQRNBP0)' ................................. B
   'Select colour (B/W)?' ....................................... W
   Piece types: K = King; Q = Queen; R = Rook or Castle; N =
   Knight; B = Bishop; P = Pawn; 0 = remove piece.
   When restoring a piece (except for Pawns) to its starting square
   you will be asked 'Has piece moved (Y/N)?'. If the piece has not
   moved or been deemed to have moved from its starting position
   answer N (no) otherwise answer Y (yes). This is important when
   returning to PLAY in order to avoid illegal moves e.g. castling
   after the King or Rook has already moved.
   Example (2): to move a black Rook from g3 and replace it on its
   starting square a8
   'Square to alter (e.g. E2)?' ................................ G3
   'Enter piece type (KQRNBP0)' ................................. 0
   'Square to alter (e.g. E2)?' ................................ A8
   'Enter piece type (KQRNBP0)' ................................. R
   'Select colour (B/W)?' ....................................... B
   'Has piece moved (Y/N)?' ..................................... Y
   To return to the Playing mode, when asked 'square to alter'
   enter X and follow the prompts.
   Example (3): after pressing X,
   'Level (0 - 9 or Problem)?' ........................ enter level
   'Play black or white (B/W)?' ...................... enter colour
   'Which side to move (B/W)?' . enter colour of side to move first

   Setting up and playing a PROBLEM
   Example (4): If only a few pieces are involved in the problem it
   will be easier to clear the board before setting up the
   position. When asked 'Square to alter (e.g. E2)?' enter Z; and
   then when asked 'Clear - Are you sure (Y/N)?' enter Y.
   After setting up the problem press X to Play and then follow the
   prompts, 'Level (0 - 9 or Problem)?' enter P# where # is the
   number (max 4) of moves for mate. 'Who is to give mate (B/W)?'
   enter colour of side to give mate.
   Note, you will play the moves for the other side.

7. SAMPLE PROBLEMS
   The following problems can be used to demonstrate the problem
   solving ability of SUPERCHESS 3.0.
   Enter each problem using the Analyse mode and procedure
   described above.
   SAMPLE PROBLEMS The problems are written down in the order in
   which the pieces are placed on the board using the Analyse mode
   i.e. square, piece type, colour.
   Example. D4PB reads square D4, Pawn, black.

   (1) by Nesic
   D1RW, G1BW, H1NB, E2BW, F2NB, B3RW, D3PW, C4PW, D4KB, H4KW,
   E5RB, A6PW, F6QW, A7PB.
   Mate in 2 by white, white to move.

   (2) by Healey
   A1BW, D1RW, D2PW, G2PW, H2KW, A3PW, C3PW, F3RW, A4PB, C4PB,
   F4PB, B5BB, C5KB, D5PW, B6NW, G6QW, B7NB, F7NW, G7PB.
   Mate in 3 by white, white to move.

   (3) by A. F. Mackenzie.
   C1BW, D1RW, G2PW, E4KB, G4PB, E6PB, F6KW.
   Mate in 4 by white, white to move.

   (4) by Dr. Plunck.
   C2PW, H2PW, B3KW, C3BW, D4NW, C5KB, A6PW, C6BW, F6NW, A7PB.
   Mate in 4 by white, white to move.
