Interrupting The Computer's Analysis; Verifying The Position; Programming Positions - LEXIBOOK ChessLight Mode D'emploi

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XVII. INTERRUPTING THE COMPUTER'S ANALYSIS
If you press the MOVE button while the computer is thinking, you immediately interrupt its analysis and the computer will make its best possible move
at that point in its analysis (in other words, the move that would be indicated if you were to press the HINT button).
XVIII. VERIFYING THE POSITION
In case of doubt, for example if you accidentally knock the chessboard, you can ask the computer to indicate the position of each chess-man on the
board.
1. Press the key corresponding to the chessman you are looking for. The computer will indicate the position of each chessman of this kind by
illuminating one of the lights of the rank (row) and one or a number of files (columns). A constantly illuminated light indicates a white piece;
a flashing light indicates a black piece.
2. Press once again and the computer will indicate the position of the black chess-men in this particular category.
3. Press a third time and the computer leaves the position verification mode and indicates which colour has to play. Now you can press the
button of a different chess-man or press one of the squares firmly in order to carry out your move.
XIX. PROGRAMMING POSITIONS
To modify the position of chess-men or to program a completely new position:
1. Press the SET UP button to enter the position programming mode. The SET UP indicator lights up.
2. If you want to program a completely new position, press the TAKE BACK button to erase the chessboard. The computer will play a tune to
announce a new game.
3. Press one of the six chess-men buttons. If there are one or more chess-men of this type on the chessboard, the computer will show you
them: see POSITION VERIFICATION mode as explained above.
4. To remove a chess-man of this type from the chessboard, just press the square with this chess-men. The corresponding indicator will light
up.
5. To move a chess-man of this type from one square to another, cancel the start position by pressing the square. Then press the destination
square where you would like to position the chess-man. The corresponding indicator will light up.
6. To add a chess-man of this type to the chessboard, press an empty square. The corresponding indicator lights up. If it is lit permanently,
it indicates a white chess-man; if it flashes, it indicates a black chess-man. 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.
7. 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.
8. The colour of the last chess-man that was removed, moved or added determines the colour of the line. To change the colour, remove and
add a chess-man of the desired colour, or alternatively, press the SOUND/COLOUR button.
9. Finally, to leave the position programming mode, press the SET UP button once again. The SET UP indicator lights up. Now you can either
make a move or let the computer make the first move by pressing the MOVE button.
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