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It is written using the very latest techniques bo}y a computer chess programmer of seven years experience. It has been tested against a wide range of other chess programs andp} proven stronger than any of the opposition. It has the widest range of true features and sub-features available, including q}some never before implemented on any home computer chess program. COLOSSUS also has a perfect understanding of all the rulesr} of chess, including underpromotions, the fifty move rule and all draws by repetition. It can also handle all the standard ms}ates including King and two Bishops versus King and the very difficult King, Bishop and Knight versus King.1.b - Hardware rt}equirements COLOSSUS will run on any Atari computer with at least 48K of memory.1.c - Running the program Loading Du}isk: Empty the cartridge slot(s). Switch computer on. On the XL/XE models, hold down the OPTION key also. Disc will boot v}automatically.1.d - Quick guide COLOSSUS has so many features that at first you may be overwhelmed by the sheer size ofw} the manual. However, you do not have to read it from cover to cover, but merely sample the relevant sections as your knowlex}dge of the program increases. The only sections you should need to read to get started (apart from this introduction of cy}ourse) are "3.b - Your Move" and "4.a - Cursor Movement". Then the most commonly used commands in section 4.c are "Go", "Newz}-Game" and "Type". After that, the other sections can be read at your leisure, as you discover the truly amazing features{} that COLOSSUS has to offer.Section 2 - Display2.a - General The display uses two screens to provide clear, extensive|} information as to the state of the game, the program's current thoughts and the past move record. The main screen shows }}a graphic chess board and various messages and questions as required. The second screen shows the past move record, includin~}g the player names and chess clocks and also information on the program's thought processes including lookahead, positions ex}amined and best-line with evaluation. The display can be toggled between the two screens by pressing the .2.b - }The board The main screen has a graphics board printout showing the current position. Letters and numbers around the boar}d indicate the algebraic notation used for each square.2.c - Messages and questions Various messages and questions are d}isplayed around the board as necessary. These are explained in more detail in later sections.2.d - The move record The }secondary screen shows the last six moves made by each side in two columns including more numbers. Above the moves are displ}ayed the colours, player names and elapsed-time chess clocks for each side.2.d.i - The Player names Above each column i}s displayed the names of the white and black players. The program's name is displayed as "Colossus" while it"s opponents nam}e is displayed as "Opponent".2.d.ii - The clocks Below the Player names are displayed the elapsed-time clocks for white} and black. The clocks are in the format "hh:mm:ss" (hh=hours, mm=minutes, ss=seconds). The clocks show the total time used} by each side in the game so far.2.d.iii - The moves The moves are displayed in algebraic notation with the from- squar}e followed by the to- square. The separator between the from- and to- squares indicates whether the move is a capture or not}("x" signifies a capture,"-" signifies a non-capture). Castling moves are indicated with the from- and to- squares of the} moving king. En-passent captures are indicated by the letters "EP" printed after the move. Promotions are indicated aft}er the move by a "/", followed by a letter to indicate the promoted piece ("N"=kNight, "B"=Bishop, "R"=Rook, "Q"=Queen). }Checks are indicated by a "+" being printed after the move.2.e - Technical information The bottom of the secondary scre}en is used to display detailed information of the program's thought processes. This information can provide a great insight }into how a good chess program works, but only takes a fraction of one percent of the programs thinking time to display it.2}.e.i - Lookahead When the program thinks about its move, it displays the lookahead depth of its search. The depth is pri}nted in "ply" or "half-moves". The program will search most move sequences to at least this depth, with some being searched }much deeper.2.e.ii - Positions examined The number of positions examined in the tree of move sequences is displayed. T}his number is updated at every position and in fact takes very little time because of the single-byte/character type of displ}ay. The program examines on average about 450 positions per second in the middlegame.2.e.iii - Best line The program d}isplays the best line it has found so far in its search. This can provide you with a "hint" move and an analysis of the game} in the next few moves. Usually the line will contain a "null" move. This simply means a passive, non-capturing move. A}lso displayed is the evaluation of the best-line, as two numbers. The first is the material evaluation (in terms of number o}f pawns up or down), the second the positional evaluation. A positive number means the program is better, a negative number }means the opponent is better. If the best-line is found to lead to a checkmate then the material score will be set to plus o}r minus 62 with the positional score a measure of how many moves to the checkmate.2.e.iv - Current move The move the pr}ogram is currently considering is displayed. This can be seen to change as the search progresses.Section 3 - Playing a Gam}e3.a - New game When a new game is started, the pieces are set up in their initial positions, the clocks are reset to "}00:00:00", the move display is cleared and you are given the option of moving first. Typing "G" will make Colossus tak}e the white pieces and move first (for further details see the "Go" command described later).3.b - Your move Whenever i}t is your turn to move, the program asks "Your move?" at the bottom of the main screen. You enter moves by the following cur}sor positioning method (see the later section "4.a - Cursor movement" for further details):1) Move the cursor to the square} of the piece you wish to move, and press the key. This causes the from- square to be displayed.If you accidentall}y enter the wrong from- square it can be cancelled by pressing the key or the key.(The cursor is shown as }an inverse line drawn through the current square.)2) Move the cursor to the square you wish to move to and again press . This causes the "to- square" to be displayed.If the move is illegal, the message "Illegal" is displayed and the move }entry cleared. You must then return to step-1 above and try again.3) If the move is a pawn promotion the program then asks} "Promote to?". You must then specify the piece you want to promote to by typing one of the following: "N"-kNight, "B"-Bisho}p, "R"-Rook or "Q"-Queen. If you press any other key, the program assumes you promote to a queen.4) Note: If you wish to} enter a castling move you should move the king two squares either way. The legal move is now indicated on the board, by} flashing the cursor on the from- square, then moving the piece and flashing the cursor on the to- square.3.c - Colossus mo}ve While the program computes its move it displays the message "Let me think..." below the board. The technical informat}ion on the secondary screen is updated as the search progresses. When the program has finished its search, it prints the }selected move in the move-record and to the right of the board, and also indicates it on the board (in the same way as your m}oves are indicated). Pressing the key, while the program is thinking about its move, will cause it to abort its }search, display the message "Escape" and make the best move it has found so far. If the program has found that its move l}eads to checkmate, it announces the move with the message "Mate in N" where N is the number of moves till the mate.3.d - Ga}me over When a game is completed, the clocks are stopped and the program displays a message, to the right of the board, t}o indicate the final state of the game.The messages are :-1) "Drawn" - the game has been drawn by 3-fold repetition of pos}ition, the 50-move rule or by neither side having enough material to mate the opponent. This occurs in the cases of King, Ki}ng and Bishop or King and Knight versus a lone King.2) "Checkmate" - the side which moved last delivered checkmate.3) "St}alemate" - the side to move is in stalemate.4) "Time up" - the side to move lost "on time". This occurs only if you are pla}ying an "All-the-moves" game. (See "Type" command described later.) The program then asks "What now?" and waits for you} to enter one of the program commands. Type "N" to start a new game (for further details see the "New-game" command} described later).Section 4 - Keyboard entries4.a - Cursor movement The cursor is indicated by an inverse line, drawn} through the middle of the current square. It can be moved in two ways.1) Cursor keys. The four cursor control keys provi}de single square movement in any direction. If the cursor is moved off the edge of the board, it reappears at the opposite e}dge.2) Algebraic keys. The cursor can be moved immediately to any rank, by typing one of the number keys "1" to "8". It c}an be moved to any file by typing one of the letters "a" to "h". This allows algebraic notation to be used when entering mov}es e.g. typing e2e4 will enter the common opening move Pe2-e4. Note that if the rank or file of the from- an}d to- squares is the same, the key sequence can be shortened, i.e. in the above example e24 would also work.} The initial position of the cursor depends on the current side to move.If white is to move, the cursor starts on square} a1.If black is to move, the cursor starts on square a8.4.b - Numeric data - *IMPORTANT* *PLEASE READ*} Many of the program's commands require numbers to be entered to setup new values of parameters etc. The program emplo}ys a simple to use method for entering numbers.First the current value of the parameter is displayed at the query position. } To increment the displayed value, use the key. If the new value is above the upper limit for that parameter then} it is reset to its lower limit. To decrement the displayed value, use the key. If the new value is below the }lower limit for that parameter then it is reset to its upper limit. To enter the new value into the program, press .} If you do not wish to change the current value, then just press , instead of using the "increment" or "decrement}" keys.4.c - Commands The following commands can be entered, when it is your turn to move or when the game is over. To} enter a command, just type its first letter (shown in capitals in the descriptions below) while holding down key. } The commands are ordered alphabetically and are designed to be easy and logical to use and to greatly increase your enjoymen}t of the game of chess. Note: if the selected command requires numeric input, and you are viewing the secondary text scr}een, then the program will automatically switch back to the primary graphics screen.Alter-position - Type "A" (No}te that algebraic control of the cursor is not available in "Alter-position". Use the cursor control keys.) Any legal ch}ess position can be setup with this command. When selected, the program displays the message:-"Alter position: SSSSS : C}ommand?" (where SSSSS is the side to move)When in "Alter-position" mode, a further subset of commands, allow you to adjust t}he board thus :-Get initial data: Type "G"If after changing part of the position, you decide you've made a mistake, the in}itial position can be retrieved with this command.Move-number: Type "M"The program asks "Move number?" thus allowing you t}o enter the new move number required. (see section 4.b for details on how to enter numeric data).Side-to-move: Type "S"Thi}s toggles the side to move between white and black. When pieces are added to he board, their color is determined by the curr}ent side to move.Clear, Pawn, kNight, Bishop, Rook, Queen, King: Type "C", "P", "N", "B", "R", "Q", or "K"To change a part}icular square, place the cursor over it and enter one of the above. When a square is changed the cursor will move one square} to the right to make the setting up of complete rows of pieces very easy.Wipe:Type "W"This removes all pieces from the bo}ard, thus allowing positions with very few pieces, to be setup more quickly.New-game: Type "N"The "New-game" command} is still available when the "Alter-position" mode. (See full description later.)Exit: Type "E"This allows you to exit fro}m "Alter-position", when the required position has been achieved.If the position is illegal for any reason, the message "Ill}egal" is displayed and "Alter-position" will not be exited. You must then correct the error before exiting.Illegal position}s occur with any of the following:-1) either side has no king2) either side has more than one king3) the side not to move }is in check4) either side has a pawn on the first or eighth rank5) either side has more than eight pawns or promoted pieces}When you exit "Alter-position", if you have made any changes, the current game-record is cleared of all previous moves, so }that you cannot "Back-step" through these (now possibly illegal) moves. (Note that changing the side-to-move or the move-num}ber is also considered as a change.)hese (now possibly illegal) moves. (Note that changing the side-to-move or the move-num%Backstep - Type "B" & For-step - Type "F" All the moves in the game are stored in the programs memory. This }allows you to step backwards or forwards through the game record, to get to any required position. This can be used for seve}ral reasons:1) e.g. after you accidentally lose a piece, you can recover your error by using Back-step.2) e.g. if you wish }to try a different line earlier in the game, you can Back-step to the required position and then carry on playing the differe}nt line.Stepping through the game record only does one move at a time so you must do an even number of steps if you still w}ant to play for the same side.Note: In fact the program only has room in memory for about the most recent 120 moves. This }should be enough to store most games completely. If, however, the game goes on for more than 120 moves, the game record keep}s only the most recent 120. You cannot Back-step right to the beginning of such a game.Colours - Type "C"The screen} and border can be set to any of the sixteen available colours. The default colours are: screen=9, border=9. (See section 4}.b for details on how to enter numeric data.)Disc/Tape - Type "D"This allows you to save/load move-records and posit}ions to/from disc/tape. The program asks "Load or Save?". Type "L" to load a previously saved record, or type "S" if you wi}sh to save the current record.Any other keypress will abort the "Disc/Tape" command.1) Disc version:The program asks for }a file number (from 0 to 89), which is used to store the information on a particular part of the disc. (See section 4.b for }details on how to enter numeric data.) The disc you use must be formatted but should not contain any other files as these ma}y be corrupted, as the program writes directly to the disc sectors. The save/load takes about two seconds.2) Tape version:}The program then prompts you to start the recorder and hit any key (except ). The save/load takes about ninety second}s. When loading, ensure that the tape is positioned not more than 20 seconds BEFORE the start of the data (the buzzing sound}), otherwise an error 138 (device timeout) may occur. If any error occurs, it is reported with an error message and the st}andard error number. (See the Atari manual for further details.) An error during loading causes the current move-record to }be lost. A special error number, 255, is generated if you try to load garbage into the program, e.g. a BASIC program from ta}pe, an unused part of a blank disc etc.Note that the program parameters, such as playing speed, elapsed time, are not saved }and so must be reset after loading.Elapsed-time clocks - Type "E"The elapsed time clocks for both sides can be set f}rom 00:00:00 to 255:59:59. First the program asks for the new value for the white clock and then the new value for the black} clock. (See section 4.b for details on how to enter numeric data.)This can be used to setup reasonable values for the elaps}ed time clocks, if you change the playing speed in mid-game.The program makes extensive use of the elapsed time clocks to de}termine how quickly it should play, e.g. if you increse the elapsed time on the program's clock it will then play quicker to }keep within the average time it is currently set to.Go - Type "G"This forces the program to move the current side. }This can be used repeatedly to make the program play several moves against itself or to force the program to resume play, for} the side to move, after the "supervisor" command has been entered (see later). It also alows you to switch sides with the p}rogram in mid-game.After a new game has been initiated, this will make the program play for white. In this case the program} automatically clears the clocks and sets the orientation for you to play the black peices up the board.This command is igno}red if the game is over.Legal moves - Type "L"All the legal moves by any piece of the side to move can be shown. Fi}rst position the cursor on the subject piece and type "L". The legal moves will be shown in sequence by flashing the c}ursor on the target squares. The cursor is then returned to the subject square. If no legal moves exist the cursor wll not }move. This can be used as a tutorial aid for learners.New-game - Type "N"A new game can be started with this comman}d. If you have not used "Alter-position" since the last "New-game", then the game record is left intact until the first move} of the new game is entered. This alows you to replay through the whole of the last game, by using the "For-step" or "Replay}" commands.Orientation - Type "O"The orientation of the board printout can be reversed, so that you can play the bla}ck pieces up the board. The algebraic notation around the board is also reversed. This is most useful when you wish to play} black against the program.Play-self - Type "P"This makes the program play a game against itself, by moving for both} sides. When a game is completed, the program pauses for a few seconds, to allow you to study the final position, and then s}tarts a new game automatically.This command is ignored if the program is in "problem" or "infinite" mode (see "Type" command} described later) or the game is over.Pressing the ESCAPE key, whilst the program is thinking about its move (but not while  }it is indicating its move on the board) or after the game is over will stop the program playing against itself and allow you  }to resume play for the current side to move.When playing itself, both player names are displayed as "Colossus".Quantify pa }rameters - Type "Q"This allows you to adjust some of the program's internal parameters to make it function in differen }t ways. (See section 4.b for details on how to enter numeric data.)1) The program first asks "Book?". The parameter value  }can be 0 to 1. If it is set to 0 the program will not search its openings book for moves (effectively making the openings ea}sier for you). If it is set to 1 the program will use its book in the normal manner.2) The program then asks "Draw score?".} The "material" part can be set from -9 to +9 and the "positional" part from -60 to +60. The lower the draw score is set th}e more the program will keep trying to win. The higher the draw score is set the more the program will be happy to allow a d}raw (effectively making it easier for you to achieve a draw by repetition of position).Replay - Type "R"The wole gam}e-record can be replayed from the start to the final position to demonstrate the game-so-far to a spectator. The program pau}ses between moves to allow you to follow the game. The pause time can be set from 0 to 20 seconds.(See secton 4.b for detail}s on how to enter numeric data.)You can interrupt the replay by pressing the key during one of the pauses. When an} action replay is in progress, the message "*Replaying*" is displayed below the board.Supervisor - Type "S"This stop}s the program making any moves, and allows you to play moves for both sides. This allows you to setup a required position by} playing through a sequence of moves, or to play a friend using the program's board display. All moves entered are still che}cked for legality.When in Supervisor both player names are displayed as "Opponent".Type of playing mode - Type "TTh}e program has six modes of play, to allow different speed and style games to be selected. The more time you give the program} to think about its move, the better it will play.The program asks "Type?", to allow you to select one of the following:-(S}ee section 4.b for detals on how to enter numeric data.)1) Tournament modeFull tournament parameters can be setup.First, }the program asks for the move number of the first time control.Second, the program asks for the number of moves to secondary} time controls.Third, the program asks for the time of the first time control.Fourth, the program asks for the time to the }secondary time controls.The program is not strict about your time control and will not claim a win "on time", if you exceed }any time control. The program will usually never exceed its own time control.2) Average modeThis is really an easy usage  }version of Tournament mode.Instead of entering all four parameters needed for tournament mode, the program simply asks you "!}Move time?". The program will then control its search to use, on average, the time you enter. (Entering 0 seconds for the a"}verage move time, selects the programs fastest level.) This effectively provides thousands of "levels" of play.Note 1: in #}fact, this mode sets up tournament parameters of 60 moves to each time control, with 60 times the average move-time being all$}ocated for each control.Note 2: this is the initial mode, with an average of 10 seconds per move.3) All-the-moves modeIn%} chess clubs, most games are played with chess clocks, with each player having, say, five minutes to complete the game or "lo&}se on time". This mode allows you to set the complete-game time and the program wll try to play all the moves of the game wi'}thin the specified time. If either player exceeds the game time, the game will be terminated with the message "Time up".By (}using the "Elapsed-time clocks" command, you can "handicap" the program or yourself, by putting some time on one of the clock)}s before starting the game. This can be very useful for players who are much worse or much better than the program.4) Equa*}lity modeIn this mode, the program will attempt to keep its elapsed time clock, closely matched to your elapsed time clock, +}effectively playing at a smilar speed as you are playing. If you make several quick moves, the program will also probably ha,}ve to play quickly to keep up with the "pace" you are setting. If however, you think for a long time over some moves, the pr-}ogram wll also be able to think longer over its moves.5) Infinite modeThis mode can be used to solve chess puzzles of the .}for "find the best move in this position". It searches all combinations of all moves to ensure that it does not miss a sacri/}fice. It continues searching, further and further ahead, until you tell it to stop, or it finds a forced checkmate for eithe0}r side; or it has searched 14 ply ahead (the program's maximum lookahead) or there is only one legal move in the position.Th1}is is very useful for postal chess games where you can just leave the program running overnight (or sometimes even longer) to2} find the best move. When the program starts searching for the move, the clocks are set to 00:00:00, so that the time to fin3}d the mate can be recorded. Also note that the openings book is not searched in this mode.Of course, the program may find 4}the same move in much less time using its normal playing mode, because certain "obviously bad" moves are ignored.6) Problem5} modeThis mode is used to solve chess mating problems.When selected the program asks "Problem Type?". The program can solv6}e three types of problems:1) Normal mates - of the form "White to move and to mate black in X moves"2) Self mates - of the7} form "White to move and force black to mate white in X moves. and3) Help mates - "White to move and help black to mate whit8}e in X moves. Of course, Colossus can find mates for black just as easily.Colossus is the first home computer chess progra9}m ever to be able to solve self mates and help mates.The program then asks "Mate in?", whereupon you must enter the number :}of moves till the intended mate. Colossus can solve mates up to seven moves ahead.When the program starts searching for the;} mate, the clocks are set to 00:00:00, so that the time to find the mate can be recorded.If the program finds a mating move,<} it prints the mating line below the move record, stops the clocks, and asks "Continue?". If you are satisfied with the disc=}overed move, then pressing "N" will cause the program to make this move immediately. If however, you wish the program to con>}tinue searching for any alternative mate, press "Y" and the program will restart the clocks and continue searching for anothe?}r mate.This process is repeated until no more mating moves are found, in which case the program will then make the last mati@}ng move found on the board.If the program does not find any mate, the message "No mate" is displayed and the program automatA}ically enters "Alter-position" to alow you to select another position or correct the current one.Colossus is one of the fastB}est problem solving chess programs in the world!Use next best - "U"After the program has made a move, you can instruC}ct it to choose a different one from those remaining. You can use this repeatedly until all the moves have been used up. WhD}en no more moves are available, it prints the message "*NO MORE MOVES*" and starts again choosing from the whole move list. E}If the program is still using its openings book, it will choose the next book alternative (selected at random). This can be F}used to examine the program's book choices to select the line you prefer. (No non-book moves are considered!)If the programG} is out of book, it will choose the move it considers to be its next best choice from the remaining moves. Note that this caH}n only be used directly after the program has just moved.Visible - Type "V"This alows you (if you feel confident enoI}ugh) to play the equivalent of a game of "blindfold" chess, as sometimes done by strong chess players.The program asks "VisiJ}bility?", when you must enter a number from 0 to 3.(See section 4.b for detals on how to enter numberic data.)0 is the defaK}ult value where both sides peices are displayed.1 will make the white peices invisible.2 will make the black pieces invisibL}le.3 will make all the pieces invisible.The moves are still indicated on the board and displayed in the move record. When M}"Invisible" is selected, the word "Invisible" appears to the right of the board, to avoid confusion.Zap beeper - Type "Z"The programs "beeps" can be turned off/on with this command. When the sound is turned off, no further beeps will be heaO}rd. When the sound is turned back on a high-pitched beep is made to signify the sound is now back on.Section 5 - Program IP}nformaon5.a. - StatisticsAuthor: Mr. M. P. BryantLanguage: 6502 assemblyCode size: 28kData size: 5kPositions examiQ}ned per second: 450 (average)Estimated Rating: 1800 ELO (150 BCF)5.b. - Openings bookColossus has an openings "book" ofR} about 3000 positions, which it uses to play the first few moves of the same quickly and accurately. Lines vary from 2 ply tS}o 17 ply deep. When there is a choice of book moves at any position, Colossus will choose between them at random, with a sliT}ght bias towards the moves which Colossus itself considers best.5.c. - ResultsColossus 3.0 has been tested against numeroU}us other home computer chess programs and has beaten them all. In the tests, sixteen games were played, on various levels, wV}ith an equal number of whites and blacks for each program. One point was awarded for a win, half a point for a draw, no poinW}ts for a loss. The results of these tests were as follows:-Colossus 3.0 (Atari) beat the following programs by: -ProgramX} Publisher Computer ScoreParker Chess Parker Games ATARI 12 - 4Sargon III Hayden Y} Apple II 10 - 6White-Knight Mk11 BBC Publications BBC 13 - 3Cyrus IS Chess Sinclair SpectZ}rum 13 - 3Superchess 3.0 CP Software Spectrum 14 - 2Chess 7.0 Odesta ATARI/APPLE 11 16 - 0[}Sargon II Hayden Apple II 16 - 0Chess Atari Atari 16 - 0Chess Acornsoft\} BBC 16 - 0Chess Bug-Byte BBC 16 - 0Chess Computer Concepts BBC ]} 16 - 0Chess Program Power BBC 16 - 0Grandmaster Audiogenic CBM 64 16 - ^}0Chess Oasis Dragon 16 - 0Chess Acornsoft Electron 16 - 0Chess Program Power_} Elctron 16 - 0Chess Oric Oric 16 - 0Chess Psio Spectrum 16 - 0`}Master Chess Mikro-Gen Spectrum 16 - 0Spectrum Chess II Artic Spectrum 16 - 0ZX Chess II Ara}tic ZX81 16 - 0Of course, the results cannot be guaranteed precisely, in every set of sixteen games. In prb}actice they are bound to vary slightly either way, but they do give a very good guide to the relative strengths of the prograc}ms.ce they are bound to vary slightly either way, but they do give a very good guide to the relative strengths of the progracB'DOS SYSB-+AUTORUN SYSB XFONT SETBaDOC 000BxfDOC 001BDOC 002