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9E,9E,27,92,C4,CB,9E,9E,9E 9E,A0,62,A2,E4,A9,07,20,5C E4,A9,00,A2,07,9D,00,D2,CA 10,FA,60,2F,0C,2F,0C,}2F,18 2F,0C,2F,0C,2F,18,2F,0C,28 0C,3C,0C,35,0C,2F,30,2D,0C 2D,0C,2D,0C,2D,0C,2D,0C,2F 0C,2F,0C,2F,0C,2F,}0C,35,0C 35,0C,2F,0C,35,30,2F,0C,2F 0C,2F,18,2F,0C,2F,0C,2F,18 2F,0C,28,0C,3C,0C,35,0C,2F 30,2D,0C,2D,0C,}2D,0C,2D,0C 2D,0C,2F,0C,2F,0C,2F,0C,28 0C,28,0C,2D,0C,35,0C,3C,30 FE,00,08,08,08,08,06,04,02 00,FD,C1,0C,}C1,0C,C1,18,C1 0C,C1,0C,C1,18,C1,0C,A2,0C F3,0C,D9,0C,C1,30,B6,0C,B6 0C,B6,0C,B6,0C,B6,0C,C1,0C C1,0C,C1,}0C,C1,0C,D9,0C,D9 0C,C1,0C,D9,30,C1,0C,C1,0C C1,18,C1,0C,C1,0C,C1,18,C1 0C,A2,0C,F3,0C,D9,0C,C1,30 B6,0C,}B6,0C,B6,0C,B6,0C,B6 0C,C1,0C,C1,0C,C1,0C,A2,0C A2,0C,B6,0C,D9,0C,F3,30,FE 00,02,02,02,02,03,03,03,03 02,}02,02,02,00,FD,C1,06,A2 06,A2,06,C1,06,C1,06,C1,06 C1,06,A2,06,A2,06,D9,06,D9 06,80,06,80,06,A2,06,A2,06 }80,06,80,06,FE,00,03,03,03 00,FD,FD,FD,00,00,00,00,00 00,00,00,00,00,00,00,00,00 00,00,00,00,00,00,00,00,00} 00,00,00,00,00,00,00,00,00 00,00,00,00,00,00,00,00,00 00,00,00,00,00,00,00,00,00-1 D:SKYWARRIR},00,00,00,00,00,00 00,00,00,00,00,00,00,00,00 00,00,00,00,00,00,00,00,00-1 D:SKYWARRIR /..t tiPi͌. ޥ͋.`. c0/`t8.Mtjtc0`.)ȱ)' }.Ʌ /`....ou`<͌. ޥ͋.`. c0/`t8.Mtjtc0`.)ȱ)' ( ________________ SUPERQUERG CHESS ________________ Chess input and m }achine code programming by John White. SuperQuerg Chess possesses features not found in many of the commercial chess pro }grams. DESCRIPTION =========== Computer chess program, for Atari 400/600XL/800/800XL/130XE computers with at least 48 }K of RAM. Nominal program size ca. 13.5K; book openings, display graphics etc raise total memory requirements to 18.75 }K (occupying $2A00 - $74FF). PROGRAM TYPE ============ Third generation program with alpha-beta pruning and iterative } deepening. An alpha-beta window is also employed. Uses Shannon A and B strategies. Killer heuristic and chopper function }s. New methods for searching to deep levels and for other game strategies. FEATURES ======== - 250 normal levels, set } by timer (2-252 seconds). - Castling. - En passant. - Illegal moves rejected. - Clear screen display (suitable } for colour or b&w TVs). - Book openings and opening strategy. - Special endgame routines. - Machine 'thinks' while }it awaits your move. - Hint for your move. - Display of best move yet found. - Stop key to halt computer analysis }. - Clock display of computer's time. - Display of nominal level of play search. - Dynamic adjustment of play }search according to remaining time. - Problem analysis. - Mate-finding. - Underpromotion of pawns. - Last 64 moves } stored and optionally printed, if you have a printer. BOOK OPENINGS ============= A variety of book openings hav }e been programmed, using novel methods. The openings largely reflect the programmer's own prejudices. The program will o }pen with E2-E4 (P-K4) in about half of the games, and with D2-D4 (P-Q4) or C2-C4 (P-QB4) in respectively three eighths an }d one eighth of the games. Over 2000 opening moves are stored. PROGRAM PHILOSOPHY ================== Querg Chess is u }nusual among chess programs in that it relies more on the strength of its positional strategy than on its tactical play. } Artificial Intelligence methods are used to switch between strategic and tactical searching, as the program considers a }ppropriate. The keyboard is used to enter moves. Querg has one of the easiest key entries of any program anywhere. Expe }rienced players will find this a considerable advantage over the joystick method of entry used by some other Atari chess }programs. TO START PLAY ============= Boot up the disk-drive with no cartridges inserted. When the DOS Menu appears, }use the "Binary Load" option, with the file name QUERG. The program will auto-run. Press any key to remove the Querg Che }ss logo. TIME - COLOUR? ============== Enter computer average playing time in seconds, followed by your choice of col }our. For example, enter 060-W to play as white against the computer playing black at 60 seconds per move. The time entere }d MUST contain all zeroes, as in the example. To switch off display of the computer's 'best move yet found', enter 'S' ins }tead of '-'. For example, 100SB will make you play as black against the computer at 100 seconds per move with no analys }is. See Best Move Yet Found. Do not press RETURN here. Remember that the computer will adjust the actual time spent on e }ach move according to the position. Allow at least 2 seconds for each move. YOUR MOVE ========= All input from the us }er is accepted in 5-character blocks. If you wish to enter fewer than five characters, press RETURN after the required ch }aracters. If you make a mistake, use the 'delete' key. To enter your move, type in (eg) E2-E4 to move a piece from square } E2 to square E4 PROGRAM OPTIONS =============== A) MODIFY POSITION It is extremely easy to modify the board positi }on. If you wish to set up a mid-game position, set the movecounter to 30 (the first 15 moves are development moves). T }o delete a piece from, eg, square E2, type in E20 (return). This removes any piece on square E2. To place a piece on the }board, use the following method: E3WPY places a white pawn on square E3. The Y denotes that the pawn has previously move }d. B8BNN places a black knight which has not previously moved on square B8. All other pieces (P,N,B,R,Q,K) may similar }ly be placed on the board at any location. The main function of the Y/N option is to tell the program whether it can cas }tle or if the pawns have a 2-square advance option. B) SET MOVE COUNTER To set the move counter, type in Mnn, where nn }is the new move number. All zeroes must by typed in, eg 07, not 7. C) CHANGE PLAY E23WP sets the play for the next o }ne move at 3 ply. The human player has white and the player has the next move. E2 are dummy characters with no significan }ce, but they must be entered. It should not normally be necessary to use this option after modifying the position. E22B }C would make the computer play its next move at once at 2 ply, playing as white (the user has black). D) STOP Press th }e 'S' key at any time during play to force the program to make the move it currently considers as best. E) CANCEL BOOK } If you do not want to play against a book opening, then start the game as white, and for your first move type in E2WPN. }Then play on in the normal way, or force the program to play first as described in option (C). OTHER FACILITIES ====== }========== Press the appropriate keys when it is your turn. T (return) TAKE BACK MOVE. -Causes the program to take back } the last move for both sides. This facility will take back up to six moves for both sides. Pressing a seventh time will }restore the original position. Z (return) ZIG-ZAG MOVE. -Forces the program to play its next move for you at its current } time setting. By pressing 'Z' on alternate moves, the program can be made to play itself. However, in this mode the move } counter will be advanced at twice the normal speed so that the timer will operate properly. R (return) RECAP. -Program } displays all past moves to date for both sides (up to 64 for each side). Press any key to restore the game. As an alter }native, press CTRL-R (together) to get a printer dump of the moves. X (return) XTERMINATE. -Clears board of all pieces }(handy when setting up positions). Q (return) QUIT. Starts new game. P (return) PRINCIPAL VARIATION. -Shows best sequ }ence program has found for both sides to depth found. The depth is shown at the bottom of the text window while the progr }am considers its move. The second move of the principal variation shows the program's hint for your move. Where a forced } mate is foreseen, illegal moves may be shown after the mate. This is not a fault, but is inherent in the program's metho }d of search. I (return) INTERROGATE. -This option enables you to change the timer and the "S" play option. Always use t }he change play option after using I, to tell Querg which side is on the move. GENERAL FEATURES ================ DEPTH } OF SEARCH The number at the bottom of the screen indicates the nominal depth of search as the machine thinks - some lin }es will be searched deeper. BEST MOVE YET FOUND The changing moves that can be seen just above the search-depth indica }tor show the best move which the program has yet found. These moves will vanish when the program makes its move. This feat }ure can be switched off: see TIME-COLOUR? REMAINING MOVES The number on the lower left of the screen, which decreases a }s the program 'thinks', indicates the number of remaining legal moves to be considered by the program at its current sear }ch depth. The deeper the depth, the slower the rate at which it changes, but this indicates that the program has not gone } to sleep! TIMER The two numbers on the lower right of the screen show the program's time elapsed. The top number is i }ts time for the last move, the lower number is the total time taken by the program. For example, 01*10*55 means 1 hour, 1 }0 minutes, 55 seconds. Note that the top timer will be updated as the program considers its moves, but the lower timer is } updated only after each move. Superquerg usually ensures that it will beat time limits at 40 moves and then at every 20 } moves following, so that if you set an average time of 060s/move it will make 40 moves in less than 40 minutes, 60 moves } in less than 60 minutes and so on. Occasionally Querg will lose on time in a very bad position, where it may spend exces }sive time trying to find counterplay. HINT See principal variation. The second move of the principal variation is the !}program's hint for what it thinks you should do. MACHINE THINKING SuperQuerg continues to 'think' while it is awaiting "}your response. Thus, some replies may be made instantly after your move. This is a rare feature in chess programs in soft #}ware. DRAWS Querg will claim a draw by stalemate, insufficient mating material, three-fold repetition of positions or $}under the 50-move rule. END OF GAME After checkmate or stalemate, press any key to re-start the game. Recap will stil %}l work if you press R or CTRL-R before re-starting. PROBLEM SOLVING SuperQuerg permits a full-width search up to a dep &}th of 9-ply, with captures and checks being searched up to 12-ply. This option can be selected at any time by using the " '}Change Play" option. If white is to move, type in E29BC; if the computer is to make the first move as black, type in E29W (}C. The Problem-solving mode disables the timer control and enables a long search to be made in complex positions. This may )} be most useful in postal chess. UNDERPROMOTION SuperQuerg automatically handles the promotion of a pawn to a queen, a *} rook, a bishop or a knight. It indicates this as it considers its moves by showing normal (N) or inverse (I) characters +}for the move thus: FROM TO Queen N N Rook N I Bishop I N K ,}night I I Querg always assumes that you will want to promote a pawn to a queen when it is your turn. If you w -}ish to underpromote a pawn moving from (say) A7 to A8, type in A7nA8, where n = N(knight), B(bishop) or R(rook), instead .}of the normal A7-A8. MATE SEARCH SuperQuerg can be set to find checkmates up to mate-in-five, using a special search w /}ithout any evaluation. Set up the board position, set the movecounter to 30, then type in: E2MBC - player black, compute 0}r to move first as white. E2MWC - player white, computer to move first as black. You can change back to normal play wit 1}h the "Change Play" option, setting a ply level between 1 and 9. _________ 2} NEGAQUERG _________ A SUICIDE CHESS PROGRAM! "Negaquerg" can be loaded and played in exactly the same wa 3}y as Querg Chess. However, the rules for suicide chess are slightly different to those of ordinary chess, as follows: 1 4}) The objective of the game is to lose all your pieces. 2) The king has no special value, and can be captured at any time 5}. There is no 'check'. 3) Pieces offered for capture must be taken. If a choice exists of pieces to be captured, the pla 6}yer can decide which one to take. 4) If the player to move has no legal moves left, but does have pieces remaining (ie, 7}one or more blocked pawns), the game is drawn by stalemate. 5) There is no castling or 'en passant'. 6) Pawn promotion 8} is always to a queen. You will probably find Negaquerg an exceedingly strong opponent! THE AUTHOR ========== John 9}White is a strong club chess player, graded at around BCF 150 (ELO 1800), and the author of "Atari Strategy Games". He is :} an experienced computer programmer with knowledge of Basic, Fortran and Machine code. THE AUTHOR'S TIPS ON HOW TO GET ;} THE BEST FROM YOUR SUPERQUERG AND NEGAQUERG CHESS PROGRAMS =============================== 1. Pattern Recognition. Hum <}an chess players acquire proficiency at their game by constant practice, in the course of which they become familiar with =} frequently-recurring chess patterns. In order to assist this process, the screen display of SuperQuerg Chess has been mad >}e as simple and clear as possible. 2. Algebraic Notation. The keyboard input of SuperQuerg Chess will encourage the nov ?}ice to learn the widely-accepted algebraic notation, where each square is indexed by a letter (A-H) and a number (1-8). I @}t takes about a month to become proficient in algebraic notation, but it's really worth the effort. 3. Levels. The adj A}ustable levels on SuperQuerg Chess provide a wide range of playing standards. A novice should start playing games at 2 se B}cs/move; more experienced players will require longer 'thought' by the computer. These levels are recommended: Time (se C}cs.) Standard 002 Novice 005 Blitz chess 010 Good novice 020 Regular player 060 St D}rong play 120 Very strong play 150 Estimated grade BCF 130Enjoy- 020 Regular player 060 St TZZZZZ F}ZZZ G}x<< H}ZZZZhxxZhx I}ZZZZZZZZxhxhxh J}xhxhxhxhxhxh K}xhxhxxxxxh L}<<<<<<<<xx M} N} O}x<<ZZ<ZZ<hxxZhx P}<ZZZZZ Q}ZZxxhxhxhxhxh<xhxxxx R}xh<< S} PB%DOS SYSB)AUTORUN SYSBM*WACE BASjCHESS DOCDUC1