About the program


At the start you must enter your E-mail address and your password.
For the Demo-program your E-mail address has to contain a @ character, the password may be any word.
You can control the game by the mouse ( unless when you enter the E-mail addresses ).
You can move the chessmen by the 'drug-and-drop' function, and you treats the controls by the 'left-click'.
At the controls ( if they are active ) while you use the 'press of right-button'
they give a short scribe about the function of the control.
The beep signs mistake or it warns you for an action.


The menu


File:
1. You can save a chess-game or load it in order to replay for analysing.
2. You can save an interesting state of the game or load it in order to print.
3. You can print the actual screen.
4. You can exit the program.

Else:
1. It enters or inhibits the free movement of the chessmen.

Help:
It points to the details of the games and explains how to use the on-line help.
It gives informations about the program.


The controls



At the up-part of the controls a text appears which signs the actual event or warns you (status line).
In the next field you can choose from ten kind of chesses ( eight new type of chesses, two traditional chesses ).
If the value of the Rapidity > 0, then a greeting chorus appears ( sorry, there isn't music for it yet ).

Time:
The 'Date' and the 'Time' buttons switch the proper data in the text-box.
1. After the beginning of the program it shows a relative rapidity of your machine.
The 'Base' denotes here such machine which useful for running the program yet.
2. During a game it shows the total time of the actual player.
3. After load a game it shows the date when the game was saved.
When you play in the network the time of the players is delivered to the partner(s).

E-mail addresses - Player:
1. After you choose a game you can enter the E-mail addresses to the pull-down list ( in not empty field ),
you can edit it in the text-box.
You can enter your E-mail address by clicking the OWN scribe.
The own address must occur only for once in the list.
The 'Write' button put the text to the list.
If you fill the right data the program points to the 'Start' else you must start again the enabling.
2. During a game it shows the E-mail address of that player who done the step.

Step:
It shows the done step. This is scribed to the game-fileing list.
The first field shows the number of step. The 'See' button shows the game-fileing list which is printable.
You can see the marks of the steps by the on-line help.

Rapidity:
1. The slice on 0: the figures won't appear.
2. The slice on 1-10: figures will appear when you kick out a chessman.
There is greeting at the beginning of a game and farewell when you exit the program.

Start:
It starts the previously choosed game. The base-state appears and that controls will be activated,
which may will be necessary for the game.

Skip:
If a player unable to step ( in the new games ) the player may skip the step.
This situation denotes a draw in the traditional chess, but you must offer a draw
and your partner must accept it in order to write the points to the champion-chart.
At that situation when a player loses all chessmen the program skip the step automatically.

Fore:
You can replay a game from the base-state to the last step step-by-step ( Rapidity = 0 )
or automatically ( Rapidity > 0 ) concerning to the value of 'Rapidity'.
At the step-by-step replaying you can move up to n. step and you can choose another way of the game.
You may replay a game often. You may use it after you load a game too.
At a mailing-game you must replay the game after you get the game from the network.

Back:
It wholly operates like the 'Fore' button but it do that backwards.
You may replay the game backwards step-by-step or automatically.

Championship:
The program can treat a championship for max.10 member ( mini-championship ).
In the Championship-window you may start a new championship or you may see ( or print ) the actual one.
The points differ from the traditional points ( double ), becouse the program-technics.
A 'ChSh' signs in the status line that the game is a championship, else the 'NoCh' stands there.
If a traditional chess participates in a championship, at the end of the game you must kick out the king
in order to scribe the points to the championship-chart.

Offer - Reply:
Draw (==) : the player offers draw
GiveUp (##) : the player gives up the game
Ok (<>) : the player accept the previous offering
If more then one partner participate in a game the acceptance valid if all partners accept it,
else the game must go on.
No (><) : the player refuse the offering

Mailing:
These controls are not active in the Demo program!
Manual - Automatic :
1. Manual state: After you 'Put' your game to the network you may exit the program and when you get a chess-mail
from your partner you run the program and you may receive the game by the 'Get' button.
2. Automatic state:The mailing is interactive and automatical. The program go on during the game.
The program waits for the replying after it sends the step.
The delay time of the network is eliminated from the player's time.
The 'Put' and 'Get' buttons are not active in this case.

Type of Game:
These controls are not active in the Demo program!
1. Normal state: The winning independent from the time.
2. Rapid state: There are 30 minutes for each players ( Trad, Nasa, Hexa ).
Naturally the program counts only the active time ( it eliminates the network-time ).
Two time-bar signs the remained time of the players, one is for you other for your partner.
If a player's time up the game is over ( the other player win ).
3. Fast state: There are 5 minutes for each players ( Trad, Nasa, Hexa ).
Naturally the program counts only the active time ( it eliminates the network-time ).
Two time-bar signs the remained time of the players, one is for you other for your partner.
If a player's time up the game is over ( the other player win ).

Coins:
1. Left coin: This shows the rapidity of your computer.
2. Right coin: Reserved.

The figure (coloured square) which signs the active player:
It operates like a switch at the Duo and Pair games.
At the "local-chessmate" it switch on/off the marks of the current troop.


About the games



A figure signs the active player. At winning the figure changes to stop-mark.
There is step-monitoring for the next games only: Quad, Dual, Nasa, Trad.
At the other games there is checking only some events, the players monitor the step-rules.
The program doesn't check else chess-rules, the players do it.
You can move a chessman by the 'drug-and-drop' function of the mouse.
You can remove a bad step by the 'Back' button at 'Manual' state ( Rapidity = 0! ).
The kicking occur if you set your chessman on a partner's chessman automatically.
The kicked kings locate on that field which color equals the color of attacking troop.
If a troop loses it king its chessmen's color change ( at Quad, Solo and Terc games ).
At the traditional chess a ghost-pawn signs that you able to kick the pawn in case of 'en passant' event.
You can change a pawn to another chessman if you set the outside chessman to the pawn.
At double step ( King-Rock step, changing of Pawn ) the mailing hapens after the both steps,
but in the game-filing list these are scribed in one step.
At championship the championship-chart is modified only at the winning.
You can see ( or print ) the game-filing list at any time during the game.

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