About the program

At the start you must enter your E-mail address and other system parameters.

For the Demo-program your E-mail address has to contain a @ character.
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 ).

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 Replaying and the Backplaying happen
step-by-step by 'Fore' or 'Back'.
2. The slice on 1-10: The Replaying or the Backplaying are
automatical and them rapidity depend on the value.

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.12 members
( mini-championship ).
In the Championship-window you may start a new championship or you
may see ( or print ) the actual one.
A number > 0 signs in the status line if the game is a championship,
else the number = 0.
This number signs the numer of the participants of the championship.
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:
Coloured circles signs these on the board.
Draw (==) (white): the player offers draw
GiveUp (##) (blue): the player gives up the game
Right (<>) (purple): 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.
Refuse (><) (brown): the player refuses the offering

Mailing:
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. Machine 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.
Put - Get :
1. Put: You can send a game to your partner(s).
2. Get: You can receive a game from your partner.

Network:
1. Local state: The game is played on the local computer.
2. Remote state: The game is played via the network.

Type of Game:
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, the bar's color fit to the player's
color.
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, the bar's color fit to the player's
color.
If a player's time up the game is over
( the other player win ).

Time bars:
Clicking on them they show the time numerously.
1. White bar: This shows the white player's time during the
Rapid and Fast Game.
2. Black bar: This shows the black player's time during the
Rapid and Fast Game.

Message:
You can send a line-message to your partner(s) or receive
a message from your partner(s).
1. Send: The sending by the Message-window's 'Send'
button after giving the address and the text.
2. Receive: By the receiving the status line signs it and
you can open the Message-window.

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.
If a troop loses its 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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