Keyboard users use F3.
Puts the program into sleep mode. With this function you can enter a range of moves and the computer will not disturb you with a counter move. The program will still check your moves for legality.
The REBEL button will change into "--". You can make the program active again by clicking this button. From this point, the program will start calculating again.
The program will play against itself from the current position. The program will continue playing until you interrupt it by clicking on REBEL or by a checkmate or a draw.
With this function you can jump to any move you wish in a game. You will be prompted to enter the desired move number. If you enter a number higher than the actual number of moves of the game, the program will go to the last move of the game.
If you want to go to the start of the game, enter 0 or use <Home>. If you want to go to the end of the game, use <End>.
This function allows you to replay/study a game at three different speeds (slow, normal and fast). The program will setup the start position and will execute all moves at the speed you have chosen. You can watch the game and study the moves and move comments.
You can interrupt the replay by pressing the spacebar. Pressing the spacebar again will force the program to continue the replay. If you wish to abort the replay function, press ESC or click on a menu item.
All move comments (including analysis and symbols) are removed from the game.
With this function, you can simply supply every move with your comments. All move comments will be written to the hard disk if you save the game. Your move comments will always be visible in the info section.
With this function, you can write the current game to an ASCII text file (move comments, names, date etc. included). You can read or print the resulting text file with your favorite text editor.
REBEL will prompt you for a legal DOS file name to write the data to.