Wednesday, October 28, 2009

Superpippo!


My Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) and related openings database has about 60 internet blitz games played by Superpippo. It is clear that he enjoys the opening, plays it come fair or foul weather, and wins and loses with equanimity. I'd like to introduce Superpippo to readers of this blog with a game that is, well, kind of goofy... 


Superpippo - HarryPaul 
blitz FICS, 2001

1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+

4...Kxf7 5.Nxe5+ Nxe5 6.Qh5+ Ke6 

So far, so good. Black doesn't have to play creative chess, he only has to decide which Jerome Gambit refutation he wants to play.

7.f4 Ng6
This move, despite the soundness of the basic idea – save one piece and return another – is too "creative" and leads to an even game. With a regular opening, having Black reach equality this early is an accomplishment for the second player, but in the Jerome Gambit – where White spots his opponent two pieces – it is a sign that something has already gone wrong for Black. 

8.f5+

Rybka 3 suggests: 8.Qxc5 Kf7 9.0-0 Qf6 10.Nc3 Qc6 11.Qf2 d6 12.f5 N6e7 13.d4 Qb6 14.Qe2 Nf6 15.Qc4+ d5 16.Nxd5 as even.






analysis diagram





8...Ke5
Brave King. Foolish King.

9.fxg6+ Kxe4
See the above note.

10.Qxc5

White can now win as he likes, for example 10.Nc3+ Kd4 11.Qd5 checkmate

10...hxg6

This allows a mate-in-one

11.Nc3+
Superpippo had his finish already planned out, and so he didn't bother with 11.d3 checkmate.

11...Kf4 12.d3+ Kg4 13.h3+ Kh4 14.Qd4+ Kh5 15.Qg4 checkmate

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