Google
Search Our Site
Search The Web
 
 
GM-RAM
Essential Granmaster Knowledge

By Rashid Ziatdinov and Peter Dyson
97 pages
Prochess LLC


Reviewed by Jeremy Silman

 

How is it possible to judge the true value of an original idea emanating from an experienced (and very strong) teacher? This question knocked around my mind as I read through IM Ziatdinov's book, GM-RAM.

My first reaction, to be brutally honest, was disdain. It all seemed pretty silly to me. However, as I looked through the diagrams, stepped off my high horse and thought about his concept, I had to admit that he might be right; or he might be wrong; or he might be insane; or he might be a genius. Who knows?

Let's take a closer look at the contents of this highly original book and then...well, you'll have to make up your own mind.

The author's preface got my attention when I.M. Ziatdinov said that very strong players "see a few reasonable moves immediately, from which he will pick one, often without considering variations." He then went on to say that "all calculation which he [the strong player] is doing is happening automatically--he doesn't even realize it."

The point of all this is that certain knowledge must be acquired if you want to be a really good player, and getting this knowledge isn't as hard as many people suppose. The author says, "My research into what is most important to know has led me to identify what I consider to be the essential knowledge of a Grandmaster." He then gives you 256 positions and 59 whole games, saying that anyone who understands all the positions and memorizes all the games should be able to reach grandmaster level.

My reservations are as follows:

  1. Is this premise true? Quite honestly, I don't have a clue.
  2. The positions in the diagrams don't have any written solutions. If you can't figure it out, a major attack of frustration might set in. I found this rather bizarre, but the logic is that you can't try for a moment, cop out and turn to the solutions page (which doesn't exist!) for a quick and easy fix. Well, I'm not sure I agree with this, but Rashid's been teaching far longer than I have.
  3. The games are not annotated. That's right, just a bunch of bare game scores (as well as all those lonely diagrams).

This isn't to say that there's nothing to read. His preface is interesting, as is the material in chapter one (The Language of Chess). I also enjoyed the author's attempts at merging Eastern wisdom (from Sun Tzu's book, The Art of War) with chess strategy (in Chapter Two). His brief discussions of the endgame and middlegame more or less push his learning theories and don't try to teach you anything in particular

. I found his Opening discussion in Chapter Five to be out of touch with the rest of the book. GM-RAM is clearly for strong players, so when he advises that you get your Rooks out by the 10th move he's either addressing weak players (which is at odds with the projected audience) or talking down to his peers (which I'm sure wasn't his intention; I've met the author and he seems to be a very nice man).

In the end, I must applaud Mr. Ziatdinov for offering a system that he believes will improve any strong player's game. If this system works then everyone will be grateful. However, this brings me back to square one. I don't know if he's offering a revolutionary new training method or something that ultimately can't stand up to his many promises.

 

YOU CAN FIND THIS BOOK AT

amazon_link