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- TOMMY'S GIN RUMMY (C) COPYRIGHT 1987 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #87-067-1A
-
- INSTRUCTIONS:
-
- TOMMY'S GIN RUMMY IMPLEMENTS THE GAME INVENTED IN 1909 BY ELWOOD T. BAKER OF
- THE KNICKERBOCKER WHIST CLUB OF NEW YORK CITY, WITH OPTIONAL AUTOMATIC SORTING
- (SETTING) OF YOUR HAND TO GIVE THE BEST SCORE. (THE STORY ABOUT BAKER MAY OR
- MAY NOT BE TRUE, BUT IT OUGHT TO BE, HA HA).
-
- PLAYERS:
- YOU PLAY AGAINST THE COMPUTER. YOUR HAND IS DISPLAYED AT THE TOP OF THE
- SCREEN, THE COMPUTER'S UNDER IT. AT PROGRAM STARTUP YOU ARE GIVEN THE OPTION
- OF PLAYING WITH OPEN HANDS, MEANING THAT YOU CAN SEE THE COMPUTER'S HAND BUT
- IT CAN'T SEE YOURS.
-
- CARDS:
- THE STANDARD DECK OF 52 IS USED. CARD RANKING IS ACE LOW, KING HIGH.
-
- DEALER:
- WITH REAL CARDS THE PLAYERS WOULD CUT AND LOW CARD DEALS. IN TOMMY'S GIN
- RUMMY THE INITIAL DEALER IS CHOSEN BY THE COMPUTER AFTER FLIPPING A COIN IN
- ITS INSCRUTABLE CIRCUITS. AFTER THAT, THE LOSER OF EACH ROUND DEALS THE NEXT.
-
- THE DEAL:
- EACH PLAYER RECEIVES 10 CARDS, DEALT TO EACH PLAYER ALTERNATELY STARTING WITH
- THE NON-DEALER. THEN ONE MORE CARD IS DEALT FACE UP ON THE TABLE TO FORM THE
- UPCARD PILE, AND THE DECK (STOCK) IS LAID FACE DOWN NEXT TO IT. DURING PLAY,
- ONLY ONE CARD IS FACE UP ON THE TABLE AT ANY ONE TIME.
-
- THE PLAY:
- ON THE FIRST PLAY, NON-DEALER EITHER TAKES THE UPCARD OR REFUSES IT; IF HE
- REFUSES, DEALER HAS THE SAME OPTION. IF DEALER ALSO REFUSES, NON-DEALER MUST
- DRAW FROM THE TOP OF THE DECK (STOCK), GIVING HIM 11 CARDS, THEN DISCARD ONE
- CARD FACE UP ON THE UPCARD PILE.
-
- ON SUBSEQUENT PLAYS, EACH PLAYER MUST DRAW ONE CARD, EITHER THE UPCARD OR THE
- TOP OF THE DECK, AND THEN DISCARD ONE CARD FACE UP ON THE UPCARD PILE
- (BECOMING THE NEW UPCARD).
-
- KNOCKING:
- EACH HAND HAS A POINT VALUE THAT ITS PLAYER TRIES TO MINIMIZE. AFTER DRAWING,
- IF THE POINT VALUE IS 10 OR LESS, A PLAYER MAY DISCARD FACE DOWN AND "KNOCK",
- SHOWING HIS CARDS FACE UP AND ENDING THE ROUND.
-
- DEAD HANDS:
- IF THE 50TH CARD IS DRAWN FROM THE DECK AND, AFTER THE DISCARD, NEITHER PLAYER
- HAS KNOCKED, THE HAND IS DEAD AND A NEW ONE IS STARTED (THE OPPONENT OF THE
- PLAYER WHO DISCARDS THE 50TH CARD MAY PICK IT UP TO KNOCK, HOWEVER).
-
- MATCHED SET:
- THE OBJECT OF THE GAME IS TO FORM YOUR HAND INTO "MATCHED SETS":
-
- 1. 3 OR 4 CARDS OF THE SAME RANK ("SPREAD" OR "FLAT")
- 2. 3 OR MORE CARDS OF THE SAME SUIT IN SEQUENCE ("RUN" OR "STRAIGHT"),
- WHERE ACE IS LOW AND KING IS HIGH (K-Q-A IS NOT A LEGAL STRAIGHT).
-
- CARDS THAT DO NOT FORM PART OF ANY MATCHED SET ARE CALLED UNMATCHED CARDS (OR
- DEADWOOD) AND ARE PENALIZED WITH A POINT VALUE (PV).
-
- HAND POINT VALUE (PV):
- THE POINT VALUE (PV) OF A HAND DEPENDS ON THE UNMATCHED CARDS ONLY, BECOMING
- AUTOMATICALLY SMALLER EACH TIME YOU FORM A NEW MATCHED SET. IN THIS COUNT,
- EACH FACE CARD COUNTS AS 10 POINTS, AN ACE COUNTS AS 1 POINT, AND EACH SPOT
- CARD COUNTS AS ITS FACE VALUE.
-
- A CARD MAY *NOT* BE PART OF 2 MATCHED SETS AT THE SAME TIME. FOR EXAMPLE,
- A HAND OF 2 3 4 OF DIAMONDS, 4 OF CLUBS, & 4 OF SPADES MAY NOT BE SORTED INTO
- 2 3 4 OF DIAMONDS AND 4 CLUBS+4 DIAMONDS+4 SPADES: EITHER THE MATCHED SET
- IS 2-3-4 DIAMONDS, LEAVING A PV OF 4+4=8, OR 4-4-4, LEAVING A PV OF 2+3=5.
-
- GIN:
- TO KNOCK, YOUR PV (AFTER DISCARDING) MUST BE 10 OR LESS. IF ALL YOUR CARDS
- ARE MATCHED, YOU HAVE A PV OF 0 (PERFECT) AND YOU "GO GIN". (YOU SHOULD
- ALWAYS KNOCK IF YOU GO GIN!)
-
- OPTIONAL AUTOMATIC SORTING:
- IF THIS OPTION IS ENABLED, THE COMPUTER AUTOMATICALLY REARRANGES YOUR HAND FOR
- THE LOWEST PV (MATCHED CARDS ARE PUT ON THE LEFT SIDE OF YOUR HAND, THE
- UNMATCHED CARDS TO THE RIGHT). THIS TAKES ALL OF THE DRUDGERY OUT OF THE GAME
- FOR ALL BUT EXPERTS, WHO OF COURSE CAN EVALUATE A MIXED-UP HAND ON SIGHT, AS
- THEY HAVE TO KEEP MOVING THE CARDS AROUND TO FOOL THEIR OPPONENT ANYWAY.
- IF AUTO-SORTING IS OFF, YOU CAN ARRANGE THE HAND YOURSELF BY SWITCHING CARDS
- 2 AT A TIME, TAKING CARE TO KEEP MATCHED SETS TO THE LEFT OF THE HAND, HIGH
- CARD IN A SEQUENCE FIRST.
-
- THE COMPUTER TAKES CARE OF ITS OWN HAND, BUT YOU CAN SELECT WHETHER IT PLAYS
- HARD BALL (KEEPING HAND IN RANDOM ORDER SO YOU CAN'T GUESS WHAT IT IS DOING)
- OR SOFT BALL (KEEPING HAND SORTED SO YOU CAN DRAW YOUR INFERENCES).
-
- OF COURSE AUTO-SORT DOESN'T PREVENT YOU FROM DISCARDING ANY CARD YOU WANT,
- EVEN BREAKING MATCHED SETS IF DESIRED.
-
- NOTE:
- AS THIS ALGORITHM'S SPEED DEPENDS EXPONENTIALLY ON THE NUMBER OF "INTERSECT"
- CARDS (E.G., 2-CLUBS, 3-CLUBS, 4-CLUBS, 3-HEARTS, 3-DIAMONDS HAS ONE
- INTERSECT, 3-CLUBS), THERE ARE A FEW PATHOLOGICAL HANDS THAT TAKE A WHILE
- TO OPTIMIZE: TOMMY SUGGESTS YOU USE THE TIME TO STRAIGHTEN YOUR DESK.
-
- LAYING OFF:
- THE PLAYER WHO KNOCKS SHOWS HIS HAND WITH THE MATCHED SETS SEGREGATED TO THE
- LEFT (SEQUENCES MUST BE HIGH...LOW). IF HE DIDN'T HAVE GIN, THE OTHER PLAYER
- THEN GETS TO "LAY OFF" ANY OF HIS UNMATCHED CARDS THAT FIT INTO THE OPPONENT'S
- MATCHED SETS, THEREBY REDUCING HIS HAND'S PV. NOTE THAT YOU CANNOT LAY OFF A
- STRAIGHT ON AN OPPONENT'S FLAT, OR VICE VERSA, HENCE IF THE OPPONENT HAS 3 5'S
- AND YOU HAVE A 4-6 OF THE RIGHT SUIT, THAT'S TOUGH. (NOTE: LAYING OFF IS
- AUTOMATICALLY DONE BY THE COMPUTER.)
-
- SCORING A HAND:
- IF THE KNOCKER HAS THE LOWEST PV AFTER THE OPPONENT LAYS OFF HIS UNMATCHED
- CARDS, THE KNOCKER WINS GAME POINTS EQUAL TO THE DIFFERENCE IN THE FINAL PVS,
- BUT IF THE OPPONENT HAS THE LOWEST, OR EVEN AN EQUAL PV, AFTER THE LAYOFF,
- HE "UNDERCUTS" THE KNOCKER AND WINS THE DIFFERENCE IN PVS PLUS A BONUS OF 25
- POINTS. HOWEVER, IF THE KNOCKER HAS GIN, HE WINS UNCONDITIONALLY (THE
- OPPONENT CANNOT LAY OFF), SCORING THE OPPONENT'S PV PLUS A BONUS OF 25 POINTS.
-
- BOX SCORE:
- IN ADDITION TO GAME POINTS, THE WINNER OF A HAND GETS SEPARATE BOX POINTS: 1
- POINT FOR WINNING THE HAND, 2 IF HE WON BY UNDERCUT, AND 3 IF HE WON BY GIN.
-
- GAME POINT:
- BEFORE THE MATCH STARTS YOU SELECT ANYTHING BETWEEN 100 AND 500 GAME POINTS
- AS GAME (125 IS STANDARD, HIGHER ARE USED BY PROS).
-
- GAME:
- THE FIRST PLAYER TO SCORE THE AGREED-ON NUMBER OF GAME POINTS WINS THE GAME,
- SCORING MATCH (BREAD AND BUTTER) POINTS AS FOLLOWS:
-
- CALL DG THE DIFFERENCE IN GAME POINTS FOR THE CURRENT GAME, DB THE DIFFERENCE
- IN BOX SCORES, AND N THE AGREED-ON GAME POINT ITSELF. THEN THE WINNER GETS
- N+DG+25*DB MATCH POINTS. AND, IN ADDITION, IF THE OPPONENT HAS WON NO HANDS
- (HAS A ZERO BOX SCORE), THIS IS DOUBLED (A SO-CALLED SHUTOUT OR SCHNEIDER OR
- SKUNK). IF BY SOME FREAK CHANCE THE OTHER PLAYER'S BOX SCORES CAUSE YOU TO
- GET A NEGATIVE TOTAL SCORE, YOUR MATCH SCORE ACTUALLY IS REDUCED, EVEN IF IT
- GOES NEGATIVE TOO.
-
- GAME SCORE FILE:
- THE NUMBER OF GAMES WON BY KBD PLAYER AND COMPUTER (AND CUMULATIVE MATCH POINTS)
- ARE AUTOMATICALLY KEPT ON DISK FILE GINRUMMY.SCR BY THE PROGRAM. IF YOU WANT
- TO WIPE THE RECORD CLEAN JUST ERASE THE FILE.
-
- MATCH:
- CUMULATIVE MATCH POINTS ARE USED TO PAY THE WINNER, OFTEN A PENNY, NICKEL, OR
- DIME A POINT. THEY ARE DISPLAYED IN THE LOWER RIGHT SIDE OF THE DISPLAY. NOTE
- THAT MATCH POINTS ARE FOR THE CURRENT PLAY SESSION ONLY AND ARE NOT KEPT ON THE
- DISK.
-
- HOLLYWOOD SCORING OPTION:
- IN HOLLYWOOD SCORING, 3 GAMES ARE SCORED AT A TIME, BUT THE 2ND AND 3RD "GAME"
- IS REALLY A PYRAMID SCORE. HERE'S HOW IT WORKS: TO SCORE ON THE 3-GAME BOARD
- YOU HAVE TO WIN A HAND. YOUR SCORE DIFFERENTIAL (DG), AND BOXES FOR THE HAND,
- ARE THEN POSTED ON 1 OR MORE BOARDS: THE FIRST TIME YOU SCORE, YOU SCORE ON
- BOARD 1 ONLY; THE SECOND TIME YOU SCORE, YOU SCORE ON BOTH BOARDS 1 AND 2;
- THE THIRD AND SUBSEQUENT TIMES YOU SCORE, YOU SCORE ON BOARDS 1, 2, AND 3.
- EACH TIME YOU WIN A BOARD, IT IS TALLIED AS A REGULAR GAME, INACTIVATED, AND
- YOUR MATCH POINTS ARE ADDED TO YOUR CUMULATIVE TOTAL. THERE IS ALSO A SUPER
- HOLLYWOOD SCORING OPTION, WHEREIN BOARDS 2 AND 3 BECOME BOARDS 1 AND 2,
- RESPECTIVELY, THEN BOARD 3 IS RESET TO ZERO AND SO ON. NOTE THAT THE HAND
- AND BOX VALUES IN THE LOWER LEFT OF THE SCREEN ARE NOT THE GAME SCORES, BUT
- THE CUMULATIVE VALUES THAT HAVE BEEN POSTED ON THE GAME BOARDS SINCE THE LAST
- GAME WAS WON.
-
- WITH HOLLYWOOD PYRAMID SCORING YOU CAN REALLY TAKE YOUR LOSING OPPONENT TO THE
- CLEANERS IF YOU HAVE A GOOD BET ON MATCH POINTS RIDING ON THE SIDE, FOR
- EXAMPLE, A DOLLAR A POINT. (NO WONDER IT IS NAMED AFTER THE LAND OF THE RICH
- AND FAMOUS ... THEY ARE THE ONLY ONES WHO CAN AFFORD TO PLAY THIS WAY).
-
- DEADLOCKED HAND:
- IT IS POSSIBLE TO DRAW THE UPCARD AND THEN LAY IT BACK DOWN FOR A PLAY. IF
- THE OPPONENT DOES LIKEWISE, AND THIS CONTINUES FOR 3 TURNS, THE HAND IS
- DECLARED DEAD AND A NEW ONE IS DEALT.
-
- STRATEGY:
- BEGINNERS USUALLY JUST PLAY THEIR HANDS OUT WITHOUT REGARD TO THE OPPONENT'S.
- THEY RARELY BREAK UP A MATCHED SET WHEN FORMED, AND JUST TRY TO MINIMIZE THEIR
- PV, KNOCKING AS SOON AS THEY CAN. NOT THAT THIS IS SO BAD: THIS IS HOW THE
- VAST MAJORITY OF THE TENS OF MILLIONS OF PLAYERS PLAY.
-
- EXPERTS PLAY THE OPPONENT'S HAND AS WELL AS THEIR OWN, FIXING THEIR DEADLY
- CONCENTRATION ON ALL INFORMATION, MEMORIZING WHAT CARDS HAVE BEEN PUT ON THE
- UPCARD PILE, AND PLAYING A SWORDFIGHTING GAME WHERE THEY WORRY MORE ABOUT
- BLOCKING THE OPPONENT FROM GETTING MATCHED SETS, OR FROM LAYING OFF ON THEIR
- MATCHED SETS, THAN ABOUT MERELY REDUCING THEIR HAND PV BLINDLY.
-
- MOST HANDS ARE WON WITH 6 OR 7 MATCHED CARDS. UNLESS ONE IS SURE OF WHAT ONE
- IS DOING, IT IS WISE TO TEND TO KEEP 2 OR 3 LOW CARDS (ACES, DEUCES, TREYS) IN
- THE HAND AT ALL TIMES TO KEEP THE PV LOW AND MINIMIZE THE RISK SHOULD THE
- OPPONENT KNOCK. IT IS ALSO UNWISE TO KEEP HIGH PAIRS AND TWO-CARD SEQUENCES
- AFTER THE FIRST FEW TURNS, UNLESS YOU ARE PRETTY SURE EITHER THAT YOU CAN USE
- THEM IN LAYOFFS, OR THAT THEY WOULD BE USED BY THE OPPONENT TO BEAT YOU, OR
- THAT THEY HAVE A GOOD (NOT JUST ANY) CHANCE TO HELP YOU.
-
- AS FOR KNOCKING, MOST PLAYERS KNOCK IMMEDIATELY IF THEIR PV GOES TO 10 OR LESS
- ANYTIME IN THE FIRST 4 OR 5 TURNS; AFTER THAT, ESPECIALLY AFTER THE 8TH TURN,
- YOU PROBABLY SHOULD NOT KNOCK UNLESS YOUR COUNT IS LESS THAN 6. OF COURSE, IF
- YOU SEE THE OPPONENT DRAWING MORE THAN ONCE FROM THE UPCARD PILE, YOU MIGHT
- NOT WANT TO KNOCK AT ALL, FEARING HE IS TRYING TO TRICK YOU INTO AN UNDERCUT.
- ON THE OTHER HAND, BLINDLY WAITING FOR A DEAD HAND, OR WAITING TO GO GIN, MAY
- GIVE THE OTHER PLAYER TIME TO GO GIN AND GIVE HIM A BIG POINT JUMP ON YOU.
-
- IN REAL CARD PLAY ONE CAN GAIN AN ADVANTAGE ON PLAYERS WHO ALWAYS SORT THEIR
- HANDS NEATLY THE SAME WAY, AS THE POSITION IN THE HAND WHERE CARDS ARE PLACED
- OR REMOVED OFTEN GIVES THE HAND AWAY. EXPERTS DEVELOP A FEEL FOR THE
- OPPONENT'S HAND BY USING THE PRINCIPLES THAT CARDS HELD IN HAND "PROTECT" IT
- FROM POSSIBLE CARDS HELD BY THE OPPONENT (I.E., THEY BLOCK POSSIBLE MATCHED
- SETS BY THE OPPONENT OR CAN BE LAID OFF AGAINST THEM), WHILE CARDS KNOWN TO
- BE BURIED ON THE UPCARD PILE LIMIT THE CHANCES THAT DISCARDING "WILD"
- (UNMATCHED AND UNPROTECTED) CARDS WILL HURT. MOREOVER, THE PLAYING STYLE CAN
- GO FROM CONSERVATIVE TO CHANCEY WHEN THE OPPONENT IS WAY OUT AHEAD AND
- THREATENING GAME. THE REAL CHAMPS ALWAYS PLAY THE ODDS AND NEVER RELY ON
- WILD HUNCHES, EVEN IF THIS CAUSES THEM TO LOOK BAD IN A FEW HANDS.
-
- A MATHEMATICAL NOTE. THERE ARE 96 3-CARD MELDS POSSIBLE IN ANY GAME: 52
- THREE-OF-A-KIND MELDS AND 44 SEQUENCE-OF-THREE MELDS. BUT IT IS TWICE AS HARD
- TO EXTEND A FLAT AS A STRAIGHT BECAUSE THE MAXIMUM FLAT LENGTH IS ONLY 4
- WHEREAS A STRAIGHT MAY BE EXTENDED TO A LENGTH OF 13, FROM ONE OR BOTH SIDES
- AT ONCE.
-
- THE GAME IS NOT SCIENCE BUT ART, THOUGH, AND IN SOME SITUATIONS YOU CAN FAKE
- YOUR OPPONENT BY DRAWING A HIGH UPCARD THAT YOU CAN'T USE, OR YOU CAN UNJAM A
- STUCK HAND BY DISCARDING FROM ONE OF YOUR MATCHED SETS. ONLY BEGINNERS
- BLINDLY HOLD ALL MATCHED SETS THROUGHOUT THE HAND WHEN IT MIGHT MAKE MORE
- SENSE TO DISCARD FROM ONE BECAUSE THE OTHER PLAYER CAN'T POSSIBLY MAKE USE OF
- IT: AFTER AWHILE YOU WILL FIND THAT NEW MATCHED SETS HAVE A WAY OF COMING
- ALONG AND REFORMING THE HAND ANYWAY. IN OKLAHOMA STYLE GIN (SEE BELOW) IT IS
- USUALLY WISEST TO KNOCK AT THE FIRST OPPORTUNITY, ESPECIALLY WHEN KNOCK POINT
- IS HIGH, UNLESS THE STRATEGY OF THE OPPONENT (WHETHER HE IS PLAYING FOR GIN OR
- JUST TO KNOCK) CAN BE INFERRED.
-
- A GOOD MANUAL ON THE GAME IS "WINNING AT GIN", BY WORLD CHAMP CHESTER WANDER,
- (C) 1965 BY STACKPOLE BOOKS, HARRISBURG, PA 17105. ANOTHER IS "SCARNE ON
- CARDS", (C) 1949 BY JOHN SCARNE, PUBLISHED IN PAPERBACK BY SIGNET.
-
- ALTERNATE GAME VERSIONS PERMITTED BY THIS PROGRAM:
-
- OKLAHOMA GIN:
- IN OKLAHOMA GIN, ALSO KNOWN AS CEDARHURST, WHICH IS OFTEN PREFERRED BY PROS,
- THE RANK OF THE FIRST UPCARD DETERMINES THE MINIMUM POINTS NEEDED TO KNOCK:
- FOR EXAMPLE, IF THE UPCARD IS A 3, THEN 3 OR LESS POINTS ARE NEEDED TO KNOCK,
- IF THE UPCARD IS A FACE CARD, THEN 10 POINTS OR LESS ARE NEEDED TO KNOCK.
- HOWEVER, IF THE UPCARD IS AN ACE, THEN GIN IS NEEDED.
-
- TOMMY'S SPACE COWBOY GIN:
- THIS IS PLAYED LIKE OKLAHOMA, EXCEPT THE RANK OF THE >>>CURRENT<<< UPCARD
- (BEFORE YOU DISCARD) DETERMINES THE POINTS NEEDED TO KNOCK. YES, IF THE
- UPCARD IS AN ACE THEN GIN IS NEEDED TO GO OUT.
-
- GIN GIN:
- IN THIS VERSION YOU MUST ALWAYS MAKE GIN TO KNOCK.
-
- SPADE DOUBLE OPTION:
- IN EITHER OKLAHOMA OR SPACE COWBOY GIN, THERE IS AN OPTION TO DOUBLE THE
- SCORE OF THE WINNER IF THE DETERMINING UPCARD WAS A SPADE.
-
- REPLAY HAND OPTION:
- BEFORE SHUFFLING THE CARDS FOR A NEW HAND YOU CAN TELL THE COMPUTER TO RESET
- THE DECK LIKE IT WAS IN THE LAST HAND, WITH THE DEALERSHIP OPTIONALLY CHANGING
- HANDS ALSO. NOTE THAT IN ANY CASE THE DEALERSHIP IS DETERMINED BY YOU, NOT BY
- THE NATURAL RULES OF PLAY.
-
- ----------------------
- FUNCTION KEY COMMANDS:
- SOUND EFFECTS TOGGLE: FUNCTION KEY F1 TOGGLES THE SOUND EFFECTS ON AND OFF.
-
- DEMO MODE TOGGLE: FUNCTION KEY F2 TOGGLES THE DEMO MODE. IN DEMO MODE, THE
- COMPUTER PLAYS BOTH HANDS.
-
- AUTOSORT TOGGLE: FUNCTION KEY F3 TOGGLES THE AUTOSORT MODE.
-
- NOTE THAT FOR ALL THE ABOVE "TOGGLE" KEYS THE LEGEND AT THE BOTTOM OF THE
- SCREEN INDICATES THE MODE THAT WILL BE ENTERED BY PRESSING THE KEY, WHICH IS
- THE OPPOSITE OF THE MODE IN EFFECT AT THE TIME.
-
- TO QUIT: HIT FUNCTION KEY F7.
-
- TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
-
- TO CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY): HIT FUNCTION KEY F10.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO MODE
- C FORCE COLOR MODE
-
- EXAMPLE: >GINRUMMY MS
-
- ----------------------
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-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- HAVE FUN!
-