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Precision Software Appli…tions Silver Collection 1
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Precision Software Applications Silver Collection Volume One (PSM) (1993).iso
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TYRANTS.DOC
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1992-06-04
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TOMMY'S TYRANTS (C) COPYRIGHT 1987 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #87-091-1A
INSTRUCTIONS:
YOU ARE A TYRANT. YOU WANT IT ALL. ONLY ONE ENEMY STANDS IN YOUR WAY.
COMMAND YOUR ARMY LIKE A TRUE GENERAL IN THIS MAP-BASED WARGAME.
(NOTE: IF YOU THINK YOU'RE A "GOOD GUY" NOT A TYRANT, THEN JUST ASSUME THE
OTHER SIDE CALLS YOU A TYRANT, PICKY-POO.)
PLAYERS:
IN THIS GAME THE COMPUTER IS PASSIVE, IMPLEMENTING THE MAP AND THE RULES
ONLY, ACTING AS REFEREE. THIS IS A GAME FOR 2 KEYBOARD PLAYERS, ALTERNATING
TURNS AT THE SAME PC OR SENDING THE GAME FILE TO EACH OTHER'S PC BETWEEN
TURNS. ON A COLOR SCREEN, ONE PLAYER (PLAYER 1) PLAYS WHITE AND THE OTHER
(PLAYER 2) PLAYS RED; ON A MONO SCREEN, PLAYER 1 PLAYS HILITED WHITE AND
PLAYER 2 PLAYS UNHILITED WHITE.
WHAT KIND OF GAME IS THIS?
THIS IS A WARGAME, A GAME OF STRATEGY WHERE YOU COMMAND YOUR FORCES AGAINST
THE ENEMY'S, TURN BY TURN, UNTIL SLOWLY ONE SIDE BEGINS TO DOMINATE. FOR
MANY EARTHLINGS, THIS WILL BE YOUR FIRST WARGAME SINCE YOUR TOY SOLDIER DAYS
OF CHILDHOOD.
THIS IS NOT A GAME FOR A SPARE HOUR, OR EVEN DAY. LIKE A GOOD OLD-FASHIONED
TOY SOLDIER WARGAME, THIS GAME WILL TAKE MANY, MANY TURNS, PROBABLY SPACED
OVER MANY WEEKS, MONTHS, OR EVEN YEARS. THUS, YOU WILL FIRST HAVE TO FIND
SOMEBODY AS CRAZY AS YOU TO PLAY AGAINST, AND COME TO AN AGREEMENT ON
PROTOCOL, SUCH AS THE MAXIMUM NUMBER OF DAYS BETWEEN TURNS SUBMITTED.
AND TO BE FAIR, YOU MUST PLAY AT LEAST 2 GAMES PER MATCH, WITH EACH PLAYER
GETTING HIS CRACK AT EACH COLOR.
LIKE ALL WARGAMES, HIGH LEVEL STRATEGY PLAYS A MAJOR ROLE, AND YOU CAN'T
THINK TOO MUCH BEFORE MAKING YOUR MOVES. TOMMY'S TYRANTS HAS BEEN DESIGNED
SO THAT THE RULES ARE NOT TOO ELABORATE, BUT RATHER STRAIGHTFORWARD, SO THAT
THE NITPICKING TRICKYPIES OUT THERE WILL NOT WIN ALL OF A SUDDEN BY
REMEMBERING A RULE YOU FORGOT.
THE WORLD:
THE WORLD CONSISTS OF A MAP WITH 127 ROWS AND 127 COLUMNS (16,129 CELLS).
YOU CANNOT GO BEYOND THESE BOUNDARIES. THE COORDINATES ARE DESCRIBED AS
(ROW,COL)=(1..127,1..127)
DISTANCES:
ALL DISTANCES ARE INTEGER UNITS. THE DISTANCE BETWEEN TWO POINTS IS SIMPLY
THE MAXIMUM OF THE ROW AND COLUMN DISTANCES BETWEEN THEM, THUS, FOR EXAMPLE,
IN THE FOLLOWING DIAGRAM, POINT C IS CONSIDERED TO BE 3 UNITS FROM BOTH POINT
A AND POINT B, NOT THE SQUARE ROOT OF 2 TIMES 3.
B
.
.
C . . A
MAP CELLS:
EACH MAP CELL MAY CONTAIN ONE OF THE FOLLOWING:
o A CITY: MAY BE FREE, HELD BY YOU, OR HELD BY THE ENEMY.
o LAND
o SEA
o TROOP UNIT
o AIR SHIP
o SEA SHIP
A MAP CELL CONTAINING A CITY OR A SEA SHIP IS CALLED A PLATFORM CELL BECAUSE
IT MAY IN ADDITION CONTAIN AN UNLIMITED NUMBER OF AIR SHIPS AND TROOP UNITS.
MAP DISPLAY AND CURSOR:
THE MAP DISPLAY IS INSTANTANEOUS AND AUTOMATIC. ONE CELL IS ALWAYS SHOWN
BLINKING. THIS IS THE CURSOR CELL. ITS COORDINATE VALUE (I,J) IS DISPLAYED
ON THE BOTTOM LINE OF THE SCREEN.
DISPLAY SYMBOLS ARE:
FOR LAND: A "." (BROWN)
FOR SEA: A SHADED (BLUE) SQUARE
A CITY IS REPRESENTED AS:
o A WHITE SQUARE WITH A HOLE IN IT (FREE)
o A LETTER (A,S,T) WHEN CAPTURED (HILITED FOR PLAYER 1).
AN ARMY UNIT IS REPRESENTED BY A GORILLA BALL (WHITE FOR PLAYER 1,
BLACK OR RED FOR PLAYER 2)
AN AIR SHIP IS REPRESENTED BY A WHITE GREEK DELTA SYMBOL (HILITED FOR
PLAYER 1).
A SEA SHIP IS REPRESENTED BY A WHITE SCRIPT S SYMBOL (HILITED FOR PLAYER 1).
TO SCROLL THE MAP DISPLAY:
USE THE NUMERIC KEY PAD IN THE NATURAL WAY. FOR EXAMPLE, TO SCROLL LEFT,
HIT THE LEFT ARROW (4) KEY; TO SCROLL UP-LEFT DIAGONALLY, HIT THE HOME (7)
KEY. MAKE SURE NUM LOCK IS OFF.
BOTTOM LINE DISPLAY:
FOR PLATFORM CELLS, THAT IS, CITY CELLS AND SEA SHIP CELLS, THE CONTENTS
OF THE CELLS ARE DISPLAYED AUTOMATICALLY AT THE BOTTOM OF THE MAP AS YOU
SCROLL AROUND. FOR AIR SHIP CELLS, THE FUEL REMAINING, IN ROUNDS, IS ALSO
DISPLAYED HERE.
MAP SCROLL INCREMENT:
THE NUMBER OF MAP ROWS OR COLS SCROLLED AT A TIME (MAP SCROLL INCREMENT) IS
INITIALLY 4, AND CAN BE RESET BY USING THE F3 (INCREASE) AND F4 (DECREASE)
KEYS. THE SCROLL INCREMENT IS DISPLAYED ON THE BOTTOM LINE OF THE SCREEN
NEXT TO THE MAP COORDINATE. USUALLY, YOU INCREASE THE INCREMENT TO DASH
TO ANOTHER PART OF THE MAP, THEN THUMBWHEEL IT DOWN TO 1 SO YOU CAN SELECT
A PARTICULAR CELL.
TURNS AND ROUNDS:
YOU TAKE TURNS MOVING. EACH TWO CONSECUTIVE TURNS IS ONE ROUND. PLAYER 1
ALWAYS TAKES THE FIRST TURN. AFTER EACH PLAYER TAKES HIS TURN, THE COMPUTER
THEN UPDATES THE MAP BASED ON THE GAME RULES.
THE GAME:
THE GAME ENDS ONCE ONE SIDE HAS (WHICHEVER COMES FIRST):
1. ALL THE CITIES, AND MORE TROOPS THAN THE OTHER SIDE
2. ALL THE TROOPS
THERE ARE NO TRUCES AND NO TIES, UNLESS YOU HAVE PLAYED 32767 ROUNDS,
WHEREUPON THE COMPUTER CALLS IT QUITS AND YOU BOTH LOSE.
DICE AND MOVES:
ON YOUR TURN, TWO DICE ARE ROLLED. YOU GET A NUMBER OF MOVES EQUAL TO THE
SUM OF THE DICE; AND IF YOU ROLL DOUBLES, YOU GET TO ROLL AGAIN AND ADD THAT
NUMBER OF MOVES TO YOUR TOTAL (ONLY 1 EXTRA RE-ROLL).
WHEN YOU ARE PLAYING A DISTANT PARTNER, SENDING THE GAME FILE BACK AND FORTH,
ONE COULD OF COURSE CHEAT BY REPLAYING THE MOVE OVER AND OVER UNTIL THE BEST
DICE ROLL IS OBTAINED: TO ELIMINATE THIS TEMPTATION TOMMY'S TYRANTS USES
PSEUDO-RANDOM NUMBERS THAT ALWAYS REPEAT THE SAME WAY. (YES, YOU HACKERS
COULD PROBABLY TINKER AROUND AND FIND A WAY TO GET AROUND THIS, TOO, BUT IF
YOU ARE THAT BIG A CHEAT YOUR OPPONENT ALREADY PROBABLY KNOWS IT.)
TO MOVE:
YOU DESIGNATE A PIECE OF YOUR OWN ARMY AND MOVE IT ONE MAP CELL IN ANY OF THE
8 NATURAL DIRECTIONS. YES, YOU MAY MOVE THE SAME PIECE MORE THAN ONCE IN THE
SAME TURN.
MAKING A MOVE USING THE KEYBOARD:
USING THE NUMERIC KEY PAD, MANEUVER THE DESIRED PIECE UNDER THE BLINKING
CURSOR, THEN HIT THE <ENTER> KEY; THEN MANEUVER THE DESTINATION SQUARE UNDER
THE CURSOR AND HIT THE <ENTER> KEY AGAIN. TO CANCEL THE MOVE AFTER HITTING
THE FIRST <ENTER> BUT BEFORE HITTING THE SECOND <ENTER>, HIT THE ESC KEY.
NORMALLY, ONLY ONE PIECE MAY OCCUPY A MAP CELL. FOR PLATFORM CELLS (CITIES
AND SEA SHIPS), ANY NUMBER OF TROOP UNITS AND AIR SHIPS MAY ALSO OCCUPY THE
CELLS. (WHILE ON BOARD A SEA SHIP, TROOP UNITS AND AIR SHIPS ARE INACTIVE.)
FOR EXAMPLE, IF A SEA SHIP IS ADJACENT TO A LAND MAP CELL ON WHICH YOU HAVE
A TROOP UNIT, YOU MAY MOVE THAT TROOP UNIT INTO THE SHIP; IF YOU HAVE AN AIR
SHIP ADJACENT TO A CITY MAP CELL, YOU MAY MOVE THAT AIR SHIP INTO THE SKIES
OVER THE CITY.
MAP UPDATE RULES:
AFTER EACH PLAYER HAS TAKEN A TURN, THE COMPUTER THEN CRANKS OUT THE MAP
UPDATE RULES WHILE YOU WAIT. THESE RULES MAKE THE GAME GO, SO LEARN THEM
CAREFULLY.
WHO RULES THE WORLD?
THE COMPUTER PSEUDO-RANDOMLY CYCLES THROUGH THE MAP CELLS WHILE DOING THE
UPDATE. YOU ARE AT THE MERCY OF ITS DEVILISH SILICON CIRCUITS HERE.
TROOP UNITS:
TROOP UNITS IN ADJACENT CELLS ENGAGE EACH OTHER AUTOMATICALLY. EACH UNIT
GETS ONE "SHOT" AT EACH OF THE 8 ADJACENT CELLS OCCUPIED BY AN ENEMY. FOR
EACH SHOT, THERE IS A 1 IN 32 CHANCE OF DESTROYING THE ENEMY. THUS, IF YOU
MANAGE TO SURROUND ONE ENEMY UNIT WITH 8 OF YOURS, YOU'LL PROBABLY KILL IT
IN 4 ROUNDS.
AIR SHIPS:
AIR SHIPS CAN FLY FOR 40 ROUNDS BEFORE THEY RUN OUT OF GAS. TO REFUEL THEY
HAVE TO LAND ON (ENTER THE SAME MAP CELL AS) A FRIENDLY SEA SHIP, ELSE THEY
ARE DESTROYED.
WHEN AIR SHIPS ENCOUNTER ENEMY AIR SHIPS (THAT IS, WHEN THEY ARE IN ADJACENT
MAP CELLS) THEY HAVE A 1 IN 3 CHANCE OF DESTROYING EACH OTHER ON EACH TURN.
AIR SHIPS IN CELLS THAT ARE NOT ADJACENT MERELY WATCH EACH OTHER HARMLESSLY.
WHEN AN AIR SHIP MANEUVERS INTO A MAP CELL ADJACENT TO AN ENEMY TROOP UNIT,
IT ATTACKS THAT UNIT, WITH A 1 IN 2 CHANCE OF DESTROYING THE UNIT ON EACH
TURN; THE TROOP UNIT HAS A 1 IN 8 CHANCE OF DESTROYING THE AIRSHIP ON EACH
TURN.
SEA SHIPS:
SEA SHIPS ARE ASSUMED TO HAVE UNLIMITED FUEL.
SEA SHIPS CARRY AIR SHIPS OR TROOPS. IT ONLY TAKES ONE ROUND FOR AN AIR SHIP
TO BE REFUELED AND TAKE OFF AGAIN (I.E., YOU LAND ON ROUND N AND TAKE OFF
AGAIN ON ROUND N+1).
ONE SEA SHIP CAN CARRY ANY NUMBER OF TROOP UNITS OR AIR SHIPS IN ITS HOLD.
TWO ENEMY SEA SHIPS 10 MAP CELL UNITS OR LESS APART ENGAGE EACH OTHER.
AT N UNITS DISTANCE, THE CHANCE, PER TURN, OF DESTROYING THE OTHER SHIP IS
1 IN N+1. NO TWO SEA SHIPS CAN BE IN THE SAME MAP CELL, SO THE LETHALITY
PROBABILITIES ARE 1/2,1/3,...,1/11.
WHEN SEA SHIPS ATTACK ENEMY AIR SHIPS THEY HAVE A 10% CHANCE PER TURN OF
DESTROYING IT WHEN THE DISTANCE IS 10 TO 4 UNITS; AND A 50% CHANCE PER TURN
WHEN THE DISTANCE IS 3 UNITS TO 1 UNIT.
IF AN AIR SHIP IS IN A MAP CELL ADJACENT TO A SEA SHIP, AND IT IS FREE TO
ATTACK, IT HAS A 10% CHANCE PER TURN OF DESTROYING IT.
WHEN A SEA SHIP MANEUVERS WITHIN 10 MAP UNITS OF AN ENEMY TROOP UNIT ON LAND,
IT BEGINS SHELLING THE TROOP UNIT, WITH A 5% PROBABILITY OF DESTROYING THE
UNIT ON EACH TURN. ON THE OTHER HAND, A TROOP UNIT CAN ONLY ENGAGE A SEA SHIP
IF IT IS IN A LAND MAP CELL ADJACENT TO A SEA SHIP: THE PROBABILITY IS 10%
OF DESTROYING THE SHIP ON EACH TURN.
WHEN SEA SHIPS ATTACK CITIES (BY MANEUVERING INTO A MAP CELL WITHIN 10 MAP
CELL UNITS OF THE CITY) THEY RANDOMLY DESTROY UNITS LOCATED THERE, NOT
DISTINGUISHING FRIEND FROM FOE. HOWEVER, IF THERE ARE NO ENEMIES IN A
CITY, A SHIP DOESN'T SHELL IT TO START WITH. (YES, A CITY WITH 100 FRIENDLY
UNITS CAN BE LURED INTO SUICIDE BY MOVING JUST 1 ENEMY TROOP UNIT INTO THAT
CITY, IF THERE IS A SHIP OF EITHER SIDE WITHIN SHELLING RANGE -- THE
ALTERNATIVE, TO PERMIT PLAYERS TO TURN SHIP FIRING ON AND OFF, WAS RULED OUT
BECAUSE THE AIR SHIPS AND TROOP UNITS WOULD GET JEALOUS.)
ON EACH TURN, THERE IS A 20% CHANCE OF DESTROYING 1 TROOP UNIT, AND NO MORE
THAN 1 TROOP UNIT CAN BE DESTROYED PER TURN PER CITY; LIKEWISE, THERE IS A
20% CHANCE OF DESTROYING 1 AIR SHIP, AND NO MORE THAN 1 AIR SHIP CAN BE
DESTROYED PER TURN PER CITY.
MOVING INTO A CITY:
WHEN YOU MOVE A TROOP UNIT INTO THE MAP CELL OCCUPIED BY A CITY, YOUR UNIT
DISAPPEARS FROM THE MAP INTO THE SCARRED STREETS, ALLEYS, AND SEWERS OF THE
CITY. A TROOP UNIT ADJACENT TO A MAP CELL OCCUPIED BY A CITY IS NOT IN THE
BATTLE FOR THE CITY.
TAKING A CITY:
WHEN YOU SEND A TROOP UNIT INTO A CITY (BY MOVING THE TROOP UNIT INTO THE MAP
CELL OCCUPIED BY THE CITY) , IT BEGINS TO BATTLE ENEMY FORCES, IF ANY. IF
THERE AREN'T ANY ENEMY TROOP UNITS, IT WILL TAKE THE CITY WITHIN A FEW TURNS:
THERE IS A 1 IN 3 CHANCE OF TAKING AN UNOCCUPIED -- THAT IS, DEVOID OF ENEMY
TROOP UNITS -- CITY ON EACH TURN. NOTE THAT A CITY CANNOT BE TAKEN BY AIR
SHIPS: ONLY TROOP UNITS CAN TAKE A CITY OR PREVENT ONE FROM BEING TAKEN BY
THEIR PRESENCE.
INSIDE CITIES, TROOP UNITS AND AIR SHIPS LOSE HALF THEIR EFFECTIVENESS, THUS,
FOR EXAMPLE, TROOP UNIT V. TROOP UNIT LETHALITY IS 1 IN 32 INSTEAD OF 1 IN 16
AS FOR OPEN TERRITORY COMBAT.
RULING A CITY:
ONCE YOU CONQUER A CITY, YOU ENSLAVE THE POPULATION AND SET THEM TO WORK
MANUFACTURING NEW AIR OR SEA SHIPS; YOU CAN ALSO TURN IT INTO A NEW ARMY TROOP
UNIT TRAINING CENTER. EACH PRODUCT UNIT HAS A DIFFERENT COST IN TERMS OF
TIME (ROUNDS) TAKEN TO PRODUCE:
YOUR SELECTION ROUNDS TO PRODUCE ONE UNIT
1. NEW TROOP UNIT 10
2. AIR SHIP 10
3. SEA SHIP 20
IN THE MAP DISPLAY, A CONQUERED CITY IS REPRESENTED BY THE LETTERS T, A, OR
S TO INDICATE THE PRODUCTION DEMANDS.
OF COURSE, YOU CANNOT PRODUCE SEA SHIPS IN A CITY THAT IS LANDLOCKED (MORE
THAN 1 MAP UNIT FROM THE SEA).
WHERE DO THE NEW UNITS GO?
1. TROOP UNITS ARE DEPLOYED IN THE CAPTURED CITY CELL.
2. SEA SHIPS ARE DEPLOYED IN AN ADJACENT VACANT SEA CELL.
3. AIR SHIPS ARE LAUNCHED INTO THE AIR OVER THE CITY CELL.
IF THERE IS NO VACANT SEA CELL AVAILABLE, SHIP LAUNCHING IS DELAYED.
ONCE A CITY HAS BEEN CAPTURED AND ENSLAVED, THE OTHER SIDE CAN ONLY STOP
THE MANUFACTURING BY RETAKING THE CITY (THE POPULACE WORKS IN UNDERGROUND
FACILITIES).
INITIAL FORCES:
EACH SIDE STARTS OUT EQUAL, WITH 100 TROOP UNITS, 8 SEA SHIPS, AND 80 AIR
SHIPS (10 PRELOADED INTO EACH SEA SHIP).
YOU HAVE YOUR CHOICE BETWEEN A STANDARD AND A SUDDEN DEATH GAME: THE INITIAL
CONFIGURATIONS ARE OTHERWISE FIXED (TRY THE PROGRAM AND SEE THEM). THERE IS
ALSO A PLAY (HAPHAZARD) OPTION, WHICH SCATTERS THE TROOPS AND SHIPS RANDOMLY
OVER THE MAP.
MAX FORCES:
THE PROGRAM IS LIMITED TO A MAXIMUM OF (AT ANY ONE TIME):
300 TROOP UNITS PER SIDE
150 AIR SHIPS PER SIDE
50 SEA SHIPS PER SIDE
THUS, A CITY MANUFACTURING AIR SHIPS WILL BE EFFECTUALLY CLAMPED OUT IF THERE
ARE ALREADY THE MAXIMUM NUMBER OF AIR SHIPS.
STATUS COMMAND:
TO GET THE STATUS SCREEN (CURRENT ARMY SIZES), HIT THE "S" KEY ANYTIME A
MAP SCROLL COMMAND (ARROW KEY) WOULD BE ACCEPTED.
GAME SAVE/RESTORE:
USUALLY THIS IS AUTOMATIC (GAME SAVE FILE NAMES ARE TYRANT.TMP AND
TYRANT.VAR).
TO CIRCUMVENT AUTORESTORE YOU MUST DELETE OR MOVE THE CURRENT GAME SAVE FILES
OFF THE DEFAULT DOS DIRECTORY PATH. YOU HAVE THE OPTION OF EXITING WITHOUT
SAVING THE GAME, BUT WE MAKE THIS HARDER TO DO.
TO SAVE A GAME WITHOUT EXITING: HIT THE "~" KEY ANYTIME A MAP SCROLL COMMAND
(ARROW KEY) WOULD BE ACCEPTED.
PLAYING BY MODEM OR MAIL:
JUST SEND THE SAVE FILE BACK AND FORTH AFTER EACH TURN, RESTORING THE GAME,
TAKING YOUR TURN, AND SAVING THE GAME AGAIN.
GOOD LUCK, MEIN GENERAL!
CONFLICT TABLE:
HERE IS A SUMMARY OF ENGAGEMENT DISTANCE AND LETHALITY.
TO READ: E.G., FOR ROW=A, COL=S, AN AIR SHIP ATTACKING A SEA SHIP MUST BE
AT 1 MAP CELL UNIT DISTANCE, AND PROBABILITY OF KILL IS 1/10; FOR ROW=S,
COL=T, A SEA SHIP ATTACKING A TROOP UNIT MUST BE 1-10 UNITS DISTANCE, AND
THE PROB. OF KILL IS 1/20.
T A S
T 1,1/32 1,1/8 1,1/10
A 1,1/2 1,1/3 1,1/10
S 1-10,1/20 10-4,1/10 N=1-10,1/(N+1)
3-1,1/2
(NOTE: WITHIN CITY, A-T LETHALITIES ARE HALVED.)
FOR FURTHER IMPROVEMENTS:
WE NEED YOUR INPUT. WE ARE CONSIDERING ADDING A MAP DESIGN PHASE, ALTERNATE
MOVE PROTOCOL (E.G., TAKE MAXIMUM OF 2 DICE INSTEAD OF SUM), ETC.
-------------------------
FUNCTION KEYS:
TO QUIT: HIT FUNCTION KEY F7.
TO TOGGLE THE SOUND ON AND OFF: HIT FUNCTION KEY F1.
TO CHANGE THE BORDER DISPLAY COLOR (COLOR MONITORS ONLY): FUNCTION KEY F10.
TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
EXAMPLE: >TYRANTS MS
----------------------
DID YOU LIKE THIS TOY?
DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED TOYS AND GAMES FOR THE
IBM PC AND COMPATIBLES. WE ARE WAITING TO SEND YOU OUR 5.25 INCH (360KB) OR
3.5 INCH (720KB) DEMO DISK, CONTAINING AN ELECTRONIC TOY CATALOG AND OTHER
GOODIES, FOR ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S. (U.S. FUNDS ONLY
OR CHECK DRAWN ON U.S. BANK). IF YOUR PC BORES YOU WRITE US NOW.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
HAVE FUN!