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- TOMMY'S TELESIS <TM> (C) COPYRIGHT 1996 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #TM-171-1A
-
- INSTRUCTIONS:
-
- ***TO EXIT, HIT FUNCTION KEY F1, THEN THE Y KEY.
- ***TO DISPLAY THESE INSTRUCTIONS FROM THE PROGRAM, HIT FUNCTION KEY F5.
-
- TELESIS MEANS PLANNED PROGRESS. TOMMY'S TELESIS <TM> IS A FUN BOARD GAME FOR
- TWO PLAYERS. THE OBJECT IS TO BE THE FIRST TO GET ONE OF YOUR PIECES TO THE
- OPPOSITE END OF THE BOARD. A PIECE CAN MOVE ONLY ONE SPACE AT A TIME ON THE
- GAME BOARD, AND CAN NEVER PASS AN ENEMY STONE ON ITS PATH. BUT IT CAN TRAVEL
- ANY DISTANCE ALONG CHAINS OF CONNECTED "TELEPORTS", OBLONG (1 X 2) PIECES THAT
- THEMSELVES CAN BE MOVED ONE SPACE OR TURNED.
-
- BOARD:
- THE BOARD SIZE IS 6 ROWS (R) X 8 COLS (C).
-
- TELEPORTS:
- THE COMPUTER RANDOMLY PLACES 8 TELEPORTS ON THE BOARD AT THE START OF THE GAME.
-
- FIRST PLAYER:
- PLAYER TO MOVE FIRST ALTERNATES BETWEEN GAMES.
-
- STARTING POSITIONS:
- THE PIECES START OUT AT THE LEFT AND RIGHT COLUMNS OF THE BOARD WITH ONE RANDOM
- SPACE LEFT EMPTY ON EACH SIDE.
-
- HOME AND GOAL COLUMNS:
- WHITE'S HOME COLUMN IS BLACK'S GOAL COLUMN AND VICE VERSA.
-
- NO DIAGONAL OR RETRO MOVEMENT:
- NOTE THAT EXCEPT FOR TELEPORTING, ALL MOVEMENT MUST BE IN A HORIZONTAL
- DIRECTION TOWARDS THE GOAL COLUMN. THIS IS WHAT MAKES THE GAME COOL!
-
- LATERAL MOVEMENT OPTION:
- AT GAME START YOU HAVE THE OPTION OF ALLOWING PIECES TO MAKE LATERAL, THAT
- IS, VERTICAL MOVES.
-
- TELEPORT MOVEMENT:
- A TELEPORT MAY BE MOVED 1 SPACE UP, DOWN, LEFT, OR RIGHT. OR IT MAY BE
- ROTATED 90 DEGREES AROUND ONE END. ANY PIECES ON THE TELEPORT ARE CARRIED
- WITH IT. A TELEPORT MAY NOT MOVE INTO A SQUARE OCCUPIED BY ANOTHER TELEPORT
- OR PIECE.
-
- DIFFICULTY LEVELS:
- YOU CAN SET THE DIFFICULTY LEVEL AS ANY NUMBER FROM 1 (EASIEST) TO 9 (HARDEST);
- WHILE THE PC IS THINKING, YOU CAN FORCE IT TO QUIT THINKING AND TAKE THE CURRENT
- BEST MOVE (NOT OFTEN THE BEST MOVE POSSIBLE!) BY HITTING THE ESC KEY. (IN THE
- UNREGISTERED SHAREWARE VERSION YOU CAN ONLY GO TO LEVEL 2).
-
- GAME:
- THE GAME ENDS WHEN THE PLAYERS AGREE TO A DRAW, ONE PLAYER FORFEITS THE GAME,
- OR WHEN ONE PLAYER MOVES A PIECE TO THE GOAL COLUMN (OPPOSITE SIDE OF THE BOARD
- FROM THE HOME COLUMN).
-
- PLAYERS:
- PROGRAM DEFAULT IS FOR KEYBOARD TO PLAY WHITE, COMPUTER BLACK -- USE FUNCTION
- KEYS F3 AND F4 TO CHANGE.
-
- TURNS:
- ON EACH PLAYER'S TURN HE MUST MOVE, RESIGN, OR OFFER A DRAW TO THE OPPONENT.
-
- TO ENTER A MOVE:
- TO MOVE A PIECE ONE SPACE ON THE BOARD:
- JUST TYPE THE MOVE IN, FIRST THE "FROM" PIECE -- ROW (1..R) THEN COL (1..C);
- THEN THE "TO" SQUARE -- ROW (1..R) THEN COL (1..C), THEN HIT THE SPACE BAR.
- OR USE YOUR MOUSE AND POINT AND CLICK THE FROM AND TO SQUARES WITH THE LEFT
- MOUSE BUTTON. NOTE: ROW 1 IS AT THE TOP, AND COL 1 IS AT THE LEFT.
-
- NOTE: TO START OVER AFTER TYPING-IN PART OF A MOVE, HIT "0" OR THE ESC KEY.
-
- TO MOVE A TELEPORT ON THE BOARD:
- JUST TYPE THE MOVE IN, FIRST THE "FROM" SQUARE -- ROW (1..R) THEN COL (1..C);
- THEN THE "TO" SQUARE -- ROW (1..R) THEN COL (1..C), THEN HIT THE <ENTER> KEY.
- OR USE YOUR MOUSE AND POINT AND CLICK THE FROM AND TO SQUARES WITH THE RIGHT
- MOUSE BUTTON. NOTE THAT IT IS IMPORTANT TO PICK THE FROM AND TO SQUARES SO
- THE TELEPORT IS IN THE FINAL POSITION DESIRED: IF THE FROM/TO SQUARES ARE
- IN A HORIZONTAL OR VERTICAL ALIGNMENT, THE TELEPORT ITSELF MOVES; IF THEY
- ARE IN A KATTY-KORNER ALIGNMENT, THE TELEPORT ROTATES WITH ALL PIECES ABOARD
- PRESERVED IN THEIR RELATIVE POSITIONS.
-
- NOTE ON TELEPORTING: TO MOVE YOUR PIECE MORE THAN 1 SPACE AT A TIME, IT MUST
- BE ON A TELEPORT, AND THE ENDING SQUARE MUST BE ALONG A CONTINUOUS CHAIN OF
- TELEPORTS OF THE SAME TYPE: NO YOU CAN'T HOP FROM A VERTICAL TO A HORIZONTAL
- TELEPORT CHAIN OR VICE VERSA. THE TELEPORTING DIRECTION MUST BE PURE
- HORIZONTAL OR VERTICAL.
-
- TO OFFER A DRAW TO THE OPPONENT, HIT THE "D" KEY INSTEAD OF A MOVE.
- TO RESIGN (FORFEIT THE GAME), HIT THE "R" KEY OR "F" KEY INSTEAD OF A MOVE.
-
- DRAWS:
- IN THIS PROGRAM, IF PLAYER A OFFERS PLAYER B A DRAW, AND PLAYER B REFUSES, THEN
- PLAYER B HAS 10 MOVES TO DEMONSTRATE AN IMPROVEMENT IN MATERIAL ADVANTAGE BY AT
- LEAST 1 PIECE. HOWEVER, IF THE BOARD POSITION EVER REPEATS, THE DRAW IS
- IMMEDIATE.
-
- QUICK DRAW:
- WHILE THE PC IS THINKING, YOU CAN HIT THE "!" KEY TO CAUSE IT TO QUIT
- IMMEDIATELY AND DECLARE A DRAW.
-
- FUNCTION KEYS:
- THE 10 FUNCTION KEYS F1-F10 HAVE THE FOLLOWING FUNCTIONS:
-
- FUNCTION KEY FUNCTION
- ------------ --------
- F1 QUIT THE PROGRAM AND SAVE THE GAME IN PROGRESS AUTOMATICALLY.
-
- F2 SOUND EFFECTS TOGGLE.
-
- F3 CHANGE WHO PLAYS THE WHITE PIECES (KEYBOARD OR COMPUTER).
- F4 "" "" "" "" BLACK "" ("" "" "" ).
-
- F5 DISPLAY THESE INSTRUCTIONS.
-
- F7 DECREASE THE DIFFICULTY LEVEL.
- F8 INCREASE THE DIFFICULTY LEVEL.
-
- F6 (COLOR MONITORS ONLY) CHANGE THE COLOR OF THE "WHITE" PIECES.
- F9 (COLOR MONITORS ONLY) CHANGE THE COLOR OF THE "BLACK" PIECES.
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR.
-
- NOTE FOR "TOGGLES": THE LEGEND DISPLAYED ONSCREEN WILL BE THE MODE THAT WILL
- BE ACTIVATED IF THE FUNCTION KEY IS PRESSED.
-
- ARROW KEYS:
- THE UP/DOWN ARROW KEYS ON THE NUMERIC KEYPAD CHANGE THE GAME SPEED. THE MINIMUM
- AMOUNT OF TIME, IN SECONDS, THAT THE COMPUTER WILL TAKE TO THINK UP A MOVE, OR
- TO MAKE EACH HOP, IS DISPLAYED NEAR THE LOWER RIGHTHAND CORNER OF THE SCREEN.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- D DISABLE MOUSE CHECK
-
- EXAMPLE: >TELESIS 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. OUR NIFTY DEMO DISK, CONTAINING AN ELECTRONIC TOY
- CATALOG AND OTHER GOODIES, IS ONLY $2 SHIPPING/HANDLING TO ANY U.S. ADDRESS,
- $3 OUTSIDE U.S. (U.S. FUNDS ONLY OR CHECK DRAWN ON U.S. BANK). (PLEASE
- SPECIFY 3.5 INCH OR 5.25 INCH DISKETTE).
-
- IF YOUR PC BORES YOU WRITE US NOW.
-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- GOOD LUCK!
-
-