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TELESIS.DOC
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1996-04-06
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6KB
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154 lines
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!