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TOMMATH.DOC
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1996-04-06
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8KB
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215 lines
TOMMY'S MATH TOOTER <TM> (C) COPYRIGHT 1995 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #TM-164-1A
INSTRUCTIONS:
***TO EXIT, HIT FUNCTION KEY F1, THEN THE Y KEY.
***TO DISPLAY THESE INSTRUCTIONS FROM THE PROGRAM, HIT FUNCTION KEY F5.
THOUGHT MATH WAS NO FUN? CHECK BACK WITH US AFTER TRYING THIS NEAT FUN
SOFTWARE TOY!
PLAYERS:
2 PLAYERS, WHITE AND BLACK. WHITE GOES FIRST.
BOARD:
THE GAME BOARD IS AN 8 X 8 CHECKERBOARD.
MODES:
THERE ARE REALLY TWO SEPARATE GAMES IN ONE HERE, WHICH WE CALL MODES 1 AND 2,
THE GAME OF SEVENS AND THE MATH GAME, RESPECTIVELY.
PIECES:
YOUR "GAME PIECES" CONSIST OF:
MODE 1: THE NUMERALS 1, 2, AND 3
MODE 2: THE NUMERALS 0 THROUGH 9 AND THE MATH OPERATOR SYMBOLS + (ADDITION),
- (SUBTRACTION), * (MULTIPLICATION), / (DIVISION) AND
^ (EXPONENTIATION OR POWER).
YOU HAVE AN UNLIMITED SUPPLY OF THESE PIECES. REGARDLESS OF THEIR COLOR (WHO
PLACED THEM ON THE BOARD) THEY CAN BE USED BY EITHER PLAYER AFTER BEING
PLACED ON THE BOARD.
OBJECT OF THE GAME:
PLAYERS TAKE TURN LAYING DOWN PIECES, ONE PER TURN.
EACH PIECE BEING LAID DOWN ON THE BOARD MUST TOUCH AT LEAST ONE OTHER PIECE
(EXCEPT THE FIRST WHICH MAY BE PLACED ANYWHERE ON THE BOARD).
SCORING:
EACH TIME A SUM OF 7 (MODE 1), OR A TRUE MATH EQUATION (MODE 2) IS FORMED,
EITHER UP/DOWN, DOWN/UP, LEFT/RIGHT, LEFT/RIGHT, OR DIAGONALLY (ANY OF THE 4
DIRECTIONS WITH THE PIECE JUST BEING LAID DOWN BEING EITHER THE START OR THE
END OF THE EQUATION), THE PLAYER SCORES THE VALUE OF THE NUMERALS (1 POINT FOR
A 1, 2 FOR A 2, ETC., BUT 10 POINTS FOR A 0), PLUS THE VALUE OF THE OPERATOR
SYMBOLS:
SYMBOL POINTS EXAMPLE
------ ------ -------
+ 10 2+2=4
- 10 4-2=2
* 30 3*4=12
/ 40 12/4=3
^ 50 3^2=9
THERE IS NO "=" SIGN IN THIS GAME: IT IS ASSUMED. IN MODE 1 THE OPERATOR + IS
ALWAYS ASSUMED, SCORING 10.
IN MODE 1 HERE ARE ALL POSSIBLE SCORING EQUATIONS (EXCEPT FOR PERMUATIONS):
1 3 3 -> SUM IS 7 AND THERE ARE 2 +'S SO SCORE IS 7 + (2 * 10) = 27.
1 1 2 3 -> SUM IS 7 AND THERE ARE 3 +'S SO SCORE IS 7 + (3 * 10) = 37.
1 1 1 1 3 -> SCORE IS 7 + (10 * 4) = 47.
1 1 1 2 2 -> SCORE IS 47.
1 1 1 1 1 2 -> SCORE IS 57
1 1 1 1 1 1 1 -> SCORE IS 67 (MAX).
IN MODE 2 (NO 'REVERSE POLISH' ALLOWED, PULLEEZE! - HA HA):
2 + 2 4 -> 2 + 2 = 4 IS AN EQUATION SO SCORE IS 10+2+2+4 = 18.
1 + 0 1 -> 1 + 0 = 1 SO SCORE IS 1 + 10 + 10 + 1 = 22.
HERE'S ONE IN MODE 2 WITH MORE THAN ONE OPERATOR:
2 * 2 + 3 7 -> (2 * 2) + 3 = 7 SO SCORE IS 10 + 30 + 2 + 2 + 3 + 7 = 54.
IF THE ANSWER TO THE EQUATION IS MORE THAN 1 NUMERAL, NOBODY SCORES UNTIL THE
LAST NUMERAL IS LAID DOWN. FOR EXAMPLE:
9 + 9 1 8 -> 9 + 9 = 18 SO SCORE IS 10 + 9 + 9 + 1 + 8 = 37.
WHAT ABOUT SUBRACTION GIVING NEGATIVE ANSWERS? NO PROBLEM! THAT'S THE FUN!
THE ANSWER MUST HAVE THE CORRECT SIGN, AND NOBODY SCORES UNTIL THE LAST NUMERAL
IS LAID DOWN. FOR EXAMPLE:
4 - 3 1 -> 4 - 3 = +1 SO SCORE IS 10 + 4 + 3 + 1 = 18.
3 - 4 - 1 -> 3 - 4 = -1 SO SCORE IS 10 + 3 + 4 + 10 + 1 = 28.
4 - 3 + 1 -> 4 - 3 = +1 SO SCORE IS 10 + 4 + 3 + 10 + 1 = 28.
4 - - 3 7 -> 4 - (-3) = +7 SO SCORE IS 4 + 10 + 10 + 3 + 7 = 34.
- 3 - + 4 - 7 -> (-3) - (+4) = -7
SO SCORE IS 10 + 3 + 10 + 10 + 4 + 10 + 7 = 54.
- 3 - - - - 4 1 -> -3 - (---4) = 1! FUN RIGHT? (HA HA)
WITH DIVISION THE INTEGER PART OF THE ANSWER IS ASSUMED. FOR EXAMPLE:
9 / 3 3 -> 9 / 3 = 3 SO SCORE IS 40 + 9 + 3 + 3 = 55.
9 / 4 2 -> 9 / 4 = 2[.25] SO SCORE IS 40 + 9 + 4 + 2 = 55.
SAME THING FOR EXPONENTIATION (POWER) WITH A NEGATIVE ARGUMENT:
2 ^ 2 4 -> 2^2 = 4 SO SCORE IS 2 + 50 + 2 + 4 = 58.
2 ^ - 2 0 -> 2^(-2) = (1/4) WHICH TRUNCATES TO 0
SO SCORE IS 2 + 50 + 10 + 2 + 10 = 74.
SINCE THERE IS NO "=" SYMBOL, MORE FUN CAN BE HAD BY SNAKING EQUATIONS ON!
FOR EXAMPLE, IF ON THE BOARD YOU FIND:
2 + 2
DON'T LAY DOWN A 4 NECESSARILY! TRY LAYING DOWN A 1 FOR INSTANCE:
2 + 2 1
THEN THE ANSWER BECOMES 23 INSTEAD OF 4:
2 + 2 1 2 3
DIVISION BY ZERO:
WE CONSIDER ANYTHING DIVIDED BY ZERO TO BE ZERO IN THIS GAME.
GAME:
WHEN A PLAYER REACHES 500 POINTS, THE GAME ENDS AND THAT PLAYER WINS.
IF A PLAYER CAN'T MOVE, THE GAME ENDS AND THE PLAYER WITH THE MOST POINTS
WINS; IN CASE OF A TIE, THE LAST PLAYER TO MOVE WINS.
GAME POINT:
ACTUALLY YOU CAN SET THE GAME POINT AT ANY VALUE FROM 100 TO 999 POINTS AT
GAME START, 500 BEING THE DEFAULT.
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 USUALLY THE BEST MOVE!) BY HITTING THE ESC KEY. (IN THE
UNREGISTERED SHAREWARE VERSION YOU CAN ONLY PLAY AT LEVEL 1).
TO ENTER A MOVE:
MODE 1:
JUST USE YOUR KEYBOARD AND PRESS THE NUMBER FOR THE DESIRED "PIECE" (1, 2, OR
3), THEN TYPE IN THE ROW AND COL POSITIONS (1..8, 1..8) OF THE DESIRED "TO"
SQUARE.
OR USE YOUR MOUSE TO POINT AND CLICK THE "ONSCREEN KEYPAD", THEN POINT TO
THE DESIRED "TO" SQUARE ON THE BOARD AND CLICK AGAIN.
YOU CAN ALSO USE YOUR MOUSE TO POINT AND CLICK THE FIRST, SECOND, OR THIRD
COLUMNS OF "ROW 0" OR "ROW 9" (RIGHT ABOVE AND BELOW ROWS 1, 8), AND THAT
"PIECE" (1, 2, OR 3) IS WHAT WILL BE PLAYED TO THE DESIRED GAME GRID SQUARE,
WHICH YOU THEN POINT TO AND CLICK.
MODE 2:
JUST USE YOUR KEYBOARD AND PRESS THE KEY FOR THE DESIRED "PIECE" (0, 1, 2,
+, *, /, ETC.), THEN TYPE IN THE ROW AND COL POSITIONS (1..8, 1..8) OF THE
DESIRED "TO" SQUARE.
OR USE YOUR MOUSE TO POINT AND CLICK THE DESIRED GAME "PIECE" ON THE "ONSCREEN
KEYPAD", THEN POINT TO THE DESIRED "TO" SQUARE ON THE BOARD AND CLICK AGAIN.
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.
QUICK DRAW:
WHILE THE PC IS THINKING, YOU CAN HIT THE "!" KEY TO CAUSE IT TO QUIT
IMMEDIATELY AND DECLARE A DRAW.
PLAYERS:
THE COMPUTER CAN PLAY 1 OR BOTH SIDES, AND THE KEYBOARD THE REST. USE FUNCTION
KEYS F3 AND F4 TO TOGGLE WHO PLAYS WHITE AND BLACK. THE GAME DEFAULT IS FOR
WHITE TO BE PLAYED BY THE KEYBOARD, BLACK BY THE COMPUTER.
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 WHITE (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: >TOMMATH 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