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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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DUMBCHE.DOC
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1996-06-09
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TOMMY'S DUMB AND DUMBER CHESS! <TM> (C) COPYRIGHT 1995-6 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #TM-160-1A
INSTRUCTIONS:
***TO EXIT, HIT FUNCTION KEY F1, THEN THE Y KEY.
***TO DISPLAY THESE INSTRUCTIONS FROM THE PROGRAM, HIT FUNCTION KEY F5.
TRADITIONAL 8 X 8 CHESS IS TOO HARD, IT'S FOR NERDS? THEN TRY DUMB CHESS <TM>
INSTEAD! PLAYED ON A 5 X 5 THROUGH 6 X 8 (ROW X COL.) BOARD (YOUR CHOICE),
IT'S EASIER TO LEARN, AND GAMES DON'T TAKE SO LONG.
(NOTE: UNREGISTERED SHAREWARE USERS CAN ONLY GO TO 6 X 5).
DUMBER CHESS MODE:
AND WHEN YOU'RE READY, TRY TOMMY'S DUMBER CHESS <TM>, DUMB CHESS WHERE THE
RULES CHANGE FROM GAME TO GAME! THERE ARE SEVERAL NEW TYPES OF PIECES
WITH THEIR OWN RULES OF MOVEMENT AND CAPTURE, AND WHY NOT? YOU CAN ONLY
HAVE AT MOST ONE OF EACH TYPE OF PIECE AT THE START OF EACH GAME! DUMB AND
DUMBER (HA HA)!
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).
HOW THE GAME WORKS:
PLAYERS AGREE ON THE NUMBER OF ROWS (R) AND COLS (C) TO THE BOARD.
EACH PLAYER STARTS OUT WITH AN ARMY OF 2C PIECES: C PAWNS, 1 KING, AND C-1
OTHERS.
IN REGULAR DUMB CHESS, THE C-1 PIECES ARE ALWAYS A COMBINATION OF KNIGHT,
BISHOP, ROOK, AND QUEEN.
IN DUMBER CHESS THE COMPUTER RANDOMLY SELECTS C-1 PIECES FROM THE LIST BELOW,
AND EACH PLAYER GETS THE SAME. THERE WILL NEVER BE MORE THAN 1 PIECE OF A GIVEN
TYPE SELECTED. THE BACK ROW PIECES ON EACH SIDE ARE THEN SHUFFLED RANDOMLY
TO MAKE IT EVEN DUMBER! (SHUFFLING IS OPTIONAL IN DUMB CHESS, MANDATORY IN
DUMBER CHESS; SHUFFLING IS PROHIBITED IF YOU SELECT CASTLING).
THE GAME ENDS WHEN THE PLAYERS AGREE TO A DRAW, ONE PLAYER FORFEITS THE GAME,
OR WHEN ONE PLAYER LOSES HIS KING (LOSING THE GAME).
HOME ROW:
EACH PLAYER'S HOME ROW IS THE ROW CLOSEST TO HIM, WHERE THE KING AND HIS C-1
COMPUTER-SELECTED PIECES START OUT. THE C PAWNS ARE ALWAYS STARTED OUT IN
THE NEXT ROW. MOVING TOWARDS THE ENEMY'S HOME ROW IS CALLED MOVING FORWARD.
RULES:
WHITE HAS THE FIRST MOVE. PROGRAM DEFAULT IS FOR KEYBOARD TO PLAY WHITE,
COMPUTER BLACK -- USE FUNCTION KEYS F3 AND F4 TO CHANGE.
ON EACH PLAYER'S TURN HE MUST MOVE, RESIGN, OR OFFER A DRAW TO THE OPPONENT.
CAPTURES:
ONLY ONE GAME PIECE IS PERMITTED ON A BOARD SQUARE AT A TIME. A PLAYER MAY
THEREFORE NOT LAND ON A SQUARE OCCUPIED BY HIS OWN PIECE, BUT HE MAY LAND ON
A PIECE OCCUPIED BY THE OPPONENT'S PIECE, THEREBY CAPTURING IT AND TAKING IT
OFF THE BOARD AND OUT OF PLAY.
CHECK AND CHECKMATE:
WHEN A PLAYER'S KING IS THREATENED WITH CAPTURE, HE IS SAID TO BE IN CHECK.
HE MUST GET THE KING OUT OF DANGER IMMEDIATELY OR HE IS CHECKMATED. UNLIKE
IN STANDARD 8 X 8 CHESS, IF A PLAYER MAKES A DUMB MOVE INTO CHECK, OR MISSES
A MOVE OUT OF CHECK, HE GETS CHECKMATED.
FIXED PIECES:
THE PAWNS AND KING ARE THERE IN EVERY GAME. HERE ARE THEIR RULES:
PAWN CAN ONLY MOVE FORWARDS (TOWARDS ENEMY SIDE OF BOARD), AND ONLY
ONE SQUARE AT A TIME, UP/DOWN (NEVER LEFT/RIGHT). HOWEVER, IF
THERE IS AN ENEMY PIECE KATTY-KORNER AND IN FRONT OF IT, ON THE
NEXT SQUARE, IT CAN MOVE TO THAT SQUARE AND CAPTURE THAT PIECE.
PROMOTION: IF A PAWN EVER REACHES THE ENEMY'S HOME ROW, IT IS
IMMEDIATELY PROMOTED TO ANY PIECE YOU LIKE OUT OF THE C-1 THAT
THE GAME STARTED WITH (NOT A PAWN OR KING).
KING CAN MOVE ONE SQUARE AT A TIME IN ANY DIRECTION, AND CAPTURES
WHATEVER PIECE IT LANDS ON. WHEN IT IS ITSELF TAKEN, THE GAME
ENDS AND THE PLAYER LOSING THE KING LOSES THE GAME.
VARIABLE PIECES:
THE POSSIBLE PIECES THE COMPUTER CAN CHOOSE AND THEIR RULES ARE:
KNIGHT CAN HOP 2 SQUARES UP/DOWN OR LEFT/RIGHT, THEN 1 MORE SQUARE AT
RIGHT ANGLES TO THAT. IT CAPTURES WHATEVER IT LANDS ON AT THE
END.
BISHOP CAN MOVE UP TO 8 SQUARES DIAGONALLY IN A STRAIGHT LINE, BUT ONLY
AS LONG AS THE ROAD IS CLEAR. IF IT ENCOUNTERS ANOTHER PIECE
ON THE ROAD IT CAPTURES IT AND COMES TO A REST.
ROOK SAME AS A BISHOP ONLY IT MOVES ONLY UP/DOWN OR LEFT/RIGHT, NEVER
DIAGONALLY.
QUEEN SAME AS A BISHOP AND A ROOK PUT TOGETHER: CAN MOVE IN ANY STRAIGHT
LINE, UP/DOWN, LEFT/RIGHT, OR DIAGONALLY.
EARL HOPS 2 SQUARES IN ANY STRAIGHT DIRECTION (UP/DOWN, LEFT/RIGHT,
DIAGONALLY). CAPTURES WHAT IT LANDS ON.
WIZARD CAN MOVE LIKE A KING, BUT CAN'T CAPTURE ANYTHING! SO IT CAN ONLY
MOVE TO AN EMPTY SQUARE. BUT, IT HAS THE POWER OF FREEZING ALL
ENEMY PIECES IT TOUCHES SO THAT THEY CAN'T MOVE!
JOKER CAN HOP TO ANY EMPTY SQUARE ON THE BOARD, BUT CAN'T CAPTURE
ANYTHING AND HAS NO POWERS OF FREEZING LIKE A WIZARD. IT WILL
BLOCK A PAWN OR PLAY INTERFERENCE FOR THE KING FOR INSTANCE.
ARCHER CAN MOVE 1 SQUARE FORWARD WHEN THE SQUARE IS EMPTY, LIKE A PAWN.
CAN HOP 2 SQUARES FORWARD IF THERE IS AN ENEMY PIECE IT CAN
CAPTURE ON THAT SQUARE. IF IT REACHES THE ENEMY'S HOME ROW IT IS
PROMOTED TO A QUEEN.
DUKE MOVES AND CAPTURES LIKE A KNIGHT COMBINED WITH A QUEEN.
MOTHER AND ONE MEAN ONE TOO! SHE CAN HOP TO ANY EMPTY SQUARE OF THE
BOARD (CAN'T CAPTURE ON THAT TURN), OR MOVE AND CAPTURE LIKE A
QUEEN (APOLOGIES TO THE QUEENS OF MARS).
CASTLING:
WHAT'S THAT? (HA HA) OK, IN DUMB (NOT DUMBER) CHESS, YOU CAN SPECIFY AT THE
START OF THE GAME WHETHER YOU WANT CASTLING TO BE PERMITTED. IF YOU SELECT
YES, AND YOUR BOARD WIDTH IS 5 COLUMNS, THEN YOU ARE ASKED WHETHER YOU WANT
THE ROOK SET UP ON THE QUEEN'S OR KING'S SIDE. DURING THE GAME, WHENEVER THE
KING AND ROOK ARE IN THEIR INITIAL POSITIONS ON THE BOARD, AND ALL THE SQUARES
BETWEEN THEM ARE EMPTY, THEY MAY FLIP THEIR POSITIONS AS FOLLOWS:
KING SIDE QUEEN SIDE
--------- ----------
1K34R -> 12RK5 R234K -> 1KR45
YOU MAY DO THIS MORE THAN ONCE DURING A GAME TOO (AFTER YOU MOVE THE PIECES
BACK TO THEIR INTIAL POSITIONS THE HARD WAY - HA HA).
THE CATCH: YOU CANNOT CASTLE WHEN YOUR KING IS IN CHECK (BUT YOU MAY CASTLE
THROUGH A POSITION THAT WOULD PUT IT IN CHECK).
FOR BOARD WIDTHS GREATER THAN 5 COLS. THERE ARE ALWAYS 2 ROOKS SO YOU CAN
CASTLE EITHER WAY: THE KING HOPS 2 COLS. THEN THE ROOK MOVES INTO THE
SPACE HOPPED OVER BY THE KING.
NOTE: WHEN SPECIFYING THE MOVE TO THE COMPUTER, JUST MOVE THE KING ONTO THE
ROOK'S SQUARE, NOT THE SQUARE THE KING WILL END UP ON; THE COMPUTER WILL KNOW
THAT YOU ARE CASTLING.
TO ENTER A MOVE:
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). OR USE YOUR MOUSE AND
POINT AND CLICK. 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.
WHEN USING THE MOUSE, IF YOU CLICK A "FROM" PIECE AND CHANGE YOUR MIND BEFORE
CLICKING A "TO" PIECE, JUST CLICK THE "FROM" PIECE AGAIN TO START OVER.
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.
PROMOTION:
WHEN YOUR PAWN/ARCHER REACHES THE OPPONENT'S HOME ROW, YOU ARE ASKED WHAT
PIECE YOU WISH TO PROMOTE IT TO, E.G., Q=1,2=N,3=B. JUST TYPE 1 FOR QUEEN,
2 FOR KNIGHT, 3 FOR BISHOP, ETC. OR, POINT YOUR MOUSE CURSOR TO THE "1",
"2", OR "3" IN THE QUESTION AND CLICK.
EN PASSANT:
WHEN EN PASSANT MODE IS ENABLED, A PAWN IN ITS STARTING POSITION CAN HOP 2
SQUARES FORWARD INSTEAD OF 1. IF AN ENEMY PAWN WAS IN A POSITION TO TAKE
THE PAWN IN THE SQUARE SKIPPED OVER, THEN ON THE NEXT TURN ONLY HE MAY DO SO
NULLIFYING THE DOUBLE HOP AND TREATING IT AS IF A SINGLE HOP HAD BEEN MADE.
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. THE COMPUTER OFFERS DRAWS ONLY IF ALLOWED TO BY THE USER.
QUICK DRAW:
WHEN PROMPTED FOR A MOVE FROM THE KBD, OR WHILE THE PC IS THINKING, YOU CAN HIT
THE "!" KEY TO CAUSE THE GAME TO IMMEDIATELY END AND BE DECLARED 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: >DUMBCHE 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!