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- 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
-
- ----------------------
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- 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!
-
-