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1992-06-18
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TOMMY'S JAVA (C) COPYRIGHT 1990 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #89-121-1A
INSTRUCTIONS:
THIS FUN BOARD GAME, A.K.A. AGGRAVATION, IS A WHIRLING RACE OVER A PROPELLER-
SHAPED TRACK. THE CATCH IS THAT, IF SOMEBODY LANDS ON YOUR GAME PIECE, YOU
HAVE TO RETURN IT TO THE START POSITION... SINCE THIS REMINDS TOMMY OF
COFFEE BEANS PERCOLATING IN A POT, HE NAMED THE GAME JAVA!
PLAYERS:
THE GAME MAY BE PLAYED BY 2, 4, OR 6 PLAYERS IN 2 TEAMS. THE COMPUTER MAY BE
A PLAYER. IN THE HOT KEY DEMO MODE, WHICH YOU CAN ENTER ANYTIME BY HITTING
FUNCTION KEY F2, THE COMPUTER TAKES OVER AND PLAYS ALL POSITIONS WHILE YOU
WATCH (HIT F2 AGAIN TO REGAIN PLAYER CONTROL).
THE BOARD:
RUN THE PROGRAM TO SEE THE BOARD LAYOUT. THE MAIN TRACK IS PROPELLER-SHAPED
AND HAS 84 HOLES; HOLE NUMBER 1 IS AT THE TOP AT THE BOTTOM OF THE V.
THE MAIN TRACK DOES NOT CONTAIN THE TINES OF THE 6 FORKS; THESE ARE KNOWN AS
HOME ROWS AND WILL BE EXPLAINED LATER.
IN ADDITION THERE ARE 6 DIFFERENT HOME BASES (START POSITIONS), ONE FOR EACH
POTENTIAL PLAYER, EACH A DIFFERENT COLOR.
NOTE: IN MONO DISPLAY MODE, THE HOME BASES HAVE DIFFERENT IDENTIFYING SYMBOLS
RATHER THAN COLORS.
SEATING:
FOR THE 2 PLAYER GAME, THERE IS NO RESTRICTION.
FOR THE 4 PLAYER GAME, PARTNERS MUST SIT OPPOSITE EACH OTHER.
FOR THE 6 PLAYER GAME, TEAM MEMBERS ARE SEATED ALTERNATELY AROUND THE BOARD.
THE COMPUTER CHOOSES PLAYER COLORS AND SEATING POSITIONS RANDOMLY.
DIFFICULTY LEVELS:
EACH PLAYER STARTS OUT WITH 1 TO 9 GAME PIECES (MARKERS): THE EXACT NUMBER IS
USER-SETTABLE (DIFFICULTY LEVEL N MEANS N GAME PIECES, N=1..9). THE STARTING
PLAYER IS CHOSEN RANDOMLY BY THE COMPUTER.
THE SPINNER:
IT IS CUSTOMARY TO USE A 6-POSITION SPINNER INSTEAD OF A 6-SIDED DIE IN THIS
GAME TO DETERMINE THE NUMBER OF HOLES TO MOVE THE PIECES ON EACH TURN. THIS
IS TO PRESERVE THE PROPELLER THEME, AS WELL AS TO SAVE THE ELEPHANTS IN
AFRICA.
THE PLAY:
THE INITIAL SPINNER (WHO GOES FIRST) IS CHOSEN RANDOMLY BY THE COMPUTER.
ON EACH TURN THE SPINNER IS FIRST SPUN AUTOMATICALLY BY THE COMPUTER.
A PLAYER MAY NOT "PASS" IF THERE IS A VALID MOVE AVAILABLE.
*NOTE*
WHEN IT IS YOUR TURN TO PLAY, IF YOU HAVE NO MOVE, OR ONLY 1 POSSIBLE LEGAL
MOVE, THE COMPUTER AUTOMATICALLY MAKES IT FOR YOU. IF YOU HAVE 2 OR MORE
CHOICES, THE COMPUTER ALTERNATELY FLASHES THEM ON THE BOARD AND YOU SIMPLY
HIT THE <ENTER> KEY WHEN THE MOVE YOU WANT IS FLASHING; TO CAUSE THE COMPUTER
TO IMMEDIATELY SEQUENCE TO THE NEXT ALTERNATE MOVE, HIT THE SPACE BAR, ELSE
THE COMPUTER SEQUENCES THEM EVERY 3 SECONDS.
STARTING A PIECE OUT OF HOME BASE VS. MOVING A STARTED PIECE:
TO MOVE A PIECE OUT OF HOME BASE INTO THE STARTING POSITION, A 1 OR 6 MUST BE
SPUN. AFTER THE PIECE IS "STARTED", IT MAY BE MOVED, BEGINNING ON THE NEXT
TURN, A NUMBER OF HOLES EQUAL TO THE SPINNER VALUE; ALL MOVEMENT IS CLOCKWISE
AROUND THE BOARD. WHEN A PLAYER HAS SOME PIECES STARTED AND SOME STILL IN
HOME BASE, HE CAN CHOOSE WHICH PIECE TO MOVE, BUT ONLY ONE PIECE CAN BE MOVED
ON ANY TURN.
FOR THE CHEATERS OUT THERE:
TOMMY HAS RELENTED A WEE BIT AND PERMITTED YOU TO PASS, IF YOU HAVE 2 OR MORE
VALID MOVES AVAILABLE, BY HITTING THE ESC KEY RATHER THAN THE <ENTER> KEY.
HOWEVER, IF YOU DO THIS, YOUR CONSCIENCE WILL EAT AT YOU UNTIL YOUR BRAINS
START SPINNING 'ROUND LIKE A PROPELLER ON A BEANIE. (THE COMPUTER WHEN
PLAYING WILL NOT HIT THE ESC KEY AND CHEAT, HOWEVER.)
EXTRA SPINS:
WHEN A 6 IS SPUN, THE PLAYER GETS AN EXTRA SPIN, AND SO ON UNTIL A 6 IS NO
LONGER SPUN.
HOME SAFE:
FOR EACH PLAYER THERE IS A HOME SAFE OR GOAL ROW CONSISTING OF 4 HOLES, WHICH
THE PLAYER TRIES TO MOVE HIS PIECES INTO. FOR HOME SAFE ROW ONLY, A PLAYER
MAY JUMP OVER HIS OWN PIECES, BUT ONCE LANDED IN A HOME SAFE HOLE, THE PIECE
CANNOT BE MOVED AGAIN. ONCE ALL A PLAYER'S PIECES ARE NESTLED IN DIFFERENT
HOME SAFE HOLES, THE PLAYER IS DONE. IF THERE ARE ONLY 2 PLAYERS, THE FIRST
TO BE HOME SAFE WITH ALL PIECES WINS, AND IF THERE ARE 4 OR 6 PLAYERS, ALL THE
PLAYERS OF A TEAM MUST BE HOME SAFE WITH ALL PIECES FOR THE TEAM TO WIN.
NOTE THAT YOU NEED AN EXACT SPIN TO LAND IN AN AVAILABLE HOME SAFE HOLE, AND
ONLY THE PLAYER OF THE APPROPRIATE COLOR CAN LAND IN HIS OWN HOME SAFE HOLES.
IF YOUR SPIN WON'T BRING YOU, AT THE END OF THE MOVE, INTO A HOME SAFE HOLE,
AND YOU CAN'T MOVE ANY OTHER PIECE, YOU LOSE THAT TURN.
ALSO, FOR DIFFICULTY LEVELS LESS THAN 4, YOU CAN LAND IN ANY OF THE 4 HOME
SAFE HOLES WITH YOUR PIECES TO BE FINISHED, BUT ONCE YOU LAND IN A HOME SAFE
HOLE, YOU CANNOT MOVE THE PIECE AGAIN. FOR DIFFICULTY LEVELS GREATER THAN 4,
ONCE ALL 4 HOME SAFE HOLES ARE FILLED THE COMPUTER RANDOMLY PICKS A PIECE AND
REMOVES IT FROM THE BOARD TO FREE A HOLE UP.
PERCOLATION:
A PLAYER CANNOT JUMP OVER OR LAND ON HIS OWN PIECE, BUT HE CAN JUMP OVER OR
LAND ON ANYBODY ELSE'S (INCLUDING THOSE OF HIS PARTNERS IF ANY). IF HE LANDS
ON IT (AT THE END OF THE MOVE), THAT PIECE IS THEN "PERCOLATED" BACK TO ITS
HOME BASE. PIECES CANNOT BE PERCOLATED IF THEY ARE ON THEIR HOME BASE OR
HOME SAFE POSITIONS.
SHORTCUTS:
THE 6 CORNER SHORTCUT HOLES WORK LIKE THIS: IF A PLAYER LANDS EXACTLY IN ONE
OF THEM AT THE END OF HIS MOVE, THEN ON THE NEXT TURN HE CAN MOVE HIS PIECE
AROUND THE SHORTCUT HOLES INSTEAD OF CONTINUING AROUND THE PROPELLER-SHAPED
TRACK. THIS IS OPTIONAL, HOWEVER, AND A PLAYER MIGHT FORGO TAKING A
SHORTCUT IF HE IS IN DANGER OF BEING PERCOLATED.
ONE EXCEPTION: IF A PLAYER
REACHES THE SHORTCUT HOLE IN FRONT OF THE TRACK LEADING TO HIS HOME SAFE ROW,
HE CAN CONTINUE TO MOVE DOWN THE ROW TO HOME SAFE ON THE SAME TURN.
NOTE THAT ONE CAN JUMP OR PERCOLATE IN THE SHORTCUT TRACK JUST LIKE THE MAIN
TRACK. ALSO THAT ONE CAN GO ALL AROUND THE SHORTCUT TRACK AND END UP BACK
WHERE ONE STARTED ON A SPIN OF 6.
TO MAKE THE GAME MORE KINKY TOMMY ALLOWS YOU TO "BAIL OUT" OF THE SHORTCUT
TRACK ON A MOVE, FOR EXAMPLE, GOING AROUND 3 SHORTCUT HOLES AND THEN 2 MORE
HOLES DOWN THE MAIN TRACK ON A ROLL OF 5, WHETHER OR NOT YOU ARE AT THE MAIN
TRACK LEADING TO YOUR HOME ROW.
SUPER SHORTCUT:
THE HOLE IN THE CENTER OF THE BOARD IS THE SUPER SHORTCUT. IT CAN BE LANDED
ON FROM ANY POSITION ON THE MAIN TRACK IF A PLAYER SPINS A VALUE THAT PUTS HIM
EXACTLY THERE AT THE END OF THE MOVE (IF YOU ARE ALREADY ON THE SHORTCUT TRACK,
YOU MUST SPIN A ONE TO LAND ON THE SUPER SHORTCUT). TO LEAVE THE SUPER
SHORTCUT HOLE, A ONE MUST BE SPUN.
TEAM PLAY:
WHEN A PLAYER HAS GOTTEN ALL HIS PIECES HOME SAFE, HE CONTINUES TO
SPIN WHEN IT IS HIS TURN. IF THERE IS ONLY 1 OTHER PLAYER ON HIS TEAM, THAT
PLAYER GETS TO MOVE HIS PIECES BASED ON THAT SPIN, BUT IF THERE ARE 2 OTHER
PLAYERS, HE HAS TO DECLARE *BEFORE HE SPINS* WHICH OF THEM GETS TO MOVE.
GAME RESTART:
HITTING THE ESC KEY WHILE THE SPINNER IS SPINNING PERMITS YOU TO RESTART A
GAME.
GAME SAVE AND RESTORE:
IS AUTOMATIC. JUST HIT FUNCTION KEY F7 TO EXIT AND WHEN YOU PLAY THE GAME
AGAIN, THE GAME WILL RESUME. IF YOU WANT TO ERASE THE GAME IN PROGRESS AND
START ANOTHER, ERASE THE GAME SAVE FILE "JAVA.TMP".
SPEED AND PITCH CONTROL:
THE 4 ARROW KEYS ON THE NUMERIC CONTROL PAD CONTROL THE GAME SPEED AND BASIC
SOUND EFFECT PITCH: LEFT/RIGHT IS PITCH AND UP/DOWN IS SPEED. THE DELAY
BETWEEN MOVES, IN SECS., IS SHOWN AT THE BOTTOM OF THE SCREEN (0.1 TO 9.9).
MATCH SCORE FILE:
WHEN YOU PLAY IN 2-PLAYER MODE AGAINST THE COMPUTER, THE MATCH HISTORY
(# GAMES WON BY EACH SIDE) IS AUTOMATICALLY MAINTAINED ON A DISK FILE.
TO ERASE THE MATCH SCORES, JUST DELETE FILE JAVA.SCR.
FUNCTION KEYS:
KEY FUNCTION*
--- --------
F1 SOUND EFFECTS ON/OFF TOGGLE
F2 DEMO MODE TOGGLE. IN DEMO MODE THE COMPUTER PLAYS WHILE YOU WATCH.
**NOTE: PRESSING THIS KEY ZEROES THE SCORE!
F5 DISPLAY THESE INSTRUCTIONS
F7 QUIT. NOTE THAT WHEN IN THE MIDDLE OF A GAME, THE PROGRAM WILL WAIT
UNTIL THE CURRENT TURN IS COMPLETE BEFORE QUITTING.
F8 FAST SPINNER MODE TOGGLE. USE THIS KEY IF YOU WANT THE SPINNER TO
WORK FAST.
F9 (COLOR MONITORS ONLY) CHANGE THE COMMON CHARACTER USED TO DEPICT GAME
PIECES (COLORS ARE USED TO DISTINGUISH OWNERSHIP)
F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR
*NOTE THAT FOR TOGGLE-TYPE SWITCHES THE FUNCTION KEY LEGEND DISPLAYS THE MODE
THAT WILL BE ENTERED BY PRESSING THE KEY, WHICH IS THE OPPOSITE OF THE MODE
CURRENTLY IN EFFECT.
TO SKIP THE STARTUP MUSIC: HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN
RUNNING THE PROGRAM FROM DOS, OR USE THE * COMMAND LINE PARAMETER.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
* SKIP THE STARTUP SHOW
EXAMPLE: >JAVA 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, DESIGNED BY ALIENS FROM OUTER SPACE FOR EARTH KIDS OF
ALL AGES. OUR 5.25 INCH (360KB) OR 3.5 INCH (720KB) DEMO DISK, CONTAINING AN
ELECTRONIC CATALOG AND OTHER GOODIES, IS ONLY $2 TO ANY U.S. ADDRESS, $3
OUTSIDE THE U.S. (U.S. DOLLARS ONLY). IF YOU'RE BORED WITH YOUR PC WRITE US
NOW.
AND, IF YOU LIKE BOARD GAMES, TRY:
CAT # TITLE
----- -----
106 TOMMY'S MONOPOLY. THE NEATEST IMPLEMENTATION OF THE CAPITALIST
POWER FANTASY IN THE GALAXY. FOR 2-8 PLAYERS, ONE OF WHICH
MAY BE THE COMPUTER ITSELF. AUTOMATIC GAME SAVE/RESTORE, SHORT
& LONG GAMES, OPTIONAL TIME LIMIT, THIS PROGRAM HAS IT ALL.
075 TOMMY'S BACKGAMMON. PLAYS STANDARD AND DUTCH VARIATIONS, YOU
AGAINST THE COMPUTER OR ANOTHER HUMAN. A REALLY FUN TOY.
045 TOMMY'S OTHELLO. THE 8X8 VERSION OF THE ORIENTAL GAME OF GO.
ALSO KNOWN AS REVERSI, YOU PLAY AGAINST THE COMPUTER OR
ANOTHER HUMAN. SAVE/RESTORE GAMES, BACKSTEP AND UNDO BACKSTEP,
ALSO COMPUTER LOOKAHEAD CAPABILITY.
ANY OF THE ABOVE, $6 EACH POSTPAID IN U.S. (OUTSIDE U.S. ADD $1); OR ALL
3 FOR $15 POSTPAID IN U.S.A. (OUTSIDE U.S. ADD $1). PLEASE SPECIFY 5.25
INCH OR 3.5 INCH DISKETTES.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
HAVE FUN!