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TRASH!.DOC
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1992-06-17
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TOMMY'S TRASH! (C) COPYRIGHT 1989 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #89-127-1A
INSTRUCTIONS:
THIS PROGRAM PLAYS A FUN DICE GAME A.K.A. ZILCH. THE GAME IS PLAYED WITH 6
DICE AND THE OBJECT IS TO OUTSCORE EVERYBODY ELSE WITH A COMBINATION OF LUCK
AND SKILL.
PLAYERS:
FROM 1 TO 9 PLAYERS MAY PLAY, ONE OF WHICH MAY BE THE COMPUTER. THERE IS
ALSO AN OPTIONAL UNIQUE 2-PLAYER MODE CALLED TOMMY'S MUTANT TRASH, YOU
AGAINST THE COMPUTER WITH SPECIAL RULES THAT PERMIT MORE STRATEGY. IF YOU
SWITCH INTO DEMO MODE (BY HITTING FUNCTION KEY F2) THE COMPUTER WILL PLAY FOR
ALL HANDS WHILE YOU WATCH.
GAME TYPES:
YOU CAN PLAY FOR 5000, 10000, OR 15000 POINTS.
COUNTERS:
DEPENDING ON THE GAME TYPE, VARIOUS DICE CONFIGURATIONS COUNT AS FOLLOWS
(THESE DICE CONFIGURATIONS ARE CALLED COUNTERS, AND FAILURE TO ROLL AT LEAST
ONE OF THEM ON ANY TURN IS CALLED "THROWING TRASH"):
DICE CONFIG. POINTS
------------ ------
FOR TRASH 5000, 10000, AND 15000:
A FIVE (SINGLET) 50
A ONE (SINGLET) 100
TRIPLETS (3 ONES...3 SIXES) 100*DIE VALUE, EXCEPT 1000 FOR 3 ONES
1-2-3-4-5-6 (STRAIGHT) 1500
FOR TRASH 10000 AND TRASH 15000:
ANY 3 PAIRS 2000
ANY 2 TRIPLETS 3000
FOR TRASH 15000 ONLY:
ANY 4 OF A KIND 4000
ANY 5 OF A KIND 5000
ANY 6 OF A KIND 6000
STARTING THE GAME:
THE COMPUTER PICKS THE STARTING PLAYER AT RANDOM. THE TURN THEN ROTATES
CLOCKWISE AMONG THE PLAYERS.
BOARD SCORE VS. TURN SCORE:
THE BOARD SCORE IS THE GAME SCORE, WHICH STARTS AT ZERO FOR ALL PLAYERS.
THE TURN SCORE IS BUILT UP DURING A TURN, BUT CAN GO TO ZERO IF TRASH IS
THROWN. WHEN THE TURN ENDS, THE TURN SCORE IS ADDED INTO THE BOARD SCORE
FOR THAT PLAYER.
THE PLAY:
A TURN IS STARTED BY ROLLING ALL 6 DICE. IF TRASH IS THROWN, THE TURN GOES
TO THE NEXT PLAYER CLOCKWISE. IF AT LEAST ONE COUNTER IS THROWN, THE PLAYER
SELECTS WHICH COUNTER OR COUNTERS TO SCORE, ADDS THEIR POINTS INTO HIS SCORE
FOR THE TURN, THEN FREEZES THE DICE INVOLVED. IF THE TURN SCORE IS AT LEAST
A MINIMUM (SEE BELOW), HE MAY THEN STOP, ADDING HIS TURN SCORE INTO HIS BOARD
(GAME) SCORE, AND PASSING THE TURN TO THE NEXT PLAYER CLOCKWISE, ELSE HE MAY
ROLL THE REMAINING UNFROZEN DICE ONLY, REPEATING THE PROCESS. IF AT ANY TIME
HE THROWS TRASH WITH THE UNFROZEN DICE, HE LOSES ALL HIS ACCUMULATED POINTS
FOR THE TURN AND PASSES THE DICE TO THE NEXT PLAYER CLOCKWISE. THUS, THE
OBJECT OF THE GAME IS TO BE LUCKY AS WELL AS TO KNOW WHEN TO QUIT.
TURNING THE CORNER:
IF ALL THE DICE ARE FROZEN, THIS UNFREEZES ALL 6 DICE FOR THE NEXT ROLL,
*WHICH MUST BE TAKEN*,
THE TURN SCORE BEING PRESERVED, AND TRASH STILL ZAPPING THE TURN SCORE IF
ROLLED LATER.
MINIMUM TURN SCORES:
TO STOP A TURN BEFORE THROWING TRASH, IT MAKES A DIFFERENCE WHETHER THE PLAYER
HAS GOTTEN ON BOARD YET, THAT IS, WHETHER HIS BOARD SCORE IS NONZERO YET.
A PLAYER MUST HAVE AT LEAST 500 TURN POINTS TO START HIS GAME SCORE (GET ON
BOARD), BUT ONLY 350 TURN POINTS TO ADD TO A NONZERO BOARD SCORE.
WINNERS:
ONCE ANY PLAYER REACHES THE GAME SCORE (5000, 10000, 15000), ONE MORE ROUND
OF TURNS IS PLAYED TO GIVE THE OTHERS A CHANCE TO TOP HIM. THE WINNER IS THE
PLAYER WITH HIGHEST FINAL SCORE, THE RUNNER-UP IS THE PLAYER WITH 2ND HIGHEST
SCORE, AND SO ON. IN CASE OF A TIE FOR FIRST, THE TIED PLAYERS IN TURN EACH
GET ONE MORE TURN (AND SO ON AS NECESSARY TO BREAK THE TIE).
MATCH SCORES:
A MATCH IS ONE OR MORE GAMES. THE MATCH SCORE IS 11 MINUS THE FINAL RANK
FOR EACH GAME, HENCE IF YOU WIN A GAME YOU GET 10 MATCH POINTS, IF YOU COME
IN SECOND YOU GET 9 POINTS, AND SO ON. HOWEVER, IF YOUR FINAL BOARD SCORE
IS ZERO OR LESS, AND YOU AREN'T IN ROTARY CLUB MODE, YOU DON'T GET ANY MATCH
POINTS. NOTE THAT IF 2 OR MORE PLAYERS TIE FOR A RANK (E.G. THIRD), THEY
EACH GET THE SAME MATCH SCORE (E.G. 7). THERE ARE NO SET NUMBER OF GAMES PER
MATCH, YOU JUST KEEP PLAYING TILL YOU ALL GET TIRED.
PYRAMIDING OPTION:
IN THIS OPTION YOU CAN COMPOSE COUNTERS OF BOTH FROZEN AND UNFROZEN DICE,
PROVIDED YOU USE AT LEAST ONE UNFROZEN DIE.
FOR EXAMPLE, IF YOU HAVE FROZEN A FIVE, THEN ROLL TWO MORE FIVES, YOU CAN
COUNT THEM TOGETHER AS A TRIPLET OF FIVES FOR 500 POINTS.
CHALLENGING OPTION:
IN THIS OPTION A PLAYER CAN ANNOUNCE HE IS CHALLENGING ANOTHER PLAYER, NAMING
WHICH ONE AS HE STARTS HIS TURN. FOR THAT TURN ONLY, HE THEN ADDS HIS FINAL
TURN SCORE INTO HIS GAME SCORE AND SUBTRACTS HIS FINAL TURN SCORE FROM THE
CHALLENGED PLAYER'S SCORE. HOWEVER, IF HE ROLLS TRASH, HE IS PENALIZED. THE
CATCH IS THAT ONLY 2 CHALLENGES ARE PERMITTED PER GAME BY EACH PLAYER, THE
FIRST BEFORE THE BOARD SCORE REACHES GAME POINT (5000, 10000, OR 15000), THE
SECOND AFTER IT REACHES GAME POINT. UPON THROWING TRASH, THE PENALTY IS
ONE-TENTH THE GAME SCORE (500, 1000, 15000 POINTS) FOR A FIRST CHALLENGE AND
FOUR-TENTHS OF THE GAME SCORE (2000, 4000, 6000 POINTS) FOR A SECOND
CHALLENGE. THUS, THE SECOND CHALLENGE CAN ONLY BE USED DURING THE FINAL
CATCH-UP ROUND AND ONLY IF YOU MADE THE GAME SCORE OR GREATER ALREADY, HENCE
IT PROVIDES FOR A KIND OF BATTLE OF THE TITANS (OR, TO BE MORE HIP, YOU CAN
CALL IT THE TEENAGE MUTANT NINJA TURTLE TRASH CHALLENGE).
SURPASSING OPTION:
IN THIS OPTION, TO ADD YOUR TURN POINTS TO YOUR BOARD SCORE YOU MUST TOP THE
PREVIOUS PLAYER'S TURN SCORE AS WELL AS THE TURN MINIMUM SCORE.
TOMMY'S MUTANT TRASH FOR TWO:
IN THIS SPECIAL TWO-PLAYER MODE A SECOND DICE ROW IS USED FOR A PLAY AREA
WHERE YOU "PLAY" OR DISCARD DICE. THE GAME WORKS AS FOLLOWS:
AFTER YOUR TURN, IF YOU DIDN'T TRASH OUT YOU MUST SELECT ONE OF YOUR FROZEN
DICE AND PLAY IT INTO THE PLAY AREA, WHERE THE COLLECTION OF DICE THERE
SCORES FOR THE OTHER PLAYER. MORE PRECISELY, ONLY THE LAST 6 DICE PLAYED
ARE USED AND THE COMPUTER AUTOMATICALLY PICKS THE HIGHEST SCORING COUNTER TO
SCORE, SCORING ONLY 1 COUNTER PER TURN.
FOR EXAMPLE, IF YOU ARE PLAYING AGAINST THE COMPUTER AND THE PLAY AREA IS
EMPTY AND YOU PLAY A 5-DIE, THE COMPUTER SCORES 50 POINTS FOR IT; IF THE
COMPUTER THEN PLAYS A 5-DIE, YOU GET 100 POINTS, 50 FOR EACH OF THE TWO DICE.
IF YOU THEN PLAY ANOTHER 5-DIE, THE COMPUTER GETS 500 POINTS FOR A TRIPLET OF
FIVES. 6 PLAYS LATER ALL 3 FIVES WOULD BE CYCLED OUT OF THE PLAY AREA
COMPLETELY. THUS YOU HAVE TO CHOOSE YOUR DISCARD DIE CAREFULLY AND USE
STRATEGY TO WIN.
ROTARY CLUB MODE:
FOR OPTIMISTS, WE INCLUDE THE ROTARY CLUB MODE. THIS AWARDS THE WIN TO THE
LOWEST SCORE, NOT THE HIGHEST. THUS, YOU WILL ATTEMPT TO ROLL TRASH ON EVERY
TURN, BEING STUCK WITH A SCORE IF YOU ARE SO LUCKY AS TO NEVER ROLL TRASH
BEFORE TURNING THE CORNER. IF YOU DO TURN THE CORNER, THE WORKING TURN SCORE
AT THAT POINT IS ADDED TO YOUR GAME SCORE WHETHER OR NOT YOU LATER ROLL TRASH
(I.E., SCORES ARE PEGGED AUTOMATICALLY WHEN YOU TURN THE CORNER).
NOTE THAT THE CHALLENGING OPTION WORKS THE SAME AS BEFORE, BECAUSE IF YOU
THROW TRASH THEN THE 'PENALTY' REALLY HELPS YOUR SCORE. AND IN TOMMY'S
MUTANT TWO-PLAYER TRASH, YOU TRY TO DISCARD THE DIE THAT WILL GIVE THE OTHER
PLAYER THE HIGHEST, NOT LOWEST SCORING COUNTER; NOTE THAT IF YOU TURN THE
CORNER THEN TRASH OUT, YOU DON'T HAVE TO PLAY A DIE TO THE PLAY AREA.
CHANGING GAME PARAMETERS:
AT PROGRAM STARTUP YOU CAN CHANGE THE FOLLOWING GAME PARAMETERS:
1. THE GAME POINT (5000...15000)
2. MINIMUM TURN SCORES
3. THE GAME OPTIONS (PYRAMIDING, SURPASSING, CHALLENGING, ROTARY CLUB)
TO RESTART A GAME:
HIT THE ESC KEY WHEN PROMPTED FOR ANY RESPONSE. THE GAME WILL BE RESTARTED
AND NEW GAME OPTIONS CAN BE SELECTED.
-----------------
SPECIAL CONTROLS:
SOUND EFFECTS TOGGLE:
FUNCTION KEY F1 WILL TOGGLE THE SOUND EFFECTS ON AND OFF.
DEMO MODE TOGGLE:
FUNCTION KEY F2 WILL TOGGLE THE DEMO MODE. IN DEMO MODE, THE
COMPUTER TAKES OVER ALL PLAYERS' TURNS.
TO QUIT:
FUNCTION KEY F7, OR THE ESC KEY, WILL EXIT THE GAME.
TO CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY):
HIT FUNCTION KEY F10.
ARROW KEYS:
THE 4 ARROW KEYS ON THE NUMERIC KEY PAD CONTROL THE FOLLOWING FUNCTIONS:
SPEED CONTROL: THE UP AND DOWN ARROWS CONTROL THE GAME SPEED. THE DELAY
PAD, IN SECONDS, IS SHOWN AT THE BOTTOM RIGHT OF THE SCREEN.
PITCH CONTROL: THE LEFT ARROW LOWERS, AND THE RIGHT ARROW INCREASES, THE
PITCH OF THE SOUND MADE BY THE DICE BEING ROLLED.
TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
TO SKIP THE STARTUP SHOW: HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN
RUNNING THE PROGRAM FROM DOS.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
* SKIP STARTUP SHOW
EXAMPLE: >TRASH! 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 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
(U.S. DOLLARS ONLY). PLEASE SPECIFY 5.25 INCH OR 3.5 INCH DISKETTE.
AND, IF YOU ENJOY DICE GAMES, TRY THE FOLLOWING:
CAT# NAME
---- ----
039 TOMMY'S YAHTZEE. FOR 1-8 PLAYERS, ONE OF WHICH MAY BE THE
COMPUTER ITSELF. EXCLUSIVE ALIEN ALGORITHM IS HARD TO BEAT.
ALSO PLAYS CRAG AND YACHT.
049 TOMMY'S DICE. A PARADISE OF 10 DICE GAMES: CRAPS, DICE 21,
LIAR DICE, BARBUDI, POKER DICE, CHUCK-A-LUCK, 4-5-6, AND MORE.
JUST $6 EACH POSTPAID IN U.S.A. (FOREIGN ADD $1). U.S. DOLLARS ONLY. PLEASE
SPECIFY 5.25 INCH OR 3.5 INCH DISKETTES.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
ENJOY!