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- TELE-PENTE
-
- Copyright 1987 Christopher M. Greiner All Rights Reserved
-
- TELE-PENTE is a two player game based on the popular board game
- PENTE. To play TELE-PENTE it is necessary to have two computers
- connected via modem. All communications are handled by the
- program itself so all that is necessary is a knowledge of your
- specific modem commands for calling and answering.
-
- The complete TELE-PENTE package consists of the following files:
-
- TELEPENT.EXE - The executable game file
- TELEPENT.SC1 - Game support file, required to play game
- TELEPENT.SC2 - Another required support file
- TELEPENT.DOC - This documentation file
-
-
- The Rules Of TELE-PENTE
-
- OBJECTIVE: To get five markers in a row or make five captures
- before your opponent gets five in a row or five captures.
-
- TELE-PENTE is played on a 19x19 board. Players determine who
- goes first. A turn consists of placing one marker on the board.
- The first player places his marker on the center space of the
- playing board. Now, it is the other player's turn. The next
- player procedes to place his marker at any other location on the
- board. Play continues like this, alternating turns, until one of
- the player gets either five markers in a row or has made five
- captures.
- FIVE IN A ROW: To win with five in a row, one player must
- get five of his markers in a line horizontally, vertically, or,
- diagonally. Of course, the strategy is to try and block your
- opponent from getting five in a row while trying to get five in a
- row or five captures.
- CAPTURES: A capture consists of surrounding two of your
- opponents markers with your own markers, whereupon the surrounded
- markers are captured and removed from the game. Captures can be
- made in any direction, horizontally, vertically, or diagonally.
- It is possible to make multiple captures with a single move.
- Examples of captures are shown below.
-
- SINGLE CAPTURE
- Capture
- X's Turn X Moves Complete
- ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
- ∙ X ∙ ∙ ∙ ∙ ∙ X ∙ ∙ ∙ ∙ ∙ X ∙ ∙ ∙ ∙
- ∙ ∙ O ∙ ∙ ∙ ∙ ∙ O ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
- ∙ ∙ ∙ O ∙ ∙ ∙ ∙ ∙ O ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
- ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ X ∙ ∙ ∙ ∙ ∙ X ∙
- ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
-
-
-
-
- DOUBLE CAPTURE
- Captures
- X's Turn X Moves Complete
- ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
- ∙ X O O ∙ ∙ ∙ X O O X ∙ ∙ X ∙ ∙ X ∙
- ∙ ∙ ∙ O ∙ ∙ ∙ ∙ ∙ O ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
- ∙ ∙ O ∙ ∙ ∙ ∙ ∙ O ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
- ∙ X ∙ ∙ ∙ ∙ ∙ X ∙ ∙ ∙ ∙ ∙ X ∙ ∙ ∙ ∙
- ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
-
-
- As you can see, the rules of play are very simple, but the
- strategies for winning can become quite complicated.
-
-
- PLAYING TELE-PENTE
-
- To run TELE-PENTE type "TELEPENT" at the DOS prompt. After
- the title screen loads press any key to continue. Next, you are
- prompted for your communications (serial) port number. Press "1"
- or "2".Input your modem speed "3"=300 baud, "1"=1200 baud, and
- "2"=2400 baud. NOTE: Both players have to set their modem speeds
- to the same value for the game to work properly. Now, one person
- has to call the other player. If you are calling type the modem
- command to dial the other player and press return (If you have a
- Hayes compatible modem the command is "ATDTnumber" where number
- is the other player's phone number). If you are being called type
- your modem pickup command, but do not press return until your
- phone rings (If Hayes compatible, the answer command is "ATA").
- If your modem is not Hayes compatible then refer to the modem
- manual for the proper commands.
- Once the phone is answered you will hear the carrier signals
- on your modem speaker for a few seconds and then the modem
- speaker will then shut off. Once the modem speaker is off the
- connection is complete, and you are prompted to press return. If
- you press return before the connection is complete your modem
- will automatically hang up, so wait until the connection is
- complete before you press return.
-
- The playing screen loads and the flashing message appears in
- the SYSTEM MESSAGE box, "WAITING FOR OPPONENT". You will then
- hear three short beeps signifying that the other player is there
- and ready to play. Sometimes the connection is completed so
- quickly that you will not see the "WAITING FOR OPPONENT" message,
- and just hear the beeps. This is perfectly normal.
- You will now be able to type messages to your opponent.
- Letters you type are displayed in the "HOME MESSAGES" box, while
- those the other player types to you appear in the "AWAY MESSAGES"
- box. The return key skips to the next line, after first erasing
- the old contents of that line. The backspace key deletes the last
- character you typed. To clear your home message area press the F9
- key. This also erases the away message area on your opponents
- screen.
-
- To start the game one player choses to go first or second by
- pressing the F3 or the F4 key. Note: only one player has to press
- F3 or F4, meaning that you can force the other player to go first
- or second if you press one of these keys first. Now, play the
- game! When it is your turn you will see a flashing cursor in the
- center of the playing board. You move the cursor with the keypad
- keys with the arrow keys moving horizontally and vertically and
- horizontally and the Home, End, PgUp, and PgDn keys moving
- diagonally. Once you have moved to the location you want for your
- move, press the MARKER key, F1. It is not possible to place a
- marker on a location that already has a marker on it. Captures
- are automatically removed from the board and a running tally of
- the number of captures by each player is shown in the "CAPTURES"
- box. Play continues until someone wins.
- Once the game is over press the F8 key to reset the game
- back to the beginning. If you would like to quit the game press
- the F6 key twice in a row at any time during the game. After you
- press F6 once a system message comes up and tells you to press F6
- again to quit and hang up. At this point if you hit any other key
- than F6 the hang up routine is cancelled.
- Other functions are attached to the Function keys and are
- summarized below.
-
- F1 - Places marker at the current cursor position on the game
- board.
-
- F3 - The Home player (whoever presses F3) goes first.
-
- F4 - The Away player (whoever didn't press F4) goes first.
-
- F5 - Changes the text color for the message boxes.
-
- F6 - Press twice in a row to quit game and hang up modem.
-
- F7 - Turns function key definition line on and off. When it
- turns the line on it resets the message color to white.
-
- F8 - Resets game to start at the end of the game.
-
- F9 - Clears the message boxes.
-
-
- TELE-PENTE is distributed under the SHAREWARE concept. Please
- feel free to copy and share this program, provided it is not
- modified in any form whatsoever. If you use and enjoy this
- program a $15 registration fee is requested and will encourage me
- to continue writing new programs. Any comments or suggestions are
- greatly appreciated.
-
- Christopher M. Greiner
- 4 Rose Terrace
- Grosse Pointe Farms, Michigan 48236
-