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- TOMMY'S STRING OF PEARLS (C) COPYRIGHT 1996 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #TM-167-1A
-
- INSTRUCTIONS:
-
- THIS IS AN INTRIGUING BOARD GAME FOR THE KIND OF PLAYER WHO LIKES TO COLLECT
- BOTTLE CAPS, RUBBER BANDS, OR POSTAGE STAMPS. THE GOAL HERE IS TO COLLECT
- STRINGS OF PEARLS!
-
- IT IS PLAYED ON A SPECIAL 49-SQUARE (3-5-7-7-5-7-7-5-3) BOARD AND CAN BE
- LEARNED IN MINUTES BUT HAS PLENTY OF ROOM FOR SKILL.
-
- PLAYERS:
- 2-6, OR 1 PLAYER SOLITAIRE (DIFFERENT RULES). THE COMPUTER MAY BE A PLAYER
- PERMANENTLY BY GIVING "COMPUTER" AS THE PLAYER NAME; AND AT ANY TIME THE
- COMPUTER CAN BE TOLD TO CUT-IN AND PLAY THE CURRENT HAND BY PRESSING FUNCTION
- KEY F2.
-
- PIECES:
- THE GAME IS PLAYED WITH 48 PEARLS NUMBERED 1-48, PLUS ONE RED POWER PIECE.
-
- SETUP:
- THE 49 PIECES ARE SCRAMBLED AND THEN PLACED RANDOMLY FACE-UP ON THE BOARD,
- ONE PER SQUARE.
-
- FIRST PLAYER:
- IS RANDOMLY PICKED BY THE COMPUTER. THE OTHERS FOLLOW IN ORDER.
-
- PLAY:
- ON EACH PLAYER'S TURN HE MUST MOVE THE POWER IN ANY STRAIGHT DIRECTION (LEFT/
- RIGHT/UP/DOWN/DIAGONAL) UNTIL IT ENCOUNTERS THE FIRST PEARL IN ITS PATH.
- IT THEN COMES TO REST ON THAT SQUARE AND THE PLAYER TAKES THAT PEARL.
-
- IF, TOWARDS THE END OF THE GAME, THERE IS NO WAY TO REACH A PEARL VIA A
- STRAIGHT PATH FROM THE POWER, THE PLAYER GETS TO HOP THE POWER TO ANY DESIRED
- PEARL AND TAKE IT.
-
- TO MOVE:
- USE YOUR MOUSE TO POINT TO THE DESIRED PEARL YOU WANT TO TAKE, THEN CLICK.
- OR, IF THE COMPUTER DOES NOT DETECT A MOUSE INSTALLED, YOU MAY USE THE
- ARROW KEYS ON YOUR NUMERIC KEYPAD TO POINT TO THE DESIRED SQUARE, THEN HIT
- THE ENTER KEY OR THE SPACE BAR.
-
- STRINGS:
- AS PLAYERS TAKE UP PEARLS, THEY FORM STRINGS THAT ARE IN NUMERICAL SEQUENCE,
- SUCH AS 12-13-14. ALL STRINGS (& PEARLS) MUST BE PLACED IN PLAIN VIEW OF THE
- OTHER PLAYERS.
-
- GAME:
- WHEN ALL OF THE PEARLS HAVE BEEN TAKEN, THE PLAYER WITH THE LONGEST STRING
- WINS. IN CASE OF A TIE, THE NEXT-LONGEST STRINGS ARE COMPARED, AND SO ON,
- UNTIL A WINNER IS DETERMINED.
-
- SCORING METHOD 2:
- IN THIS ALTERNATE SCORING METHOD EACH STRING OF PEARLS IS SCORED ACCORDING
- TO LENGTH AND THE PLAYER WITH THE HIGHEST TOTAL WINS:
-
- #PEARLS POINTS
- 2 3
- 3 6
- 4 10
- 5 15
- 6 21
- 7 28
- 8 36
- 9 45
- 10 55
- 11 66
- >=12 100
-
- SOLITAIRE RULES:
- PLAYER MOVES THE POWER AND TAKES PEARLS AS IN THE MULTIPLAYER GAME, BUT
- A SINGLE PEARL IS NOW CONSIDERED A STRING. FURTHERMORE, A PEARL MAY NOT
- BE USED TO JOIN TWO STRINGS TOGETHER: ONCE SEPARATE ALWAYS SEPARATE.
-
- NOTE: IF A PEARL CAN BE PLACED AT THE END OF 2 DIFFERENT EXISTING STRINGS,
- THE COMPUTER FLASHES THE 2 STRINGS AND LETS YOU SELECT WHICH (UPPER OR LOWER
- STRING). TO SELECT USING THE MOUSE, CLICK THE MOUSE OVER THE "1" OR THE "2"
- IN THE PROMPT; TO SELECT USING THE KEYBOARD, HIT THE "1" KEY FOR THE UPPER,
- THE "2" KEY FOR THE LOWER.
-
- AT THE END OF THE GAME WHEN ALL PEARLS HAVE BEEN TAKEN OFF THE BOARD AND PLAYED,
- THE SCORE IS THE NUMBER OF STRINGS WITH LESS THAN 6 PEARLS, WITH 0 BEING A
- PERFECT SCORE, 1 VERY GOOD, 2 GOOD, 3 FAIR, 4 OK, 5 MIDDLING, AND 6 OR MORE
- POOR. FOR HIGH SCORE FILE PURPOSES WE CONVERT THE SCORE TO 20,000 POINTS
- MINUS 100 POINTS FOR EACH STRING WITH LESS THAN 6 PEARLS, SO A PERFECT SCORE
- IS 20,000. TO MAKE IT MORE CHALLENGING, WE THEN SUBTRACT 1 POINT FOR EVERY
- SECOND OF TIME TAKEN TO SOLVE THE PUZZLE, SO YOU AUTOMATICALLY GET A SCORE
- OF ZERO IF YOU TAKE MORE THAN 20000/3600 OR 5.556 HOURS.
-
- CREDITS: THIS GAME WAS INVENTED BY AN EARTHLING, SID SACKSON, AS PUBLISHED
- IN GAMES MAGAZINE, FEB. 1996, PP. 50 FF. OF COURSE WE PLAYED IT IN OUTER
- SPACE FOR MILLENNIA BUT SOMETIMES YOU EARTHLINGS SHOW PROMISE (HA HA).
-
- TRADING OPTION:
- WE DECIDED AGAINST IMPLEMENTING THE TRADING OPTION ON THE THEORY THAT THIS
- MIGHT AVOID ANOTHER PEARL HARBOR (JUST KIDDING - HA HA).
-
- FUNCTION KEYS: THESE ARE HOT KEYS, MEANING THEY CAN BE PRESSED AT ANY TIME.
- ---------------------------------------------------------------------------
- F1 * SOUND EFFECTS TOGGLE
- F2 * DEMO MODE (COMPUTER PLAYS ALL HANDS)
-
- F3 SPEED UP
- F4 SLOW DOWN
-
- F5 DISPLAY THESE INSTRUCTIONS
- F7 QUIT THE PROGRAM
-
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR
-
- *NOTE: THE LEGEND FOR A TOGGLE SWITCH INDICATES THE MODE THAT WILL BE ENTERED
- BY PRESSING THE KEY, WHICH IS THE OPPOSITE OF THE MODE IN EFFECT AT THE TIME.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- * SKIP STARTUP SHOW
- D DISABLE MOUSE CHECK
-
- EXAMPLE: >PEARLS MS
-
- ----------------------
- DID YOU LIKE THIS TOY?
- DON'T FORGET TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED GAMES AND TOYS FOR THE
- IBM PC AND COMPATIBLES. WE ARE WAITING TO SEND YOU OUR 5.25 INCH (360KB) OR
- 3.5 INCH (720KB) DEMO DISK, CONTAINING AN ELECTRONIC CATALOG PLUS OTHER
- GOODIES, FOR ONLY $2 SHIPPING/HANDLING TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
- (U.S. DOLLARS ONLY).
-
- HAVE FUN!
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-