home *** CD-ROM | disk | FTP | other *** search
- 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!
-