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- TOMMY'S TRICKY QUESTIONS (C) COPYRIGHT 1990 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #90-135-1A
-
- INSTRUCTIONS:
-
- REMEMBER THE PARLOR GAME OF TWENTY QUESTIONS, MADE FAMOUS BY UNIVERSITY GAMES?
- GRADUATE INTO REAL FUN WITH TOMMY'S TRICKY QUESTIONS! THE IDEA IS TO GUESS
- THE IDENTITY OF A PERSON, PLACE, DATE OR THING BEFORE YOU RUN OUT OF CLUES;
- UNLIKE OUR 'COMPETITION', EACH TRICKY QUESTION CARD CAN HAVE ANYWHERE FROM
- 2 TO 20 CLUES ON IT, THE CATCH IS YOU DON'T KNOW HOW MANY AND YOU COULD BE
- SORRY IF YOU WAIT TOO LONG!
-
- PLAYERS:
- FROM 1 TO 6 PLAYERS MAY PLAY. IN 1-PLAYER MODE YOUR HIGH SCORE IS
- AUTOMATICALLY SAVED ON DISK. IN MULTI-PLAYER MODE (2 OR MORE PLAYERS) THERE
- IS AUTOMATIC GAME SAVE & RESTORE.
-
- TRICKY QUESTION CARDS:
- EACH CARD CONSISTS OF A PERSON, PLACE, DATE (USUALLY YEAR) OR THING, PLUS 2 TO
- 20 CLUE LINES. A PERSON MAY BE REAL OR FICTIONAL, HUMAN OR NOT AS LONG AS IT
- HAS A PERSONALITY; A PLACE MAY BE MAN-MADE OR ALIEN-MADE OR NATURAL; A DATE
- CAN BE IN ANY CALENDAR SYSTEM; AND A THING IS ANYTHING ELSE (GET IT?).
-
- THE BOARD:
- THE 102-SQUARE GAME BOARD IS SHOWN ON THE SCREEN. IT CONSISTS OF A STARTING
- SPACE (SQUARE 0), AN OUTER PATH (SQUARES 1-56 RUNNING FROM TOP LEFT TO TOP
- RIGHT TO BOTTOM RIGHT TO BOTTOM LEFT OF SCREEN), A PENALTY ZONE (SQUARES
- 57-68, ALONG THE LEFT SIDE OF THE SCREEN), AND AN INNER PATH (SQUARES 69-101,
- RUNNING LEFT TO RIGHT THEN DOWN THEN LEFT), ENDING IN THE GOAL (SQUARE 102).
-
- AT RANDOMLY-SELECTED SECRET SPOTS ALONG THE INNER AND OUTER PATHS ARE 5 BONUS
- SPACES (DIFFERENT EACH GAME, 2 ON INNER AND 3 ON OUTER PATH).
-
- SQUARES 26 & 34 ARE HYPERSQUARES, MEANING THAT IF YOU END UP (AFTER YOUR
- MOVE) ON SQUARE 26, YOU START NEXT TIME MOVING ONTO SQUARE 34; OR VICE VERSA.
-
- STARTING PLAYER:
- THE COMPUTER PICKS THE STARTING PLAYER AT RANDOM. THEREAFTER PLAYERS TAKE
- TURNS IN THE SAME ORDER AS THEY ENTERED THEIR NAMES.
-
- ***************************THE PLAY (>1 PLAYER)*****************************
- THE COMPUTER, WHO ASSUMES THE ROLE OF GAME MODERATOR, PICKS A TRICKY QUESTIONS
- CARD FROM ITS DATA BASE (FILE TRICKYQ.DAT) AND ANNOUNCES ITSELF AS EITHER A
- PERSON, PLACE, DATE, OR THING.
-
- GUESS OR PASS:
- THE NEW PLAYER MAY GUESS (ELECT TO HAVE THE NEXT CLUE REVEALED), OR PASS TO THE
- NEXT PLAYER WITHOUT SEEING ANY NEW CLUES.
-
- *NOTE: THE DECISION TO GUESS OR PASS MUST BE MADE IN 5 SECONDS. TO PASS, HIT
- THE P KEY OR THE ESC KEY; TO TAKE A CLUE AND KEY IN A GUESS, HIT THE G KEY OR
- THE SPACE BAR.
-
- PASSING RULES & THE LEAPFROG:
- IF A PLAYER PASSES, THE NEXT PLAYER MAY ALSO PASS, AND SO ON, BUT IF ALL
- PLAYERS PASS BACK TO THE FIRST PLAYER TO PASS, HE LEAPFROGS, GETTING A FREE
- GUESS (NO PENALTY IF HE CAN'T GUESS THE ANSWER).
-
- READING THE CLUE:
- THE COMPUTER THEN REVEALS THE NEXT CLUE LINE FOR THE CARD (OR A RANDOM CLUE
- LINE IF THAT PROGRAM OPTION IS ENABLED, SEE BELOW) PERMITTING THE PLAYER WHO
- IS UP TO GUESS THE ANSWER.
-
- THE GUESS:
- THE COMPUTER ALLOWS 25 SECONDS TO KEY IN A CORRECT GUESS: HIT THE <ENTER> KEY
- TO REGISTER A GUESS. YES, YOU CAN GUESS MORE THAN ONCE UNTIL YOUR TIME RUNS
- OUT.
-
- NOTE:
- WHEN KEYING IN THE GUESS, PUNCTUATION (INCLUDING SPACES) IS OPTIONAL AND MAY
- BE OMITTED. THE DUMB COMPUTER REQUIRES THE GUESS TO BE SPELLED EXACTLY AS IT
- HAS IT IN ITS DATA BASE. IF YOU GIVE UP AND WANT TO FORFEIT THE REMAINING
- TIME, HIT THE ESC KEY. NOTE: THE COMPUTER GIVES YOU SOME IDEA OF THE LENGTH
- OF THE GUESS BY AUTOMATICALLY BACKING UP THE PROMPT TO MAKE ROOM FOR IT IN
- THE MESSAGE BOX, SO THAT GIVES YOU NINNIES A HINT.
-
- FREE GUESSES:
- A PLAYER MAY HAVE A FREE GUESS ACTIVE AT THE TIME HE STARTS A GUESS. THE
- FREE GUESS IS CANCELLED AFTER THE TIME IS UP REGARDLESS OF WHETHER THE ANSWER
- WAS CORRECT OR NOT; IT DOES NOT CARRY TO THE NEXT PLAYER OR THE NEXT CLUE.
-
- CORRECT GUESS:
- IF THE GUESS IS CORRECT, THE GUESSER SCORES BY MOVING AHEAD A NUMBER OF
- SPACES EQUAL TO THE VALUE OF N 6-SIDED DICE THE COMPUTER ROLLS; IF ONLY 1
- CLUE HAS BEEN REVEALED, N IS 3, ELSE N IS 2. WHEN SQUARE 57 IS REACHED
- (START OF PENALTY ZONE), SQUARE 69 IS JUMPED ONTO INSTEAD, BYPASSING THE
- PENALTY ZONE.
-
- INCORRECT GUESS:
- IF THE PLAYER HAD A FREE GUESS THERE IS NO PENALTY, ELSE THE GUESSER MOVES
- BACK A NUMBER OF SPACES EQUAL TO THE VALUE OF A 6-SIDED DIE ROLLED BY THE
- COMPUTER. IF PLAYER HAD TO MOVE TO THE LEFT OF THE STARTING SQUARE, OR LEFT
- OF SQUARE 68, HE GOES INTO THE PENALTY ZONE AND SPINS AROUND INSTEAD.
-
- UNCLUES:
- ONCE IN AWHILE AN UNCLUE APPEARS. THE COMPUTER ROLLS A 6-SIDED DIE AND MOVES
- THE PLAYER AHEAD THAT NUMBER OF SPACES. THE PLAYER KEEPS THE TURN AS IF HE
- HAD A FREE GUESS.
-
- NEXT PLAYER:
- IF THE GUESS WAS CORRECT, OR THE GUESS WAS FREE, THE PLAYER KEEPS THE TURN,
- ELSE PLAY PASSES TO THE NEXT PLAYER IN LINE.
-
- TRICKY-TRAPPING:
- IF YOU MOVE ONTO THE SQUARE INHABITED BY ANOTHER PLAYER, YOU FLIP HIM FOR
- THE PRIVILEGE TO STAY ON THE SQUARE; THE LOSER GOES TO THE PENALTY ZONE!
- HOWEVER, IF THE TRICKY-TRAP SQUARE IS IN THE PENALTY ZONE, THE LOSER GOES
- TO THE STARTING SPACE! (NOTE: THERE IS NO TRICKY-TRAPPING IN THE STARTING
- SPACE.)
-
- TRICKY-QUESTIONING AND MERCY:
- IF THE PLAYER DECIDES TO GUESS, BUT THERE ARE NO MORE CLUES LEFT TO REVEAL,
- THE PLAYER IS EITHER "TRICKY-QUESTIONED" (HA HA, YUK YUK) OR GRANTED MERCY,
- DEPENDING ON A COIN THAT IS FLIPPED BY EL COMPUTER. IF TRICKY-QUESTIONED,
- THE PLAYER HAS TO MOVE BACK A NUMBER OF SPACES DETERMINED BY THE TOTAL NUMBER
- OF SPOTS ON FOUR 6-SIDED DICE ROLLED AT ONCE BY THE COMPUTER (MY HOW THE PROUD
- HAVE FALLEN!); AND, IF THE PLAYER LANDS ON A BONUS SPACE, IT DOESN'T TRIP OFF;
- AND, THE PLAYER LOSES HIS TURN. IF GRANTED MERCY, THE PLAYER PLAYS ON WITH
- THE NEXT CARD, KEEPING THE TURN.
-
- OF COURSE IF THE PLAYER HAD A FREE GUESS IT WILL AUTOMATICALLY CAUSE A MERCY.
- ALSO NOTE THAT IF YOU ARE IN THE PENALTY ZONE WHEN YOU ARE TRICKY-QUESTIONED,
- YOU WILL NOT MOVE BACK, ONLY LOSE YOUR TURN, SO YOU CAN BE BOLD HERE.
-
- ANOTHER NOTE: THE 20TH CLUE ON ANY CARD (IF THERE ARE THAT MANY) IS ALWAYS
- A FREE GUESS AND MERCY IS ALWAYS GRANTED. EAT YOUR HEART OUT UNIVERSITY GAMES.
-
- BONUS PLAY -- THE DECAGON OF DOOM:
- WHEN A PLAYER LANDS ON A BONUS SPACE HE MUST ROLL THE INFAMOUS 10-SIDED
- DECAGON OF DOOM! WHATEVER COMES UP IS HIS FATE: GAIN OR LOSS OF SPACES,
- LOSS OF TURN, BAILING OF OPPONENTS OUT OF PENALTY ZONE, FREE GUESSES, ETC.
-
- (DON'T ASK US HOW THE DECAGON WAS DESIGNED, IT IS PATENTED IN A FARAWAY GALAXY
- SO WRITE THE GALACTIC PATENT OFFICE FOR PLANS, SPACEMAIL FIRST CLASS WITH
- RETURN POSTAGE, E.T. PHONE HOME).
-
- HERE IS WHAT HAPPENS WITH EACH DECAGON VALUE (A * MEANS YOU MUST CONTINUE
- ROLLING THE DECAGON OF DOOM):
-
- 1 OR 10: GATE. YOU GET TO DECIDE WHETHER TO CONTINUE ROLLING THE DECAGON
- OR QUIT.
- * 2: GAIN 1..6 SPACES AFTER ROLLING A 6-SIDED DIE. IT IS POSSIBLE TO
- WIN THE GAME THIS WAY.
- * 3 OR 9: LOSE 1..6 SPACES AFTER ROLLING A 6-SIDED DIE.
- 4: LOSE YOUR TURN.
- * 5: BAIL EVERYBODY IN THE PENALTY ZONE OUT INTO THE START SPACE.
- 6: GET A FREE GUESS. THIS IS ONLY GOOD ON THE NEXT CLUE, UNLESS
- IT IS A 20TH (MERCY) CLUE.
- * 7: SWITCH YOUR POSITION WITH NEAREST OPPONENT (AHEAD OR BEHIND). THE
- OPPONENT NOW TAKES OVER THE DECAGON OF DOOM. IN CASE THERE ARE 2
- NEAREST OPPONENTS AT AN EQUAL DISTANCE, THE COMPUTER FLIPS A COIN.
- 8: DOGHOUSE! GO STRAIGHT TO THE PENALTY ZONE AFTER ROLLING A 6-SIDED
- DIE.
-
- THE MORAL IS:
- DON'T GET TOO COCKY IN THE BONUS PLAY OR YOU COULD BE A DEPRESSION BABY REAL
- QUICK.
-
- GETTING OUT OF THE PENALTY ZONE:
- YOU START IN THE PENALTY ZONE AT THE BOTTOM OF THE LADDER. TO GET OUT YOU
- MUST LAND ON ONE OF THE 3 GIANT T-SQUARES THAT CASCADE FROM THE TOP; IF YOU
- LAND ON THE GIANT I-SQUARE YOU SLIDE BACK TO THE BOTTOM! IF YOU GO PAST THE
- LAST GIANT SQUARE YOU START OVER AT THE BOTTOM ALSO, ROUND AND ROUND UNTIL
- YOU REST ON A GIANT SQUARE.
-
- NOTE: YOU CAN NEVER MOVE BACKWARDS IN THE PENALTY ZONE UNLESS YOU ARE BACKING
- INTO IT FROM THE MAIN BOARD.
-
- THE GOAL ZONE (HEXING):
- WHEN A PLAYER CROSSES THE FINISH LINE INTO THE GOAL ZONE THE GAME IS OVER AND
- HE WINS, *EXCEPT* IF IT IS CROSSED ON A ROLL OF 6 OR 12, WHEREUPON HE IS
- *HEXED* AND CONTINUES ON AROUND THE INNER PATH STARTING AT SQUARE 69.
-
- SCORING:
- THE OTHER PLAYERS ARE RANKED ACCORDING TO WHAT SQUARE THEY ARE ON AT THAT
- TIME; THE PENALTY ZONE IS COUNTED AS IF IT WERE IN THE "MINUS" DIRECTION FROM
- THE START SQUARE, I.E., THE SEARCH ORDER IS
- (2ND PLACE) 101..69, 56..0, 57..68 (LAST PLACE).
-
- THE WINNER GETS 10 POINTS, SECOND PLACE GETS 9 POINTS, THIRD PLACE 8 POINTS,
- ETC. AFTER THE GAME ENDS YOU CAN VIEW THE GAME POINTS AND PLAYER RANK
- (CURRENT GAME, CUMULATIVE) BY USING FUNCTION KEY F4 (SEE BELOW).
-
- GAME SAVE & RESTORE:
- THIS IS AUTOMATIC, BUT MAKE SURE THE GAME IS STABLE WHEN YOU QUIT, THAT IS,
- WAIT TILL YOU ARE PROMPTED FOR PASS OR GUESS, BECAUSE ALL THAT IS SAVED ARE
- THE PLAYERS' NAMES, BOARD SQUARES, AND GAMES WON. IF YOU WANT TO FORGET ABOUT
- THE SAVED GAME, JUST ERASE TRICKYQ.TMP.
-
- ***************************THE PLAY (1 PLAYER)*****************************
- IN SINGLE PLAYER MODE YOU CHOOSE A TIME LIMIT, 1-9 MINUTES, AND SEE HOW MANY
- TRICKY QUESTION CARDS YOU CAN SOLVE IN THAT TIME PERIOD; THE BOARD IS NOT USED.
-
- IF YOU NEED MORE CLUES JUST KEEP HITTING THE ESC KEY.
-
- YOUR SCORE IS 400 FOR GETTING IT ON THE FIRST CLUE, 400-1*1=399 ON THE 2ND
- CLUE, 400-2*2=396 ON THE 3RD CLUE, THEN 400-3*3=391, 400-4*4=384, ETC.: THAT
- IS, YOU GET THE *SQUARE* OF THE NUMBER OF CLUES DEDUCTED. HOWEVER, IF YOU
- TAKE TOO MANY CLUES AND ARE TRICKY-QUESTIONED THEN YOU LOSE 400 POINTS!
- (BUT NOTE THAT YOUR SCORE CAN NEVER GO NEGATIVE.)
-
- THE COMPUTER SAVES YOUR HIGH SCORES AUTOMATICALLY ON THE FILE TRICKYQ.SCR,
- KEEPING THE SCORES FOR EACH TIME LIMIT SEPARATE (LEVEL 1 MEANS 1 MIN. TIME
- LIMIT, ETC.).
-
- -----------------
- SPECIAL CONTROLS:
-
- SOUND EFFECTS TOGGLE:
- FUNCTION KEY F1 WILL TOGGLE THE SOUND EFFECTS ON AND OFF.
-
- TO QUIT:
- FUNCTION KEY F7, OR THE ESC KEY, WILL EXIT THE GAME.
-
- TO RESTART THE GAME AND START OVER:
- HIT FUNCTION KEY F8.
-
- SEATING PAUSE CONTROL:
- FUNCTION KEY F3 TOGGLES THE SEATING PAUSE CONTROL.
- WHEN ON, THIS REQUIRES YOU TO TAP THE ANY KEY TO START THE 25-SECOND
- TIMER AFTER A CLUE IS GIVEN, ELSE IT WILL COME ON IMMEDIATELY.
-
- TO VIEW THE PLAYER SYMBOLS AND STATUS (MULTI-PERSON MODE ONLY):
- HIT FUNCTION KEY F4.
-
- TO VIEW THE CLUES REVEALED SO FAR:
- HIT FUNCTION KEY F6.
-
- DEMO MODE:
- FUNCTION KEY F2 TOGGLES THE DEMO MODE. IN DEMO MODE, THE COMPUTER PLAYS
- WHILE YOU WATCH. OF COURSE IT DOESN'T DO TOO GOOD A JOB OF GUESSING OR
- YOU WOULD ALL USE IT IN PLACE OF YOUR TURN (YUK YUK). IN 1-PLAYER MODE,
- BEWARE THAT EACH TIME YOU PRESS F2, THE SCORE ZEROES!
-
- 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 EFFECTS.
-
- 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, OR USE THE COMMAND LINE PARAMETER "*".
-
- -------------------------------
- THE TRICKY QUESTIONS DATA FILE:
- FILE TRICKYQ.DAT HOLDS THE DATA SETS (TRICKY QUESTIONS CARDS) FOR THE
- PROGRAM. YOU CAN EDIT THIS FILE TO MODIFY THE CARDS OR ADD YOUR OWN.
- THE PROGRAM GOES STRAIGHT THROUGH THEM IN ORDER, SAVING ITS PLACE MARKER
- AFTER EACH RUN ON FILE TRICKYQ.PTR (TO RESET THE POINTER TO ZERO, JUST ERASE
- THIS FILE ONLY). THE FORMAT IS AS FOLLOWS:
-
- 1. EACH 'CARD' CONSISTS OF 1 OR MORE LINES IN THE FILE (TERMINATED WITH
- <ENTER>). ONLY THE FIRST 80 COLUMNS OF EACH LINE ARE READ. ALL
- ALPHABETIC CHARACTERS ARE AUTOMATICALLY CONVERTED TO UPPER CASE.
- 2. A LINE WITH A "." IN COL. 1 INDICATES A COMMENT CARD WHICH IS
- IGNORED BY THE PROGRAM BUT CAN BE USED BY YOU TO DOCUMENT YOUR
- DATA FILE.
- 3. A TRICKY QUESTION CARD BEGINS WITH A CATEGORY LINE, STARTING WITH
- A "!" IN COL. 1. THEN A SINGLE LETTER INDICATES THE CATEGORY:
- P=PERSON, L=PLACE, D=DATE, T=THING. THEN THE ANSWER FOLLOWS, 1-47
- CHARS (THE WIDTH OF THE MESSAGE BOX). (NOTE: IF AN ANSWER IS FOUND
- TO BE MORE THAN 47 CHARS., THE PROGRAM SKIPS THAT CARD.)
- 4. FOLLOWING THIS ARE 2 TO 20 CLUE LINES, EACH 1-78 CHARS LONG.
- (NOTE: IF THERE ARE LESS THAN 2 CLUE LINES, THE CARD IS SKIPPED; IF
- THERE ARE MORE THAN 20 CLUE LINES, EXTRA LINES ARE IGNORED.)
- 5. THE END OF THE CARD IS INDICATED BY A "-1" IN COLS. 1 AND 2 OF A
- NEW LINE.
- 6. THE END OF THE DATA FILE IS INDICATED BY A "-2" IN COLS. 1 AND 2
- OF A NEW LINE.
-
- EXAMPLE FILE:
-
- COL. 1
- .THIS IS A SAMPLE DATA FILE FOR TOMMY'S TRICKY QUESTIONS.
- .
- !TEARWAX
- I OOZE FROM YOUR HEAD
- I CAN BE YELLOW OR BROWN, EVEN BLACK
- DUMBO WOULD HAVE MORE THAN MICKEY MOUSE
- I AM A TYPE OF WAX AND I COLLECT IN YOUR EAR, DUMBO!
- -1
- !PDAN REEVES
- I AM A FOOTBALL BIGSHOT WITH A GEORGIA DRAWL
- I LIVED ALOT IN DALLAS AND WAS A NATTY DRESSER
- I COACHED A LOT OF SUPER BOWL BLOWOUTS
- I HELPED BRING JOHN ELWAY TO THE DENVER BRONCOS
- I AM NOT RELATED TO MUSCLEMAN STEVE REEVES
- -1
- !LDENVER
- I AM THE HOME OF TOMMY'S TOYS
- I AM A FOOTBALL-CRAZY TOWN
- I AM A MILE HIGH
- I AM LOCATED ON A PRAIRIE NOT IN THE MOUNTAINS
- SKIES ARE BLUE HERE MOST OF THE YEAR
- THE WALK SIGNAL AND THE CHEESEBURGER WERE INVENTED HERE
- I AM FULL OF SMOG SOME DAYS IN NOVEMBER-DECEMBER
- I AM NAMED AFTER THE GOVERNOR OF KANSAS TERRITORY
- THE DENVER BOOT WAS INVENTED HERE (HINT HINT)
- -1
- !D1776
- I AM A YEAR
- I AM A REVOLUTIONARY YEAR IN AMERICA
- FOURTH OF JULY REMEMBERS ME
- 200 YEARS AFTER ME GERALD FORD WAS PRESIDENT, WAS IT WORTH THE WAIT?
- -1
- !TRATS
- WE ARE SEWER CITIZENS
- WE HAVE YUKKY TAILS
- -1
- -2
-
- NOTE THAT TOMMY'S OWN TRICKY QUESTIONS CARDS ARE SUPPLIED ENCRYPTED; THESE ARE
- SIGNALLED BY A "=" INSTEAD OF A "!" FOR EACH CARD.
-
- ------------------------
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- R DISPLAY CLUES IN A RANDOM ORDER (ELSE THEY WILL BE DISPLAYED IN THE
- ORDER THEY ARE FOUND IN THE DATA FILE FOR EACH CARD; THERE IS NO WAY
- TO DISPLAY THE CARDS THEMSELVES IN A RANDOM ORDER)
- * SKIP THE STARTUP SHOW
-
- EXAMPLE: >TRICKYQ MSR
-
- ----------------------
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- (U.S. DOLLARS ONLY). PLEASE SPECIFY 5.25 INCH OR 3.5 INCH DISKETTE.
-
- AND, IF YOU LIKE WORD GAMES, TRY
-
- **TOMMY'S WORD GAME SAMPLER PAK**
-
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- WHEEL OF MISFORTUNE, TOMMY'S CROSSWORDS, TOMMY'S CONNECTING POINT, TOMMY'S
- WHEEL OF CONFUSION, TOMMY'S JOTTOMANIA, TOMMY'S PLATES, TOMMY'S CHANNEL 3.
- WORD GAME HEAVEN ON EARTH FROM SPACE.
-
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- DISKETTES.)
-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA
-
- "WE'VE GOT THE GAMES, EARTHLINGS!"
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