home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Fritz: All Fritz
/
All Fritz.zip
/
All Fritz
/
FILES
/
GAME_CGA
/
TMONOPLY.LZH
/
MONOPOLY.DOC
< prev
next >
Wrap
Text File
|
1989-12-20
|
16KB
|
329 lines
TOMMY'S MONOPOLY (C) COPYRIGHT 1988 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #88-106-1A
INSTRUCTIONS:
MONOPOLY IS THE CLASSIC 20TH CENTURY EARTHLING CAPITALIST POWER FANTASY.
SIMULATING A LAISSEZ-FAIRE ECONOMIC SYSTEM WITH NO GOVERNMENT REGULATION, NO
SOCIAL SAFETY NET, AND NO LAWS AGAINST COMBINATIONS IN RESTRAINT OF TRADE,
THE PLAYERS PLAY HARDBALL BY SEEKING TO RUIN THEIR COMPETITORS AND PUT THEM
ALL OUT ON THE STREET WHILE THEY LIVE IN MANSIONS AND SMOKE BIG CIGARS.
NO WONDER THE GAME IS SO POPULAR WHEREVER TOYS ARE SOLD.
THIS PROGRAM IMPLEMENTS THE GAME ON YOUR PC SO YOU CAN CRUSH YOUR COMPETITION
WITH THE LATEST ELECTRONIC EQUIPMENT PRODUCED BY THE CAPITALIST SYSTEM. EVEN
IF YOU ARE NOT A CAPITALIST, COME ON AND LIVE A LITTLE, FANTASIZE ALONG WITH
ASPIRING ROCKEFELLERS, ASTORS, CARNEGIES, AND WARBUCKS ABOUT ACHIEVING THE
GREAT AMERICAN DREAM OF A MONOPOLISTIC STRANGLEHOLD ON LAND, MONEY, AND
PROPERTY, ALL WITHOUT HURTING ANYBODY. AND, THE GAME BEING COMPUTERIZED, YOU
NEVER NEED TO WORRY ABOUT LOSING THE PIECES.
PLAYERS:
2 TO 8 MAY PLAY. THE COMPUTER MAY BE A PLAYER. IN DEMO MODE, THE COMPUTER
PLAYS ALL SIDES.
MODES:
THE CLASSIC (LONG) GAME MAY BE PLAYED, AS WELL AS THE CLASSIC SHORT GAME WITH
OR WITHOUT TIME LIMIT.
GAME SAVE AND RESTORE:
IS AUTOMATIC WHEN EXITING AND ENTERING THE PROGRAM. TO ABORT A GAME AND
START ANOTHER, YOU MUST LEAVE THE PROGRAM AND DELETE THE "MONOPOLY.TMP"
FILE.
MONEY:
EACH PLAYER IS INITIALLY GIVEN $1500. MONEY IS THE SCORING QUANTITY IN THE
GAME ALSO.
TURNS:
THE FIRST PLAYER IS CHOSEN AT RANDOM BY THE COMPUTER. AFTER THAT, THE TURN
ROTATES CLOCKWISE (TO THE LEFT).
BOARD:
THE CLASSIC 40-SQUARE FOLK MONOPOLY BOARD, WITH PROPERTY NAMES BASED ON
STREETS IN ATLANTIC CITY, N.J., IS USED (RUN THE PROGRAM TO SEE IT.) THE
VERSION OF THE GAME BY PARKER BROS. IS BASED ON COPYRIGHTED ARTWORK WHICH WE
DON'T USE, BUT THE MECHANICS OF THE GAME ARE OTHERWISE THE SAME: ANYWAY, WHEN
YOU HAVE SEEN THEIR GAME ONCE, YOU HAVE SEEN IT FOREVER, AND CAN IMAGINE IT
AS YOU PLAY.
IN CASE YOU DON'T REMEMBER, HERE ARE KEY HIGHLIGHTS OF THE BOARD:
1. THE NAME "MONOPOLY" IS IN BIG LETTERS DIAGONALLY ACROSS THE BOARD,
WITH THE FIRST LETTER POINTING TOWARDS JAIL, THE LAST LETTER POINTING
TOWARDS GO TO JAIL, AND THE OLD MAN'S HEAD POINTING TOWARDS FREE
PARKING. (HE HAS A WHITE CANE IN HIS LEFT HAND, BOTH ARMS RAISED.)
2. THE SQUARES 1, 11, 21, AND 31 ARE THE 4 CORNERS OF THE BOARD: GO,
JAIL, FREE PARKING, AND GO TO JAIL. SQUARES 37 AND 39 ARE PARK PLACE
AND BOARDWALK.
3. THE CHANCE CARDS ARE KEPT IN THE GO CORNER AND THE COMMUNITY CHEST
CARDS ARE KEPT IN THE FREE PARKING CORNER (ON THE INSIDE TRACK).
4. THERE IS A CHANCE SQUARE AT 8, 23, AND 36. THAT MEANS THERE IS NO
CHANCE SQUARE IN THE STRIP BETWEEN JAIL AND FREE PARKING.
5. COMMUNITY CHEST SQUARES ARE AT 3, 18, AND 34; THERE IS NONE BETWEEN
FREE PARKING AND GO TO JAIL.
6. IN THE JAIL, THE OPEN-MOUTHED MAN IS HOLDING THE BARS WITH HIS RIGHT
HAND, AND IS FACING AWAY TOWARDS THE CORNER OF THE BOARD. THERE ARE
THREE BARS IN THE WINDOW. THE WORD "JUST" IS NEAREST ST. CHARLES
PLACE, THE WORD "VISITING" NEAREST CONNECTICUT AVE.
7. THE RAILROAD CARS (6=READING, 16=PENNSYLVANIA, 26=B.&O., 36=SHORT LINE)
ALWAYS ARE FACING IN THE DIRECTION OF MOVEMENT.
8. THE LIGHT BULB FOR ELECTRIC COMPANY (13) HAS 10 LIGHT MARKS.
9. THE CAR SHOWN IN FREE PARKING (21) IS RED.
10. THE FAUCET SHOWN IN WATER WORKS (29) FACES THE ONCOMING PLAYERS.
INITIAL SQUARE:
EACH PLAYER INITIALLY STARTS OUT ON THE GO SQUARE.
THE BANK:
THE COMPUTER ACTS AS THE BANK, WITH UNLIMITED FUNDS AVAILABLE.
MOVES:
2 DICE ARE ROLLED, AND THE PLAYER MOVES HIS MARKER AROUND THE BOARD CLOCKWISE
A DISTANCE EQUAL TO THE SUM OF THE DICE.
DOUBLES:
IF DOUBLES ARE ROLLED, THE PLAYER GETS ANOTHER TURN. BUT, IF DOUBLES ARE
ROLLED THREE TIMES IN A ROW, THE PLAYER GOES DIRECTLY TO JAIL.
GO:
EACH TIME A PLAYER PASSES GO, HE GETS $200 FROM THE BANK.
PROPERTY SQUARES:
MANY OF THE BOARD SQUARES ARE PROPERTY SQUARES, EACH WITH FIXED PURCHASE PRICE
AND RENTAL RATES.
AUCTION:
IF A PLAYER LANDS ON AN UNOWNED PROPERTY SQUARE HE MAY IMMEDIATELY BUY THE
PROPERTY AT THE PRINTED PRICE, IF HE HAS THE MONEY. IF HE DOES NOT WANT TO
BUY IT, IT IS PUT UP FOR AUCTION AND SOLD TO THE HIGHEST BIDDER; THE PLAYER
INITIALLY REFUSING TO BUY IT MAY PARTICIPATE IN THE AUCTION HOPING FOR A
BARGAIN.
NOTE: DURING THE BIDDING, JUST HIT THE <ENTER> KEY TO PASS. A LIMITATION OF
THIS PROGRAM IS THAT A PLAYER'S BID IS LIMITED TO HIS CASH IN HAND, I.E.,
LIQUIDATION OF ASSETS IS NOT PERMITTED DURING THE BIDDING.
RENT:
EACH PROPERTY SQUARE HAS A PRINTED RENT VALUE. WHEN A PLAYER LANDS ON A
PROPERTY SQUARED OWNED BY ANOTHER PLAYER, HE MUST PAY RENT TO THE OWNER. THE
RENT GOES UP AFTER THE PROPERTY IS IMPROVED.
MORTGAGES:
THE OWNER OF A PROPERTY MAY MORTGAGE IT. NO RENT MAY BE COLLECTED FOR SUCH A
PROPERTY.
ENTERING PROPERTY SQUARE NAMES:
WHEN THE COMPUTER ASKS YOU THE NAME OF A PROPERTY (FOR INSTANCE, WHEN YOU
GIVE THE M COMMAND), YOU MUST KNOW A FEW THINGS.
FIRST, USE "RR" FOR RAILROAD, "AVE." FOR AVENUE, "PL." FOR PLACE, "N.
CAROLINA" FOR NORTH CAROLINA. ALSO, "BOARDWALK" IS ONE WORD.
ENTER ENOUGH CHARACTERS IN THE NAME TO MAKE IT UNIQUE WITH RESPECT TO THE
OTHER PROPERTY SQUARE NAMES. FOR EXAMPLE, "PENNSYLVANIA A" WILL BE ENOUGH TO
DIFFERENTIATE IT FROM "PENNSYLVANIA RR"; WHILE "BO" WILL DO FOR BOARDWALK.
COLOR GROUPS:
PROPERTY BLOCKS COME IN COLOR GROUPS. IF A SINGLE PLAYER OWNS ALL THE SQUARES
IN A COLOR GROUP, THE RENT IS DOUBLED FOR ALL THE UNIMPROVED PROPERTIES IN
THAT GROUP. DOUBLE RENT MAY BE COLLECTED ON UNMORTGAGED PROPERTIES EVEN IF
OTHER PROPERTIES IN THAT COLOR GROUP ARE MORTGAGED.
IMPROVEMENTS:
WHEN A PLAYER OWNS ALL THE PROPERTIES IN A COLOR GROUP HE MAY BUY HOUSES FROM
THE BANK TO PLACE ON THOSE PROPERTIES. SUCCESSIVE HOUSES PURCHASED MUST BE
PLACED ON DIFFERENT PROPERTIES IN THE COLOR GROUP UNTIL EACH HAS A HOUSE; THEN
A SECOND HOUSE MAY BE PURCHASED FOR EACH PROPERTY, AND SO ON (THE PROPERTY
MUST BE IMPROVED EVENLY). WHEN EACH PROPERTY HAS FOUR HOUSES, THE PLAYER MAY
PURCHASE ONE HOTEL AND PUT IT IN PLACE OF THE FOUR HOUSES ON ONE OF THE
PROPERTIES; ONLY ONE HOTEL IS ALLOWED PER PROPERTY SQUARE.
RAILROADS AND UTILITIES MAY NOT BE IMPROVED.
BUILDING LIMITS:
THERE ARE A TOTAL OF 32 HOUSES AND 12 HOTELS AVAILABLE IN THE GAME. IF THESE
ARE IN USE, NO PLAYER MAY BUY ANY MORE UNTIL THEY ARE RETURNED TO THE BANK.
SELLING PROPERTIES:
UNIMPROVED PROPERTIES, AS WELL AS RAILROADS AND UTILTIES, MAY BE SOLD BY ANY
PLAYER TO ANY OTHER AT ANY TIME. BUILDINGS MAY BE SOLD ONLY TO THE BANK, AT
ONE HALF THE INITIAL PURCHASE PRICE. HOUSES IN A COLOR GROUP MUST BE SOLD
OFF EVENLY, IN REVERSE OF THE MANNER IN WHICH THEY WERE ADDED; BUT HOTELS MAY
BE SOLD ALL AT ONCE FOR A GIVEN COLOR GROUP, OR EXCHANGED FOR HOUSES (5 HOUSES
EQUALS ONE HOTEL), THEN SOLD OFF AS HOUSES.
MORTGAGING:
UNIMPROVED PROPERTIES MAY BE MORTGAGED TO THE BANK AT ANY TIME. IN ORDER TO
LIFT THE MORTGAGE THE PLAYER MUST PAY THE BANK THE AMOUNT OF THE MORTGAGE
PLUS 10% INTEREST. NO IMPROVEMENTS MAY BE MADE TO A PROPERTY SQUARE WHEN ANY
OTHER SQUARE IN THE COLOR GROUP IS UNDER A MORTGAGE.
MORTGAGED PROPERTIES MAY BE SOLD TO ANOTHER PLAYER, BUT THE NEW OWNER MUST
LIFT THE MORTGAGE IMMEDIATELY BY PAYING THE MORTGAGE FEE PLUS INTEREST, ELSE
HE MUST PAY THE INTEREST ONLY AND STILL KEEP THE BURDEN OF LIFTING THE
MORTGAGE LATER (WITH YET ANOTHER INTEREST PAYMENT).
CHANCE, COMMUNITY CHEST, GET OUT OF JAIL FREE:
WHEN A PLAYER LANDS ON A CHANCE OR COMMUNITY CHEST SQUARE, SPECIAL CARDS ARE
DRAWN. A GET OUT OF JAIL FREE CARD MAY BE HELD UNTIL NEEDED, OR SOLD TO
ANOTHER PLAYER.
INCOME TAX:
AFTER LANDING ON AN INCOME TAX SQUARE, THE PLAYER PAYS THE LESSER OF $200 OR
10% OF HIS TOTAL WORTH (CASH, DEEDS, BUILDINGS).
JAIL:
A PLAYER MAY BE THROWN IN JAIL, OR BE "JUST VISITING". THE LATTER OCCURS
WHEN A PLAYER LANDS IN JAIL IN THE ORDINARY COURSE OF PLAY; NO PENALTY IS
INCURRED AND THE PLAYER MAY MOVE ALONG ON THE NEXT TURN. THE FORMER OCCURS
WHEN THE PLAYER IS SENT TO JAIL BY DRAWING A GO TO JAIL CARD, OR BY ROLLING
3 STRAIGHT DOUBLES. TO GET OUT OF JAIL THE PLAYER MUST:
1. THROW DOUBLES ON ANY OF HIS NEXT 3 TURNS. HE THEN MOVES THE NUMBER OF
SQUARES INDICATED BY THE DICE, BUT DOES NOT GET ANOTHER TURN.
2. USE A GET OUT OF JAIL FREE CARD BEFORE ROLLING THE DICE.
3. PAY A FINE OF $50 BEFORE ROLLING THE DICE.
IF A PLAYER DOES NOT GET OUT OF JAIL BY THE END OF HIS THIRD TURN HE MUST PAY
THE $50 FINE IMMEDIATELY (IF HE HAS THE MONEY); IF HE CAN PAY WITHOUT GOING
BANKRUPT, HE THEN MOVES NORMALLY ON THE NEXT TURN BASED ON HIS THROW.
FREE PARKING:
THIS IS JUST A RESTING PLACE, OFTEN WELCOME. AT GAME STARTUP YOU ARE GIVEN
THE OPTION OF LAYING LUXURY TAX MONEY ON FREE PARKING FOR ANY PLAYER THAT
LANDS THERE TO CLAIM.
BANKRUPTCY:
ANYTIME A PLAYER OWES ANOTHER PLAYER MORE THAN HE CAN PAY WITH CASH IN HAND,
HE GOES BANKRUPT. IN THE CRUEL CAPITALIST ASSUMPTIONS OF THIS GAME HE MUST
SURRENDER ALL HIS PROPERTY TO HIS DEBTOR AND QUIT THE GAME (OF COURSE ONE OF
THE LAND BARONS MAY NOW OFFER THE BUM A JOB AS A DOORMAN). IF HE TURNS OVER
MORTGAGED PROPERTY, THE NEW OWNER MUST PAY THE INTEREST (10% OF PROPERTY
VALUE): IF THE NEW OWNER CAN'T PAY (AFTER SELLING HIS ASSETS), HE GOES
BANKRUPT TOO! AFTER PAYING THE INTEREST, THE NEW OWNER CAN THEN LIFT THE
MORTGAGE BY PAYING THE PRICIPAL, BUT IF HE DOESN'T DO SO, HE MUST PAY BOTH
PRINCIPAL AND A NEW INTEREST CHARGE TO LIFT THE MORTGAGE LATER.
IF A PLAYER OWES MORE TO THE BANK THAN HE CAN PAY WITH CASH IN HAND, HE MUST
FIRST SELL OFF HIS BUILDINGS AND MORTGAGE HIS PROPERTIES TO TRY TO SATISFY
THE DEBT; IF HE STILL CAN'T PAY, THE BANK SEIZES ALL THE PLAYER'S ASSETS
AND THEN AUCTIONS THE TITLE DEEDS (UNIMPROVED) TO THE OTHER PLAYERS (THE
BANKRUPT PLAYER IS NOW OUT OF THE GAME).
GAME:
THE LAST NON-BANKRUPT PLAYER LEFT WINS THE GAME. HE MAY THEN SEEK TO ASSUAGE
HIS CONSCIENCE BY ENDOWING LIBRARIES AND UNIVERSITIES, AND SPEAKING IN FRONT
OF CIVIC GROUPS SHOWING PICTURES OF ALL THE IMPROVEMENTS HE HAS MADE TO THE
CITY.
BORROWING:
NO PLAYER MAY LEND MONEY TO ANOTHER. HOWEVER, PLAYERS MAY DECIDE TO COMBINE
AGAINST A VICTIM TO RUIN HIM IN THE AUCTIONING PROCESS.
SHORT GAME:
AT PROGRAM STARTUP, THE PLAYERS MAY AGREE TO PLAY THE FOLLOWING CLASSIC SHORT
VERSION OF THE GAME:
1. EACH PLAYER IS INITIALLY GIVEN 2 RANDOMLY-CHOSEN TITLE DEEDS BY THE
COMPUTER, AND PAYS THE PRINTED PRICE FOR THEM.
2. ONLY 3 HOUSES ARE NEEDED ON EACH PROPERTY OF A GIVEN COLOR GROUP BEFORE
HOTELS MAY BE ERECTED.
3. A HOUSE IS NOW EQUAL TO 4 RATHER THAN 5 HOUSES WHEN TURNING THEM IN TO
THE BANK.
4. THE GAME ENDS WHEN THE 2ND PLAYER GOES BANKRUPT. THE RICHEST PLAYER AT
THAT POINT WINS THE GAME.
REAL SHORT GAME:
SAME AS SHORT GAME EXCEPT THAT 3 TITLE DEEDS ARE INITIALLY GIVEN TO EACH
PLAYER.
TIME LIMIT:
TO SET A TIME LIMIT, USE THE "%" COMMAND. WHEN THE TIME LIMIT IS REACHED,
THE PROGRAM TERMINATES THE GAME AUTOMATICALLY. YOU CAN RESET OR ELIMINATE
THE TIME LIMIT IF DESIRED BY USING THIS SAME COMMAND (A TIME LIMIT OF ZERO
TURNS THE TIME LIMIT OFF). NOTE THAT THE TIME REMAINING IS SHOWN AT THE
BOTTOM LEFT OF THE DISPLAY: IF THE TIME LIMIT IS ZERO, THE ELAPSED GAME TIME
IS SHOWN INSTEAD.
COMMANDS:
KEYBOARD COMMANDS ARE AS FOLLOWS:
R ROLL THE DICE
T RECORD A PRIVATE TRANSACTION (AFTER 2 PLAYERS AGREE ON THE SIDE TO
SELL TITLE DEED TO UNIMPROVED PROPERTY) -- NOTE: THE COMPUTER NEVER
INITIATES OR REFUSES PRIVATE TRANSACTIONS WHEN ACTING AS A PLAYER,
IT HAS BEEN TAUGHT TO CONSIDER HUMANS AS MASTER AND SO DON'T TAKE
ADVANTAGE OF THE POOR THING, OK? (YOU CAN USE THIS COMMAND TO
ADJUST THE GAME TO TASTE OR TO JUST PLAIN CHEAT, WE GIVE YOU ALL
THE POWER TO BECOME INSIDE TRADERS!)
M MORTGAGE A PROPERTY
U UNMORTGAGE A PROPERTY
L LIQUIDATE BUILDINGS ON A PROPERTY
B BUY BUILDINGS TO PUT ON A PROPERTY
% SET/RESET TIME LIMIT (A TIME LIMIT OF 0 MEANS NO TIME LIMIT)
S SAVE GAME WITHOUT QUITTING
E REDRAW BOARD
Y YIELD THE COM TO ANOTHER PLAYER FOR THE PURPOSE OF (UN)MORTGAGING,
BUILDING OR LIQUIDATING BUILDINGS ONLY. TO YIELD BACK, HIT Y AGAIN.
NOTE THAT ONE MAY NOT QUIT THE GAME WHILE THE COM IS YIELDED.
FUNCTION KEY CONTROLS:
NOTE: THE SCREEN LEGEND FOR 'TOGGLE' FUNCTION KEYS (F1, F2) SHOWS THE MODE
THAT WILL BE ENTERED BY PRESSING THE KEY, WHICH IS THE OPPOSITE OF THE MODE
IN EFFECT AT THE TIME.
FUNCTION KEY PURPOSE
------------ -------
F1 SOUND EFFECTS ON/OFF TOGGLE
F2 DEMO MODE TOGGLE. IN DEMO MODE, THE COMPUTER PLAYS FOR
EVERYBODY WHILE YOU WATCH; THIS MODE CAN BE BROKEN OUT OF
BY HITTING THE KEY AGAIN.
F3 "SECRET" STATUS DISPLAY. DISPLAYS A POP-UP NET WORTH
DISPLAY FOR ALL PLAYERS (NOT STRICTLY KOSHER SO IT IS
NOT LISTED ON THE SCREEN FUNCTION KEY LEGEND). HIT THE
KEY AGAIN TO GO BACK TO THE GAME.
F7 QUIT THE GAME WITH AUTOMATIC GAME SAVE. NOTE THAT THE
REQUEST TO QUIT WILL NOT BE ACTED UPON UNTIL THE COMMAND
PROMPT (THAT WAY YOU AREN'T INTERRUPTED IN THE MIDDLE OF
AN AUCTION OR PROPERTY TRANSACTION).
IF YOU HIT THIS KEY ACCIDENTALLY AND THE GAME ABORTS,
DON'T WORRY, BE HAPPY, YOU JUST HAVE TO RUN THE GAME
AGAIN AND IT STARTS BACK UP WHERE YOU LEFT OFF. (WE
MADE IT THIS WAY SO YOU CAN GO TO SLEEP AND HIT THE
KEYBOARD WITH YOUR FACE, THEN THE PROGRAM WILL LIKELY
ABORT AND BE WAITING SAFE FOR YOU WHEN YOU WAKE UP.)
F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR.
SPEED CONTROL: THE UP AND DOWN ARROWS CONTROL THE PROGRAM SPEED. TO SPEED
THE PROGRAM UP, HIT THE DOWN ARROW, TO SLOW IT DOWN, HIT THE UP ARROW. THE
DELAY CONSTANT, IN SECONDS, IS SHOWN AT THE BOTTOM RIGHT OF THE SCREEN.
PITCH CONTROL: THE LEFT AND RIGHT ARROWS CONTROL THE PITCH OF THE SOUND MADE
BY THE DICE. THE PITCH, IN HZ, IS SHOWN AT THE BOTTOM OF THE SCREEN NEXT
TO THE DELAY CONSTANT.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
EXAMPLE: >MONOPOLY MS
FOR A FUNNY STORY ABOUT THE GAME OF MONOPOLY, READ:
"War Game" by Philip K. Dick (1959), in "The 13 Crimes of Science
Fiction", ed. I. Asimov et al. (Doubleday, 1979).
----------------------
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, DESIGNED BY ALIENS FROM OUTER SPACE FOR EARTH KIDS OF
ALL AGES. WE ARE WAITING TO SEND YOU OUR 5.25 INCH (360KB) OR 3.5 INCH
(720KB) DEMO DISK, PACKED WITH AN ELECTRONIC TOY CATALOG AND OTHER GOODIES,
FOR ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S. (U.S. FUNDS ONLY OR CHECK
DRAWN ON U.S. BANK). IF YOUR PC BORES YOU WRITE US NOW.
HAVE FUN!