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- 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).
-
- ----------------------
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- (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!