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- ║ TOMMY'S ALICE IN WONDERLAND CHESS (TM), DOS VERSION, (C) COPYRIGHT 1997 BY ║
- ║ TOMMY'S TOYS, P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED. ║
- ║ CATALOG #TM-197-1A. ║
- ║ HTTP://WWW.TOMMYSTOYS.COM TOMTOYS@AOL.COM ║
- ╚══════════════════════════════════════════════════════════════════════════════╝
-
- INSTRUCTIONS:
-
- ***TO EXIT, HIT FUNCTION KEY F1, THEN THE Y KEY.
- ***TO DISPLAY THESE INSTRUCTIONS FROM THE PROGRAM, HIT FUNCTION KEY F5.
-
- THIS IS A FUN CHESS VARIANT WHERE YOU "GO THROUGH THE LOOKING GLASS" ON EACH
- MOVE. SUDDEN DEATH IS A LIKELY POSSIBILITY, WITH SOME GAMES LASTING AS LITTLE
- AS 3 MOVES!
-
- BOARD SIZES:
- THERE ARE 2 IDENTICAL BOARDS, A AND B.
- THE BOARD SIZE IS 8 ROWS (R) BY 4 COLUMNS (C) EACH.
-
- DIFFICULTY LEVELS:
- YOU CAN SET THE DIFFICULTY LEVEL AS ANY NUMBER FROM 1 (EASIEST) TO 9 (HARDEST);
- WHILE THE PC IS THINKING, YOU CAN FORCE IT TO QUIT SEARCHING AND TAKE THE
- CURRENT BEST MOVE BY HITTING THE ESC KEY. (NOTE: YOU CAN ONLY GO TO LEVEL 1 IN
- THE UNREGISTERED SHAREWARE VERSION).
-
- PIECES:
- EACH PLAYER HAS THE USUAL CHESS PIECES.
-
- THE OPENING SETUP IS AS FOLLOWS (ON EACH SIDE OF BOARD A):
-
- P P P P
- N B B N
- R Q K R
-
- OBJECT:
- THE OBJECT OF THE GAME IS TO CHECKMATE THE OPPONENT, LIKE IN REGULAR CHESS.
-
- FIRST PLAYER:
- WHITE ALWAYS MOVES FIRST.
-
- MOVES:
- MOVE PHASE:
- ON EACH TURN THE PLAYER MAY MOVE ONE OF HIS PIECES, AS IN STANDARD CHESS, EXCEPT
- THAT AFTER IT LANDS IT "GOES THROUGH THE LOOKING GLASS" AND DISAPPEARS,
- REMATERIALIZING ON THE OTHER BOARD IN THE CORRESPONDING LOCATION! THEREFORE,
- FOR A MOVE TO BE LEGAL THE DESTINATION SQUARE MUST BE EMPTY ON THE OTHER BOARD.
-
- PROMOTION:
- WHEN YOUR PAWN/ARCHER REACHES THE OPPONENT'S HOME ROW, YOU ARE ASKED WHAT
- PIECE YOU WISH TO PROMOTE IT TO, E.G., Q=1,2=N,3=B. JUST TYPE 1 FOR QUEEN,
- 2 FOR KNIGHT, 3 FOR BISHOP, ETC. OR, POINT YOUR MOUSE CURSOR TO THE "1",
- "2", OR "3" IN THE QUESTION AND CLICK.
-
- EN PASSANT:
- WHEN EN PASSANT MODE IS ENABLED, A PAWN IN ITS STARTING POSITION CAN HOP 2
- SQUARES FORWARD INSTEAD OF 1. IF AN ENEMY PAWN WAS IN A POSITION TO TAKE
- THE PAWN IN THE SQUARE SKIPPED OVER, THEN ON THE NEXT TURN ONLY HE MAY DO SO
- NULLIFYING THE DOUBLE HOP AND TREATING IT AS IF A SINGLE HOP HAD BEEN MADE.
-
- DRAWS:
- A DRAW RESULTS BY AGREEMENT. IF A PLAYER OFFERS HIS OPPONENT A DRAW, HE MAY
- ACCEPT, OR HE MAY REFUSE, BUT IF THE REFUSER PLAYS 10 MOVES WITHOUT A WIN, THE
- DRAW IS AUTOMATIC.
-
- TO ENTER A MOVE:
- JUST TYPE THE PLAYER MOVE IN, FIRST THE BOARD (1 FOR A, 2 FOR B), THEN THE
- 'FROM' ROW (1..R) AND COL (1..C), THEN THE 'TO' ROW (1..R) AND COL (1..C).
- OR USE YOUR MOUSE AND POINT AND CLICK.
- NOTE: ROW 1 IS AT THE TOP, AND COL 1 IS AT THE LEFT.
-
- TO OFFER A DRAW TO THE OPPONENT, HIT THE "D" KEY INSTEAD OF A MOVE.
- TO RESIGN (FORFEIT THE GAME), HIT THE "R" KEY OR "F" KEY INSTEAD OF A MOVE.
- TO ABORT A GAME IN PROGRESS, HIT THE "Q" KEY OR THE "X" KEY INSTEAD OF A MOVE.
-
- QUICK DRAW:
- WHILE THE PC IS THINKING, YOU CAN HIT THE "!" KEY TO CAUSE IT TO QUIT
- IMMEDIATELY AND DECLARE A DRAW.
-
- DUMB & DUMBER (TM) ALICE:
- IF YOU SELECT THIS MODE THEN THE FOLLOWING ADDITIONAL CHESS PIECES ARE
- IMPLEMENTED (THE PROGRAM RANDOMLY SELECTS A SET THEN GIVES BOTH SIDES THE SAME):
-
- FIXED PIECES:
- THE PAWNS AND KING ARE THERE IN EVERY GAME. HERE ARE THEIR RULES:
-
- PAWN CAN ONLY MOVE FORWARDS (TOWARDS ENEMY SIDE OF BOARD), AND ONLY
- ONE SQUARE AT A TIME, UP/DOWN (NEVER LEFT/RIGHT). HOWEVER, IF
- THERE IS AN ENEMY PIECE KATTY-KORNER AND IN FRONT OF IT, ON THE
- NEXT SQUARE, IT CAN MOVE TO THAT SQUARE AND CAPTURE THAT PIECE.
- PROMOTION: IF A PAWN EVER REACHES THE ENEMY'S HOME ROW, IT IS
- IMMEDIATELY PROMOTED TO ANY PIECE YOU LIKE OUT OF THE C-1 THAT
- THE GAME STARTED WITH (NOT A PAWN OR KING).
-
- KING CAN MOVE ONE SQUARE AT A TIME IN ANY DIRECTION, AND CAPTURES
- WHATEVER PIECE IT LANDS ON. WHEN IT IS ITSELF TAKEN, THE GAME
- ENDS AND THE PLAYER LOSING THE KING LOSES THE GAME.
-
- VARIABLE PIECES:
- THE POSSIBLE PIECES THE COMPUTER CAN CHOOSE AND THEIR RULES ARE:
-
- KNIGHT CAN HOP 2 SQUARES UP/DOWN OR LEFT/RIGHT, THEN 1 MORE SQUARE AT
- RIGHT ANGLES TO THAT. IT CAPTURES WHATEVER IT LANDS ON AT THE
- END.
-
- BISHOP CAN MOVE UP TO 8 SQUARES DIAGONALLY IN A STRAIGHT LINE, BUT ONLY
- AS LONG AS THE ROAD IS CLEAR. IF IT ENCOUNTERS ANOTHER PIECE
- ON THE ROAD IT CAPTURES IT AND COMES TO A REST.
-
- ROOK SAME AS A BISHOP ONLY IT MOVES ONLY UP/DOWN OR LEFT/RIGHT, NEVER
- DIAGONALLY.
-
- QUEEN SAME AS A BISHOP AND A ROOK PUT TOGETHER: CAN MOVE IN ANY STRAIGHT
- LINE, UP/DOWN, LEFT/RIGHT, OR DIAGONALLY.
-
- EARL HOPS 2 SQUARES IN ANY STRAIGHT DIRECTION (UP/DOWN, LEFT/RIGHT,
- DIAGONALLY). CAPTURES WHAT IT LANDS ON.
-
- WIZARD CAN MOVE LIKE A KING, BUT CAN'T CAPTURE ANYTHING! SO IT CAN ONLY
- MOVE TO AN EMPTY SQUARE. BUT, IT HAS THE POWER OF FREEZING ALL
- ENEMY PIECES IT TOUCHES SO THAT THEY CAN'T MOVE!
-
- JOKER CAN HOP TO ANY EMPTY SQUARE ON THE BOARD, BUT CAN'T CAPTURE
- ANYTHING AND HAS NO POWERS OF FREEZING LIKE A WIZARD. IT WILL
- BLOCK A PAWN OR PLAY INTERFERENCE FOR THE KING FOR INSTANCE.
-
- ARCHER CAN MOVE 1 SQUARE FORWARD WHEN THE SQUARE IS EMPTY, LIKE A PAWN.
- CAN HOP 2 SQUARES FORWARD IF THERE IS AN ENEMY PIECE IT CAN
- CAPTURE ON THAT SQUARE. IF IT REACHES THE ENEMY'S HOME ROW IT IS
- PROMOTED TO A QUEEN.
-
- DUKE MOVES AND CAPTURES LIKE A KNIGHT COMBINED WITH A QUEEN.
-
- MOTHER AND ONE MEAN ONE TOO! SHE CAN HOP TO ANY EMPTY SQUARE OF THE
- BOARD (CAN'T CAPTURE ON THAT TURN), OR MOVE AND CAPTURE LIKE A
- QUEEN (APOLOGIES TO THE QUEENS OF MARS).
-
- CASTLING:
- THERE IS NONE IN THIS VERSION BECAUSE THE BOARDS ARE ONLY 4 COLUMNS WIDE.
-
- RABBIT OPENING:
- WITH THIS OPTION ENABLED, BLACK'S PIECES START OUT ON BOARD B, WHITE'S PIECES
- ON BOARD A.
-
- MS. ALICE VARIANT:
- THIS VARIANT ALLOWS "ZERO" MOVES, THAT IS, A PIECE MOVING TO ITSELF THEN
- GOING THROUGH THE LOOKING GLASS TO THE OTHER BOARD. KINGS IN CHECK MAY NOT
- ZERO.
-
- FUNCTION KEYS:
- THE 10 FUNCTION KEYS F1-F10 HAVE THE FOLLOWING FUNCTIONS:
-
- FUNCTION KEY FUNCTION
- ------------ --------
- F1 QUIT THE PROGRAM AND SAVE THE GAME IN PROGRESS AUTOMATICALLY.
-
- F2 SOUND EFFECTS TOGGLE.
-
- F3 CHANGE WHO PLAYS THE WHITE PIECES (KEYBOARD OR COMPUTER).
- F4 "" "" "" "" BLACK "" ("" "" "" ).
-
- F5 DISPLAY THESE INSTRUCTIONS.
-
- F7 DECREASE THE DIFFICULTY LEVEL.
- F8 INCREASE THE DIFFICULTY LEVEL.
-
- F6 (COLOR MONITORS ONLY) CHANGE THE COLOR OF THE "WHITE" PIECES.
- F9 (COLOR MONITORS ONLY) CHANGE THE COLOR OF THE "BLACK" PIECES.
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR.
-
- NOTE FOR "TOGGLES": THE LEGEND DISPLAYED ONSCREEN WILL BE THE MODE THAT WILL
- BE ACTIVATED IF THE FUNCTION KEY IS PRESSED.
-
- ARROW KEYS:
- THE UP/DOWN ARROW KEYS ON THE NUMERIC KEYPAD CHANGE THE GAME SPEED. THE MINIMUM
- AMOUNT OF TIME, IN SECONDS, THAT THE COMPUTER WILL TAKE TO THINK UP A MOVE, OR
- TO MAKE EACH HOP, IS DISPLAYED NEAR THE LOWER RIGHTHAND CORNER OF THE SCREEN.
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- D DISABLE MOUSE CHECK
- A ALTERNATE PIECE SYMBOLS (FOR MONO MONITORS WITHOUT HI INTENSITY SIGNAL)
-
- EXAMPLE: >ALICE MS
-
- CREDITS:
- INVENTED BY V.R. PARTON 1953.
-
- ----------------------
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- $3 OUTSIDE U.S. (U.S. FUNDS ONLY OR CHECK DRAWN ON U.S. BANK). (PLEASE SPECIFY
- 3.5 INCH OR 5.25 INCH DISKETTE). IF YOUR PC BORES YOU WRITE US NOW.
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-
- GOOD LUCK!
-
-