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- ╔══════════════════════════════════════════════════════════════════════════════╗
- ║ TOMMY'S CANASTA, DOS VERSION, (C) COPYRIGHT 1988-1998 BY ║
- ║ TOMMY'S TOYS (TM). ALL RIGHTS RESERVED. ║
- ║ MAILING ADDRESS: P. O. BOX 11261, DENVER, CO 80211 USA. ║
- ║ CATALOG #TM-110-1A ║
- ║ HTTP://WWW.TOMMYSTOYS.COM TOMTOYS@AOL.COM ║
- ╚══════════════════════════════════════════════════════════════════════════════╝
-
- INSTRUCTIONS:
-
- CANASTA (SPANISH FOR BASKET) IS A FIREY FREEWHEELING LATIN CARD GAME WHICH USES
- A DOUBLE SIZE DECK AND IS SO NEAT TO WATCH WHEN A PLAYER HAS A HAND FULL OF
- DOZENS OF CARDS SPREAD OUT LIKE A GIANT FAN.
-
- CANASTA (ORIGINALLY KNOWN AS ARGENTINE RUMMY) ORIGINATED IN LATIN AMERICA, THE
- MANY NATIONAL VARIATIONS ATTESTING TO THIS FACT. IT WAS IMPORTED TO THE U.S.
- IN 1948 OR 1949. WITH THE POPULARITY IN AMERICA AT THAT TIME OF ANYTHING
- CUBAN, EVERYBODY WANTED TO BE ANOTHER LUCY OR RICKY AND SING BABALOO OR PLAY
- CANASTA. AFTER ABOUT 1952, HOWEVER, THE CRAZE DIED OUT: WITH THE JAN. 1953
- BIRTH OF LITTLE RICKIE (WHOSE THEATRICAL BIRTH SHOW ECLIPSED THE INAUGURATION
- OF EISENHOWER), PEOPLE DROPPED THE CARDS AND BEGAN TO MAKE BABIES, PROBABLY
- RESULTING IN YOU, IF YOU ARE A BABY BOOMER (HA HA).
-
- NOW THAT YOU ARE THE SAME AGE AS RICKY AND LUCY WERE, IT'S YOUR TURN TO PICK UP
- THOSE CARDS, ON YOUR PERSONAL COMPUTER, AND PLAY TOMMY'S CANASTA... BABIES ARE
- OPTIONAL. (PEOPLE OF ALL AGES CAN PLAY TOO - HA HA).
-
- *NOTE: THE EVALUATION VERSION EXITS IF YOU TRY TO START A NEW HAND AFTER
- 5 MIN. (300 SEC.) OF PLAY TIME. PLEASE PURCHASE THE FULL VERSION.
-
- PLAYERS:
- CANASTA CAN BE PLAYED BY 3-6 PLAYERS, BUT IT IS REALLY A 2-SIDED GAME. IN
- TOMMY'S CANASTA, YOU CAN PLAY 2 OR 4-HANDED CANASTA. IN 2-HANDED CANASTA YOU
- PLAY AGAINST THE COMPUTER: YOUR HAND IS DISPLAYED AT THE TOP OF THE SCREEN.
- IN 4-HANDED CANASTA, YOU PLAY IN PARTNERSHIPS LIKE IN CONTRACT BRIDGE: THE
- COMPUTER PLAYS 3 HANDS, YOU PLAY THE 4TH (NORTH).
-
- CARDS:
- 2 STANDARD DECKS OF 54 (52+2 JOKERS) ARE MIXED TOGETHER, A TOTAL OF 108 CARDS.
- JOKERS AND DEUCES ARE WILD, HENCE THERE ARE 4+8=12 WILD CARDS IN THE DECK.
-
- CARD VALUES:
- EVERY CARD HAS A POINT VALUE, AS FOLLOWS:
-
- CARD POINT VALUE
- ---- -----------
- RED TREY (3) 100 (SEE BELOW)
- JOKER 50
- A OR DEUCE (2) 20
- 8..K 10
- 4..7 5
- BLACK TREY 5 (BLACK MEANS CLUB OR SPADE SUIT)
-
- (2=20, 3=5 (BLACK) OR 100 (RED), 4..7=5, 8..K=10, A=20, *=50)
-
- DEALER:
- THE INITIAL DEALER IS CHOSEN BY THE COMPUTER AFTER ROLLING A DIE IN ITS
- CIRCUITS. AFTER THAT, DEAL ROTATES CLOCKWISE.
-
- THE DEAL:
- EACH PLAYER RECEIVES 15 CARDS IN 2-HAND, OR 13 CARDS IN 4-HAND CANASTA, DEALT
- TO EACH PLAYER IN A CLOCKWISE DIRECTION STARTING WITH THE PLAYER TO DEALER'S
- LEFT.
-
- DISCARD PILE OR PACK OR POT:
- THE TOP CARD OF THE DECK IS THEN TURNED UP AND BECOMES THE UPCARD ON A
- SEPARATE DISCARD PILE (SOMETIMES CALLED THE PACK OR POT).
-
- IF THE UPCARD IS A WILD CARD (DEUCE OR JOKER) IT IS ROTATED 90 DEGREES TO
- INDICATE ITS PRESENCE AND ANOTHER CARD DRAWN AND FACED ON THE DISCARD PILE.
-
- DURING PLAY, ANY TIME THE UPCARD IS WILD IT IS ROTATED 90 DEGREES SO THAT
- NO MATTER HOW MANY MORE CARDS ARE DISCARDED ON TOP OF IT, ITS PRESENCE CAN
- BE DETECTED. THIS IS BECAUSE THE DISCARD PILE IS NOW A "PRIZE" PILE (SEE
- BELOW).
-
- MELDING:
- UNLIKE GIN RUMMY, THE OBJECT OF PLAY IS NOT TO GO OUT ITSELF BUT RATHER TO
- SCORE THE MOST MELDS FIRST. A MELD IS 3 OR MORE CARDS OF THE SAME RANK
- (SEQUENCES DO NOT COUNT), WITH AT LEAST 2 NATURAL (NON-WILD) CARDS, AND AT
- MOST 3 WILD CARDS. TO COUNT, MELDS MUST BE LAID ON THE TABLE FACE UP FOR ALL
- TO SEE; THEY ARE THEN OUT OF PLAY.
-
- A CANASTA (SPANISH FOR BASKET) IS 7 OR MORE CARDS OF A KIND: CANASTAS ARE
- CALLED RED OR BLACK DEPENDING ON WHETHER THEY HAVE WILD CARDS IN THEM OR NOT:
- RED OR NATURAL CANASTAS HAVE NO WILD CARDS AND BLACK CANASTAS DO.
-
- IN 4-HAND CANASTA, EACH TEAM'S MELDS ARE HELD IN COMMON (THE MELDS OF THE N-S
- TEAM ARE SHOWN ABOVE THOSE FOR THE E-W TEAM ON THE SCREEN).
-
- TREYS:
- TREYS (3'S) ARE NOT USED IN MELDS OR CANASTAS, WITH ONE EXCEPTION, TO BE
- DISCUSSED LATER. THEY ARE LIKE RED AND BLACK PEPPERS WHICH SPICE UP THE GAME.
-
- FACING RED TREYS:
- ANY RED (HEART OR DIAMOND SUIT) TREYS IN HAND ARE FACED UP IMMEDIATELY AND
- PLACED ON THE TABLE WHERE MELDS ARE HELD; MORE CARDS ARE DRAWN TO REPLACE
- THEM. (IN TOMMY'S CANASTA, THE COMPUTER AUTOMATICALLY FACES RED TREYS AND
- REDRAWS FOR YOU DURING THE DEAL, NOT AT THE END OF THE DEAL LIKE WITH REAL
- CARDS.)
-
- AT THE END OF PLAY, THE RED TREYS ARE GIVEN SCORING VALUES FOR OR AGAINST THE
- PLAYER: THEY ARE NOT CONSIDERED MELDS PER SE. IN TOMMY'S CANASTA, NORTH'S
- (N-S) RED TREYS ARE PLACED ON THE LEFT SIDE OF THE SCREEN, SOUTH'S (E-W)
- ON THE RIGHT.
-
- PLAY:
- AFTER ALL PLAYERS HAVE FACED RED TREYS, PLAY RECOMMENCES WITH ELDEST HAND,
- IN A CLOCKWISE DIRECTION.
-
- PLAYER NOW OPTIONALLY MELDS, THEN EITHER TAKES THE ENTIRE DISCARD PILE (NOT
- JUST THE UPCARD AS IN GIN RUMMY), OR A SINGLE CARD FROM THE DECK. IF HE HAS
- TAKEN THE DISCARD PILE HE MUST IMMEDIATELY MELD. IN EITHER CASE, HE MUST
- THEN DISCARD A SINGLE CARD, OR "MELD OUT", ENDING THE HAND.
-
- NOTE: TO SPECIFY A CARD WITH THE KEYBOARD, JUST TYPE IN ITS ABBREVIATION,
- E.G., 2H FOR TWO OF HEARTS, AC FOR ACE OF CLUBS, 1D OR TD FOR TEN OF DIAMONDS,
- JS FOR JACK OF SPADES. TO SPECIFY JOKER, TYPE **. USING THE MOUSE, JUST
- POINT AT THE RANK SYMBOL IN THE CARD ITSELF, THEN CLICK, THEN POINT AT THE
- SUIT SYMBOL IN THE CARD ITSELF, AND CLICK AGAIN.
-
- MELDING RULE:
- WHEN YOU MELD A CERTAIN RANK FROM YOUR HAND, YOU MUST MELD ALL THE CARDS OF
- THAT RANK, NOT JUST SOME OF THEM, WITH THE EXCEPTION OF WILD CARDS WHICH MAY
- BE USED 1-3 AT A TIME.
-
- AFTER A MELD IS LAID DOWN ON THE TABLE IT MAY BE ADDED TO IN LATER PLAYS, BUT
- AGAIN, IF YOU ADD ONE CARD OF A RANK TO A MELD FROM YOUR HAND, YOU MUST ADD
- ALL THE CARDS OF THAT RANK IN YOUR HAND TO THE MELD.
-
- CANASTAS:
- WHEN A MELD REACHES THE CANASTA LEVEL IT IS SPECIALLY MARKED TO SET IT OFF
- FROM THE OTHER PRE-CANASTA PILES. (WHEN PLAYING WITH REAL CARDS, A CANASTA
- IS USUALLY SQUARED UP AND TOPPED WITH A RED OR BLACK CARD TO INDICATE ITS
- TYPE: GUESS WHAT THESE LITTLE PILES OF CARDS LOOK LIKE.)
-
- THE MELD TABLE DISPLAY IN TOMMY'S CANASTA:
- TOMMY'S CANASTA DISPLAYS THE MELDS AS A TABLE, WITH THE NUMBER OF MELD CARDS
- OF EACH RANK GIVEN. IF THERE ARE ANY WILD CARDS IN THE MELD, THE ENTRY IS IN
- BLACK (FOR MONO SCREENS, NORMAL WHITE); IF THERE ARE NO WILD CARDS, IT IS
- SHOWN IN RED (FOR MONO SCREENS, BOLD WHITE). CANASTAS ARE GIVEN SPECIAL
- RED AND BLACK COLORS. THE ENTRY "7/2" MEANS THERE ARE 7 CARDS MELDED OF THIS
- RANK, OF WHICH 2 ARE WILD.
-
- TO THE RIGHT OF THE MELD TABLE IS THE SUM OF THE MELD CARDS AND RED TREYS
- ON THE TABLE FOR EACH PLAYER (TEAM), WITH APPROPRIATE BONUSES (SEE BELOW).
-
- TO THE LEFT OF THE TOP MELD TABLE IS THE HAND CARD SUM FOR THE KEYBOARD
- PLAYER; BELOW THIS IS THE HAND CARD COUNT FOR THE KEYBOARD PLAYER'S PARTNER,
- IN 4-CARD CANASTA ONLY.
-
- TO THE LEFT OF THE BOTTOM MELD TABLE IS THE HAND CARD COUNT FOR THE KEYBOARD
- PLAYER'S OPPONENT OR OPPONENTS.
-
- GAME:
- GAME IS 5000 POINTS (AT THE END OF ANY HAND). IF A PLAYER (TEAM) REACHES 5000
- POINTS BEFORE A HAND ENDS, HE MUST KEEP QUIET ABOUT IT UNTIL THE HAND IS OVER
- AND ALL THE BONUSES AND PENALTIES ARE ADDED UP. IF BOTH PLAYERS (TEAMS) REACH
- 5000 AT THE END OF THE SAME HAND, THE HIGHER SCORE WINS; IF THERE IS A TIE,
- ANOTHER HAND IS PLAYED.
-
- BLACK TREYS:
- BLACK TREYS ARE BLACK SHEEP THAT MAY ONLY BE MELDED WHEN MELDING OUT IN LIEU
- OF A DISCARD. WHEN DISCARDED DURING PLAY, THEY "FREEZE" THE DISCARD PILE,
- FORCING THE NEXT PLAYER TO DRAW FROM THE DECK.
-
- THE DISCARD PILE:
- THE DISCARD PILE IS EITHER A PRIZE PILE, FROZEN, OR UNFROZEN.
-
- A PRIZE PILE IS ONE WHICH CONTAINS 1 OR MORE WILD CARDS BURIED WITHIN IT,
- AND A NATURAL (NON-WILD) CARD ON TOP (UPCARD). A PRIZE PILE CAN ONLY BE
- TAKEN BY A PLAYER WHO HAS AT LEAST 2 NATURAL CARDS IN HIS HAND THAT MATCH THE
- UPCARD; IT, PLUS THE MATCHING NATURALS, MUST THEN IMMEDIATELY BE MELDED.
-
- A FROZEN PILE IS ONE WHICH IS TOPPED BY A WILD CARD OR A BLACK TREY. NOBODY
- MAY TAKE THE DISCARD PILE WHEN IT IS FROZEN.
-
- AN UNFROZEN PILE IS ONE WHICH IS TOPPED BY A NATURAL CARD AND WHICH CONTAINS
- NO WILD CARDS BURIED WITHIN IT. IT MAY BE TAKEN BY 2 NATURAL CARDS THAT MATCH
- THE UPCARD, OR BY 1 NATURAL CARD AND 1 WILD CARD; THE 3 CARDS MUST THEN
- BE IMMEDIATELY MELDED (PLUS ANY MATCHING NATURALS IN HAND).
-
- INITIAL MELD:
- THE DISCARD PILE ACTUALLY STARTS OUT AS A PRIZE PILE TO EACH PLAYER (TEAM)
- SEPARATELY, UNTIL HE MAKES HIS FIRST MELD. THE CARDS IN THE INITIAL GROUP OF
- MELDS MUST HAVE A COMBINED POINT COUNT THAT IS AT LEAST A MINIMUM VALUE,
- BASED ON THE SCORE AT THE BEGINNING OF THE HAND:
-
- SCORE MINIMUM INITIAL MELD
- ----- --------------------
- <0 15
- 0-1499 50
- 1500-2999 90
- 3000+ 120
-
- NOTE: THE INITIAL MELD POINT COUNT IS FOR THE CARDS ONLY; THE CANASTA BONUS
- (SEE BELOW) IS NOT USED HERE.
-
- YOU CAN START YOUR INITIAL MELD BY TAKING THE DISCARD PILE, BUT ONLY THE UPCARD
- MELD ITSELF, PLUS ANY ADDITIONAL MELDS MADE OUT OF THE ORIGINAL HAND, COUNT FOR
- THE INITIAL MELD POINT COUNT. ONLY IF YOU MAKE THIS POINT MINIMUM MAY YOU THEN
- TAKE THE DISCARD PILE UP AND USE IT FOR ADDITIONAL MELDS.
-
- ALSO NOTE THAT IN TOMMY'S CANASTA, IF YOU INTEND TO TAKE THE UPCARD PILE TO
- START YOUR INITIAL MELD, YOU MUST USE THE "T" COMMAND, BECAUSE YOU CAN'T TAKE
- THE DISCARD PILE FROM INSIDE THE "M" COMMAND.
-
- GOING OUT:
- TO GO OUT (MELD OUT, GO RUMMY), THAT IS, PLAY THE LAST CARD, EITHER TO THE
- DISCARD PILE OR THE MELD TABLE, AND END THE HAND, A PLAYER (TEAM) MUST HAVE
- AT LEAST 1 CANASTA ON THE TABLE AFTER THE PLAY. IF THERE IS ONLY 1 CARD LEFT
- IN THE HAND, AND IT CAN'T BE MELDED OR DISCARDED, IT REMAINS IN THE HAND.
-
- FINISHING & FORCING:
- IF NO ONE MELDS OUT BY THE TIME THE DECK IS EXHAUSTED, PLAY CONTINUES SO LONG
- AS EACH PLAYER IN TURN LEGALLY TAKES AND MELDS THE CARD DISCARDED BY THE
- PREVIOUS PLAYER. IT IS MANDATORY TO TAKE THE DISCARD IF IT IS LEGALLY
- POSSIBLE TO ADD IT TO A MELD ALREADY ON THE TABLE (THE PREVIOUS PLAYER HAS
- THEN "FORCED" YOU TO MELD). THE HAND ENDS WHEN A PLAYER DOES NOT TAKE THE
- DISCARD. IT IS PERMISSIBLE TO REFUSE TO TAKE THE DISCARD AND END PLAY IF IT
- IS NOT A FORCING CARD. IF THE LAST CARD OF THE DECK IS WILD OR A TREY, PLAY
- ENDS IMMEDIATELY AND NO ONE GETS CREDIT FOR THAT CARD.
-
- PERMISSION:
- WHEN PLAYING 4-HAND CANASTA, A PLAYER MAY OPTIONALLY ASK HIS PARTNER FOR
- PERMISSION TO GO OUT; THE PARTNER IS BOUND BY THE REPLY. BUT PERMISSION
- MAY NOT BE ASKED BY A PLAYER IF HE HAS MELDED ANY CARDS IN THAT TURN.
- MOREOVER, ASKING PERMISSION TO GO OUT AND THEN BEING UNABLE TO DO SO INCURS
- A PENALTY OF 100 POINTS.
-
- CARD COUNT:
- ANY PLAYER MAY ASK HIS PARTNER FOR THE NUMBER OF CARDS HE HOLDS IN HIS HAND:
- HE MUST TELL HIM THE TRUE NUMBER. (IN TOMMY'S CANASTA, THE KEYBOARD PLAYER'S
- PARTNER'S CARD COUNT IS AUTOMATICALLY DISPLAYED AND, IN 4-HAND, THE COMBINED
- CARD COUNT OF THE OPPONENT TEAM).
-
- SCORING:
- AFTER THE HAND ENDS, SCORES ARE TABULATED AS FOLLOWS (A SCORE CAN BE NEGATIVE
- OR POSITIVE):
-
- 1. THE RED TREYS ARE ADDED UP, 100 FOR EACH. IF THE PLAYER (TEAM) HAD
- AT LEAST 1 MELD ON THE TABLE, THE SCORE IS PLUS, ELSE IT IS MINUS.
- IF PLAYER (TEAM) HAD ALL 4 RED TREYS, THE SCORE IS DOUBLED.
- IF PLAYER (TEAM) HAD NO RED TREYS, -200 POINTS.
-
- 2. THE CARDS IN THE MELDS AND LEFT IN HAND ARE SUMMED, USING THE CARD
- POINT VALUES. THE SUM OF VALUES OF ALL THE CARDS IN EACH PLAYER'S
- (TEAM'S) MELDS COUNT PLUS, THE SUM OF VALUES OF ALL THE CARDS LEFT
- IN HAND COUNT MINUS. (IN 4-HAND, THE CARDS IN THE HAND OF THE
- PARTNER OF THE PLAYER MELDING OUT ALSO COUNT AGAINST THE TEAM).
-
- 3. CANASTAS GET BONUS SCORES: 500 FOR RED (NATURAL), 300 FOR BLACK.
-
- 4. THE PLAYER (TEAM) WHO MELDED OUT (IF ANY) SCORES A BONUS OF 100 POINTS.
-
- 5. IF A PLAYER (TEAM) WITH NO MELDS GOES OUT BY MELDING ALL HIS CARDS AT
- ONCE, INCLUDING THE REQUIRED CANASTA, HE IS SAID TO HAVE A "CONCEALED
- HAND" AND SCORES AN ADDITIONAL 100 POINTS.
-
- STRATEGY:
- THE MAIN OBJECT IS TO SCORE AS MUCH AS POSSIBLE FOR MELDS BEFORE GOING OUT,
- NOT TO GO OUT ITSELF. THE GAME CAN BE THOUGHT OF AS AN ATTEMPT TO MAXIMIZE
- THE VALUE OF THE QUANTITY (MELDS - HAND), GIVE OR TAKE THE BONUSES.
-
- NOTE: IN 2-HAND CANASTA THE COMPUTER KEEPS YOUR SCORE DYNAMICALLY UNDER THE
- LEFT SIDE OF THE MELD TABLE THROUGHOUT THE PLAY, MAKING IT EASY TO KNOW WHERE
- YOU ARE. YOU CAN THUS USE 2-HAND CANASTA AS A BEGINNER'S MODE.
-
- INDEED, GOING OUT IS OFTEN A DEFENSIVE MOVE, AS WHEN THE OTHER SIDE GETS TOO
- FAR AHEAD, HAS TOO MANY CARDS IN HAND, AND THREATENS A BIG MELD.
-
- IN ORDER TO MAKE MELDS IT IS ADVANTAGEOUS TO TAKE A LARGE PACK EARLY IN THE
- GAME, BEFORE MAKING THE 2ND MELD. THE INITIAL MELD IS USUALLY THE MINIMUM
- REQUIRED, SAVING CARDS IN HAND TO MAXIMIZE THE CHANCES OF TAKING THE DISCARD
- PILE. REMEMBER THAT IF YOU CAN TAKE THE DISCARD PILE, PREVIOUS DISCARDS COME
- BACK TO YOU LIKE A YO-YO.
-
- AFTER THE 2ND MELD, MAKE MELDS AS FAST AS POSSIBLE, USING WILD CARDS RATHER
- THAN HOARDING THEM, SINCE THEY WILL COUNT 20 OR 50 POINTS EACH AGAINST YOU IF
- YOU ARE CAUGHT WITH THEM AFTER SOMEBODY MELDS OUT.
-
- THE BEST TIME TO FREEZE THE DISCARD PILE IS WHEN THE OPPONENT HAS MELDED AND
- YOU HAVE NOT; THAT GAINS YOU BREATHING SPACE.
-
- DISCARD LOW AT FIRST, AND IN RANKS WHICH OPPONENT IS ALSO DISCARDING; BUT
- BEWARE THE OLD FISHING TRICK WHERE A PLAYER DISCARDS FROM A TRIPLET, LURING
- THE OPPONENT TO DISCARD A 4TH CARD OF THE SAME RANK, WHICH IS THEN SNATCHED
- UP AND MELDED (ALL 4 OF THEM).
-
- ----------------------
- FUNCTION KEY COMMANDS:
- SOUND EFFECTS TOGGLE: FUNCTION KEY F1 TOGGLES THE SOUND EFFECTS ON AND OFF.
-
- DEMO MODE TOGGLE: FUNCTION KEY F2 TOGGLES THE DEMO MODE. IN DEMO MODE, THE
- COMPUTER PLAYS ALL HANDS.
-
- TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
-
- TO QUIT: HIT FUNCTION KEY F7.
-
- TO CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY): HIT FUNCTION KEY F10.
-
- TO CHANGE THE SPEED WITH WHICH THE COMPUTER PLAYS: USE THE UP AND DOWN ARROW
- KEYS ON THE NUMERIC KEY PAD. THE DELAY BETWEEN COMPUTER MOVES, IN SECONDS,
- IS SHOWN AT THE LOWER RIGHT HAND CORNER OF THE SCREEN.
-
- TO SKIP THE STARTUP MUSIC: HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN
- RUNNING THE PROGRAM FROM DOS.
-
- COMMAND LINE PARAMETERS:
- WHEN RUNNING CANASTA FROM DOS, YOU CAN INCLUDE ANY OF THE FOLLOWING COMMAND
- LINE PARAMETERS:
-
- C FORCE COLOR MODE
- M FORCE MONO MODE
- S FORCE INITIAL SOUND EFFECTS OFF
- * SKIP THE STARTUP SHOW
- D DISABLE THE MOUSE DETECT
-
- FOR EXAMPLE: >CANASTA MS
-
- ----------------------
- DID YOU LIKE THIS TOY?
- DON'T BE CHEEKEN TO TRY OUR GOBS OF OTHER NEAT LOW-PRICED TOYS AND GAMES FOR
- THE IBM PC AND COMPATIBLES. WE ARE WAITING TO SEND YOU OUR 5.25 INCH (360KB)
- OR 3.5 INCH (720KB) DEMO DISK, CONTAINING AN ELECTRONIC TOY CATALOG AND OTHER
- GOODIES, FOR ONLY $2 SHIPPING/HANDLING TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
- (U.S. DOLLARS ONLY).
-
- IF YOUR PC BORES YOU WRITE US NOW.
-
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 U.S.A.
-
- HAVE FUN!
-