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ONEONTA.DOC
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1997-05-06
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9KB
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217 lines
TOMMY'S ONEONTA (C) COPYRIGHT 1997 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #TM-194-1A
INSTRUCTIONS:
TO QUIT THE PROGRAM: HIT FUNCTION KEY F7 THEN THE "Y" KEY.
TO TOGGLE THE SOUND: HIT FUNCTION KEY F1.
ONEONTA OR ONEONTA WHIST IS FOR PEOPLE WHO TIRE OF TRADITIONAL SOLITAIRE CARD
GAMES OR THINK THEY RELY TOO MUCH ON LUCK RATHER THAN SKILL. IT IS A SOLITAIRE
CARD GAME THAT IS EASY TO LEARN AND REWARDING TO PLAY, AND IT CAN ALSO BE PLAYED
AGAINST THE COMPUTER AS A 2-HANDED GAME. YES, ONEONTA IS A TOWN IN CENTRAL
NEW YORK, ALSO A TOWN IN NORTHERN ALABAMA. THE PEOPLE THERE ARE VERY STRANGE,
ALSO VERY HAPPY (JUST KIDDING, HA HA). (IT WAS FIRST PLAYED AT S.U.N.Y. IN THE
NEW YORK ONEONTA).
DECK:
A DECK OF 22 CARDS IS USED: ACE, KING, QUEEN, JACK, AND TEN OF ALL FOUR SUITS,
PLUS 2 JOKERS, CALLED THE LARGE JOKER AND THE SMALL JOKER.
CARD RANKING:
ORDER FROM HIGHEST TO LOWEST VALUE OF NON-TRUMP SUIT:
ACE, KING, QUEEN, JACK, 10.
ORDER FROM HIGHEST TO LOWEST TRUMP SUIT:
LARGE JOKER, SMALL JOKER, ACE, KING, QUEEN, JACK, 10.
PLAYERS:
THE GAME IS CAPABLE OF BEING PLAYED BY UP TO 7 PLAYERS, WITH THE DECK OF 22
BULKED-UP BY STRIPPING LESS AND LESS HIGH CARDS SO THAT EACH PLAYER GETS AT
LEAST 7 DEALT. THIS PROGRAM ONLY PLAYS 2-HANDED ONEONTA.
IN 2-PLAYER MODE, YOU PLAY AGAINST THE PC. YOUR HAND IS DISPLAYED AT THE TOP
OF THE SCREEN, THE COMPUTER'S UNDER IT.
IN SOLITAIRE MODE, THE COMPUTER'S HAND BECOMES A DUMMY PLAYER AND YOU PLAY IT
AS WELL AS YOUR OWN.
DEAL:
CARDS ARE DEALT ALTERNATELY BETWEEN THE TWO HANDS. M CARDS ARE DEALT OUT TO
EACH HAND. M IS USER-SELECTABLE AS ANYTHING FROM 7 TO 10.
TURN-OVER AND TRUMP:
AFTER THE DEAL, THE TOP CARD OF THE REMAINING 22-2*M CARDS IS TURNED OVER.
THIS CARD'S SUIT IS THE TRUMP SUIT FOR THIS HAND. IF A JOKER IS TURNED OVER,
THEN THERE WILL BE NO TRUMP SUIT, HOWEVER, THE REMAINING JOKER IS STILL A TRUMP
CARD (IT BEATS ALL OTHER CARDS PLAYED).
IN SOLITAIRE PLAY, THE DUMMY HAND REMAINS FACE DOWN UNTIL THE BIDDING IS OVER.
YOU ARE ALWAYS THE DEALER.
IT IS OPTIONAL WHETHER THE DUMMY IS TO BE EXPOSED DURING TRICK PLAY: IT IS OF
COURSE MORE CHALLENGING IF THEY ARE NOT.
BIDDING:
AFTER CARDS ARE DEALT OUT, THE PLAYER ESTIMATES HOW MANY TRICKS HE WILL WIN.
A PLAYER CAN BID ONE OF TWO WAYS:
1. BID POSITIVE (1..M). THIS TYPE OF BID REPRESENTS THE NUMBER OF TRICKS A
PLAYER THINKS HE WILL WIN OUT OF THE M TO BE PLAYED.
2. BID NEGATIVE ONE (-1..-M). THIS TYPE OF BID IS FOR WHEN A PLAYER THINKS
THAT HE WILL TAKE NO TRICKS. IF HE WINS NO TRICKS HE RECEIVES THE NUMBER OF
POINTS BID; IF HE WINS ONE OR MORE TRICKS HE LOSES AS MANY POINTS AS HE BID.
IT IS THEREFORE AN ALL-OR-NOTHING BID, AND THE SIZE OF THE BID REPRESENTS HIS
CERTAINTY OF WINNING NO TRICKS.
TO ENTER A BID:
USING THE KEYBOARD: FIRST ENTER 1 FOR POSITIVE, 2 FOR NEGATIVE. THEN ENTER
THE AMOUNT, 1, 2, ETC.
USING THE MOUSE: JUST CLICK THE 1 OR 2 IN THE QUESTION FOR NEGATIVE/POSITIVE;
THEN CLICK THE VALUE OF THE BID IN THE QUESTION.
PLAY:
IN SOLITAIRE PLAY THE DUMMY HAND LEADS TO EVERY TRICK. IF THE DUMMY IS NOT
EXPOSED, THE COMPUTER AUTOMATICALLY PLAYS THE HAND, SELECTING THE TOP CARD OF
DUMMY HAND, AS ORIGINALLY DEALT. IF THE DUMMY IS EXPOSED THEN YOU PLAY THE
DUMMY'S HAND.
THE PLAYER MUST MATCH THE SUIT OF THE CARD LED IF POSSIBLE, ELSE HE CAN PLAY
ANY CARD.
THE TRICK IS WON BY THE HIGHEST CARD OF THE LEAD SUIT, OR HIGHEST TRUMP CARD
IF ONE IS PLAYED.
PLAY CONTINUES UNTIL ALL THE CARDS IN THE PLAYERS' HANDS HAVE BEEN PLAYED.
TO ENTER A PLAY:
USING THE KEYBOARD: JUST TYPE IN THE NUMBER OF THE CARD DESIRED, 1, 2, ETC.
USING THE MOUSE: JUST POINT AT THE DESIRED CARD AND CLICK.
SCORING:
PLAYER ADDS UP THE NUMBER OF TRICKS HE HAS WON.
IF PLAYER MADE A POSITIVE BID:
A) IF PLAYER DIDN'T WIN AS MANY TRICKS AS HE BID, HE LOSES THE NUMBER OF
POINTS BID. FOR EXAMPLE, IF A PLAYER BID FIVE AND WON ONLY THREE, HE WOULD
LOSE FIVE POINTS.
B) IF PLAYER WON EXACTLY THE SAME NUMBER OF TRICKS AS POINTS THEY BID, HE
WINS THE NUMBER OF POINTS. FOR EXAMPLE, IF PLAYER BID FOUR AND WON FOUR
POINTS, HE WOULD RECEIVE FOUR POINTS.
C) IF A PLAYER WON MORE TRICKS THAN HE BID, HE WINS THE NUMBER OF POINTS HE
BID. HOWEVER, FOR EACH TRICK WON OVER THE NUMBER OF POINTS BID, PLAYER LOSES A
POINT. FOR EXAMPLE, IF PLAYER BIDS FOUR AND WINS SIX TRICKS, HE WOULD WIN 2
POINTS, I.E., 4-(6-4) = 2.
IF PLAYER MADE A NEGATIVE BID:
A) IF PLAYER WON NO TRICKS, HE WINS THE NUMBER OF POINTS BID. FOR EXAMPLE,
IF PLAYER BIDS NEGATIVE 3 AND WINS NO TRICKS, HE GETS 3 POINTS.
B) IF PLAYER WON ONE OR MORE TRICKS, HE WOULD LOSE THE NUMBER OF POINTS BID.
FOR EXAMPLE, PLAYER BIDS NEGATIVE 5, AND WINS TWO TRICKS... HE WOULD LOSE FIVE
POINTS.
PARTIES:
IN SOLITIARE MODE, A PLAYER PLAYS 1 PARTIE OF N ROUNDS (N IS SET BEFOREHAND
AS ANYTHING FROM 1 TO 10), THEN HIS FINAL SCORE IS SAVED ON DISK IN A HIGH
SCORE FILE ONEONTA.SCR. IF YOU WANT TO ERASE THE SCORES JUST ERASE THE FILE.
*NOTE: IN THE UNREGISTERED SHAREWARE VERSION, YOU CAN ONLY PLAY SOLITAIRE,
AND THE PROGRAM EXITS AFTER EACH PARTIE.
2-PLAYER VERSION:
1. WINNER OF THE GAME: AFTER PARTIE IS OVER, HIGH SCORE WINS. IN THE EVENT OF
A TIE, PLAY CONTINUES UNTIL ONE PLAYER HAS MORE POINTS THAN THE OTHER.
2. DEALING: THERE IS NO DUMMY HAND -- CARDS ARE DEALT TO PLAYERS INSTEAD.
DEAL PASSES CLOCKWISE FROM PLAYER TO PLAYER AFTER EACH ROUND.
3. ORDER OF BIDDING: ELDER HAND (NON-DEALER) BIDS FIRST IN ROUND ONE OF A
PARTIE. IN SUBSEQUENT ROUNDS THE PLAYER WHO WON THE MOST POINTS IN THE
PREVIOUS ROUND BIDS FIRST; IF THEY BOTH WON THE SAME NUMBER OF POINTS THEN
ELDER HAND BIDS FIRST. BIDDING THEN CONTINUES CLOCKWISE.
NOTE: IF ALL PLAYERS BID NULL, THEN ALL PLAYERS' BIDS ARE COUNTED AS A POSITIVE
BID OF ZERO... EACH PLAYER WOULD LOSE ONE POINT FOR EACH TRICK THEY TAKE.
4. ORDER OF PLAY: PLAYER WHO BID HIGHEST WOULD GO FIRST. IN THE EVENT THE TWO
PLAYERS BID THE SAME, THE PLAYER WITH THE MOST POINTS GOES FIRST...IN THE EVENT
OF STILL A TIE, THE PLAYER DEALING CARDS WOULD GO FIRST. PLAY IS ALWAYS IN A
CLOCKWISE DIRECTION.
WINNER OF A TRICK LEADS TO THE NEXT TRICK.
ENTERING GAME OPTIONS:
WHEN ASKED FOR A YES/NO ANSWER, POINT AT THE "Y" OR "N" IN THE QUESTION AND
CLICK. OR POINT TO A BLANK SPACE ON THE PLAY SCREEN AND HIT THE LEFT MOUSE
BUTTON FOR YES AND THE RIGHT MOUSE BUTTON FOR NO.
DOUBLING OPTION:
IF A PLAYER BIDS NEGATIVE OR POSITIVE THE MAXIMUM AMOUNT, THE PLAYER HAS THE
OPTION TO DOUBLE. FOR EXAMPLE, IF THERE ARE 9 POSSIBLE TRICKS, IF THE PLAYER
BIDS A NEGATIVE OR POSITIVE 9, THE PLAYER CAN THEN BID DOUBLE. HE NOW EITHER
WINS OR LOSES 2*9 = 18 POINTS. ELSE PLAY CONTINUES THE SAME.
OPEN HANDS OPTION:
WITH THIS OPTION ENABLED PLAYER 2'S HAND IS ALWAYS FACE UP THROUGHOUT BIDDING
AND PLAY, HOWEVER, YOU CAN SEE PLAYER 2'S HAND AND IT CANNOT SEE YOURS.
----------------------
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 YOUR HAND.
AUTOSORT TOGGLE: FUNCTION KEY F3 TOGGLES THE AUTOSORT MODE. IN AUTOSORT
MODE, THE COMPUTER SORTS YOU HANDS BY RANK AND SUIT AUTOMATICALLY. ELSE
IT LETS YOU SORT THEM MANUALLY.
AUTOTRICK TOGGLE: FUNCTION KEY F4 TOGGLES THE AUTOTRICK MODE. IN AUTOTRICK
MODE, THE COMPUTER AUTOMATICALLY CLEARS THE TRICK TABLE AFTER THE USER-SPECIFIED
DELAY PERIOD (SEE BELOW); ELSE IT REQUIRES YOU TO HIT <ENTER> TO CLEAR THE
TRICK TABLE FOR THE NEXT TRICK TO COMMENCE.
NOTE THAT FOR ALL THE ABOVE "TOGGLE" KEYS THE LEGEND AT THE BOTTOM OF THE
SCREEN INDICATES THE MODE THAT WILL BE ENTERED BY PRESSING THE KEY, WHICH IS
THE OPPOSITE OF THE MODE IN EFFECT AT THE TIME.
TO QUIT: HIT FUNCTION KEY F7.
TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
TO CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY): HIT FUNCTION KEY F10.
TO CHANGE THE SPEED AT WHICH THE COMPUTER PLAYS:
USE THE UP AND DOWN ARROW KEYS ON THE NUMERIC KEY PAD. THE DELAY BETWEEN
MOVES, IN SEC., IS SHOWN AT THE BOTTOM RIGHT CORNER OF THE SCREEN.
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO MODE
C FORCE COLOR MODE
D DISABLE MOUSE CHECK
* SKIP STARTUP SHOW
EXAMPLE: >ONEONTA MS
CREDITS:
ONEONTA WHIST WAS INVENTED BY RICHARD HUTNIK.
E-MAIL: ABJP@MARISTB.MARIST.EDU
----------------------
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, INCLUDING A LARGE SELECTION OF GOOD CARD GAMES,
DESIGNED BY ALIENS FROM OUTER SPACE FOR EARTH KIDS OF ALL AGES 8-ADULT.
WE ARE WAITING TO SEND YOU OUR 5.25 INCH (360KB) OR 3.5 INCH (720KB) NIFTY 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, OR
CHECK IN U.S. DOLLARS DRAWN ON U.S. BANK). IF YOUR PC BORES YOU WRITE US NOW.
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
HAVE FUN!