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1994-04-24
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TOMMY'S TRICKY QUESTIONS (C) COPYRIGHT 1990 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #90-135-1A
INSTRUCTIONS:
REMEMBER THE PARLOR GAME OF TWENTY QUESTIONS, MADE FAMOUS BY UNIVERSITY GAMES?
GRADUATE INTO REAL FUN WITH TOMMY'S TRICKY QUESTIONS! THE IDEA IS TO GUESS
THE IDENTITY OF A PERSON, PLACE, DATE OR THING BEFORE YOU RUN OUT OF CLUES;
UNLIKE OUR 'COMPETITION', EACH TRICKY QUESTION CARD CAN HAVE ANYWHERE FROM
2 TO 20 CLUES ON IT, THE CATCH IS YOU DON'T KNOW HOW MANY AND YOU COULD BE
SORRY IF YOU WAIT TOO LONG!
PLAYERS:
FROM 1 TO 6 PLAYERS MAY PLAY. IN 1-PLAYER MODE YOUR HIGH SCORE IS
AUTOMATICALLY SAVED ON DISK. IN MULTI-PLAYER MODE (2 OR MORE PLAYERS) THERE
IS AUTOMATIC GAME SAVE & RESTORE.
TRICKY QUESTION CARDS:
EACH CARD CONSISTS OF A PERSON, PLACE, DATE (USUALLY YEAR) OR THING, PLUS 2 TO
20 CLUE LINES. A PERSON MAY BE REAL OR FICTIONAL, HUMAN OR NOT AS LONG AS IT
HAS A PERSONALITY; A PLACE MAY BE MAN-MADE OR ALIEN-MADE OR NATURAL; A DATE
CAN BE IN ANY CALENDAR SYSTEM; AND A THING IS ANYTHING ELSE (GET IT?).
THE BOARD:
THE 102-SQUARE GAME BOARD IS SHOWN ON THE SCREEN. IT CONSISTS OF A STARTING
SPACE (SQUARE 0), AN OUTER PATH (SQUARES 1-56 RUNNING FROM TOP LEFT TO TOP
RIGHT TO BOTTOM RIGHT TO BOTTOM LEFT OF SCREEN), A PENALTY ZONE (SQUARES
57-68, ALONG THE LEFT SIDE OF THE SCREEN), AND AN INNER PATH (SQUARES 69-101,
RUNNING LEFT TO RIGHT THEN DOWN THEN LEFT), ENDING IN THE GOAL (SQUARE 102).
AT RANDOMLY-SELECTED SECRET SPOTS ALONG THE INNER AND OUTER PATHS ARE 5 BONUS
SPACES (DIFFERENT EACH GAME, 2 ON INNER AND 3 ON OUTER PATH).
SQUARES 26 & 34 ARE HYPERSQUARES, MEANING THAT IF YOU END UP (AFTER YOUR
MOVE) ON SQUARE 26, YOU START NEXT TIME MOVING ONTO SQUARE 34; OR VICE VERSA.
STARTING PLAYER:
THE COMPUTER PICKS THE STARTING PLAYER AT RANDOM. THEREAFTER PLAYERS TAKE
TURNS IN THE SAME ORDER AS THEY ENTERED THEIR NAMES.
***************************THE PLAY (>1 PLAYER)*****************************
THE COMPUTER, WHO ASSUMES THE ROLE OF GAME MODERATOR, PICKS A TRICKY QUESTIONS
CARD FROM ITS DATA BASE (FILE TRICKYQ.DAT) AND ANNOUNCES ITSELF AS EITHER A
PERSON, PLACE, DATE, OR THING.
GUESS OR PASS:
THE NEW PLAYER MAY GUESS (ELECT TO HAVE THE NEXT CLUE REVEALED), OR PASS TO THE
NEXT PLAYER WITHOUT SEEING ANY NEW CLUES.
*NOTE: THE DECISION TO GUESS OR PASS MUST BE MADE IN 5 SECONDS. TO PASS, HIT
THE P KEY OR THE ESC KEY; TO TAKE A CLUE AND KEY IN A GUESS, HIT THE G KEY OR
THE SPACE BAR.
PASSING RULES & THE LEAPFROG:
IF A PLAYER PASSES, THE NEXT PLAYER MAY ALSO PASS, AND SO ON, BUT IF ALL
PLAYERS PASS BACK TO THE FIRST PLAYER TO PASS, HE LEAPFROGS, GETTING A FREE
GUESS (NO PENALTY IF HE CAN'T GUESS THE ANSWER).
READING THE CLUE:
THE COMPUTER THEN REVEALS THE NEXT CLUE LINE FOR THE CARD (OR A RANDOM CLUE
LINE IF THAT PROGRAM OPTION IS ENABLED, SEE BELOW) PERMITTING THE PLAYER WHO
IS UP TO GUESS THE ANSWER.
THE GUESS:
THE COMPUTER ALLOWS 25 SECONDS TO KEY IN A CORRECT GUESS: HIT THE <ENTER> KEY
TO REGISTER A GUESS. YES, YOU CAN GUESS MORE THAN ONCE UNTIL YOUR TIME RUNS
OUT.
NOTE:
WHEN KEYING IN THE GUESS, PUNCTUATION (INCLUDING SPACES) IS OPTIONAL AND MAY
BE OMITTED. THE DUMB COMPUTER REQUIRES THE GUESS TO BE SPELLED EXACTLY AS IT
HAS IT IN ITS DATA BASE. IF YOU GIVE UP AND WANT TO FORFEIT THE REMAINING
TIME, HIT THE ESC KEY. NOTE: THE COMPUTER GIVES YOU SOME IDEA OF THE LENGTH
OF THE GUESS BY AUTOMATICALLY BACKING UP THE PROMPT TO MAKE ROOM FOR IT IN
THE MESSAGE BOX, SO THAT GIVES YOU NINNIES A HINT.
FREE GUESSES:
A PLAYER MAY HAVE A FREE GUESS ACTIVE AT THE TIME HE STARTS A GUESS. THE
FREE GUESS IS CANCELLED AFTER THE TIME IS UP REGARDLESS OF WHETHER THE ANSWER
WAS CORRECT OR NOT; IT DOES NOT CARRY TO THE NEXT PLAYER OR THE NEXT CLUE.
CORRECT GUESS:
IF THE GUESS IS CORRECT, THE GUESSER SCORES BY MOVING AHEAD A NUMBER OF
SPACES EQUAL TO THE VALUE OF N 6-SIDED DICE THE COMPUTER ROLLS; IF ONLY 1
CLUE HAS BEEN REVEALED, N IS 3, ELSE N IS 2. WHEN SQUARE 57 IS REACHED
(START OF PENALTY ZONE), SQUARE 69 IS JUMPED ONTO INSTEAD, BYPASSING THE
PENALTY ZONE.
INCORRECT GUESS:
IF THE PLAYER HAD A FREE GUESS THERE IS NO PENALTY, ELSE THE GUESSER MOVES
BACK A NUMBER OF SPACES EQUAL TO THE VALUE OF A 6-SIDED DIE ROLLED BY THE
COMPUTER. IF PLAYER HAD TO MOVE TO THE LEFT OF THE STARTING SQUARE, OR LEFT
OF SQUARE 68, HE GOES INTO THE PENALTY ZONE AND SPINS AROUND INSTEAD.
UNCLUES:
ONCE IN AWHILE AN UNCLUE APPEARS. THE COMPUTER ROLLS A 6-SIDED DIE AND MOVES
THE PLAYER AHEAD THAT NUMBER OF SPACES. THE PLAYER KEEPS THE TURN AS IF HE
HAD A FREE GUESS.
NEXT PLAYER:
IF THE GUESS WAS CORRECT, OR THE GUESS WAS FREE, THE PLAYER KEEPS THE TURN,
ELSE PLAY PASSES TO THE NEXT PLAYER IN LINE.
TRICKY-TRAPPING:
IF YOU MOVE ONTO THE SQUARE INHABITED BY ANOTHER PLAYER, YOU FLIP HIM FOR
THE PRIVILEGE TO STAY ON THE SQUARE; THE LOSER GOES TO THE PENALTY ZONE!
HOWEVER, IF THE TRICKY-TRAP SQUARE IS IN THE PENALTY ZONE, THE LOSER GOES
TO THE STARTING SPACE! (NOTE: THERE IS NO TRICKY-TRAPPING IN THE STARTING
SPACE.)
TRICKY-QUESTIONING AND MERCY:
IF THE PLAYER DECIDES TO GUESS, BUT THERE ARE NO MORE CLUES LEFT TO REVEAL,
THE PLAYER IS EITHER "TRICKY-QUESTIONED" (HA HA, YUK YUK) OR GRANTED MERCY,
DEPENDING ON A COIN THAT IS FLIPPED BY EL COMPUTER. IF TRICKY-QUESTIONED,
THE PLAYER HAS TO MOVE BACK A NUMBER OF SPACES DETERMINED BY THE TOTAL NUMBER
OF SPOTS ON FOUR 6-SIDED DICE ROLLED AT ONCE BY THE COMPUTER (MY HOW THE PROUD
HAVE FALLEN!); AND, IF THE PLAYER LANDS ON A BONUS SPACE, IT DOESN'T TRIP OFF;
AND, THE PLAYER LOSES HIS TURN. IF GRANTED MERCY, THE PLAYER PLAYS ON WITH
THE NEXT CARD, KEEPING THE TURN.
OF COURSE IF THE PLAYER HAD A FREE GUESS IT WILL AUTOMATICALLY CAUSE A MERCY.
ALSO NOTE THAT IF YOU ARE IN THE PENALTY ZONE WHEN YOU ARE TRICKY-QUESTIONED,
YOU WILL NOT MOVE BACK, ONLY LOSE YOUR TURN, SO YOU CAN BE BOLD HERE.
ANOTHER NOTE: THE 20TH CLUE ON ANY CARD (IF THERE ARE THAT MANY) IS ALWAYS
A FREE GUESS AND MERCY IS ALWAYS GRANTED. EAT YOUR HEART OUT UNIVERSITY GAMES.
BONUS PLAY -- THE DECAGON OF DOOM:
WHEN A PLAYER LANDS ON A BONUS SPACE HE MUST ROLL THE INFAMOUS 10-SIDED
DECAGON OF DOOM! WHATEVER COMES UP IS HIS FATE: GAIN OR LOSS OF SPACES,
LOSS OF TURN, BAILING OF OPPONENTS OUT OF PENALTY ZONE, FREE GUESSES, ETC.
(DON'T ASK US HOW THE DECAGON WAS DESIGNED, IT IS PATENTED IN A FARAWAY GALAXY
SO WRITE THE GALACTIC PATENT OFFICE FOR PLANS, SPACEMAIL FIRST CLASS WITH
RETURN POSTAGE, E.T. PHONE HOME).
HERE IS WHAT HAPPENS WITH EACH DECAGON VALUE (A * MEANS YOU MUST CONTINUE
ROLLING THE DECAGON OF DOOM):
1 OR 10: GATE. YOU GET TO DECIDE WHETHER TO CONTINUE ROLLING THE DECAGON
OR QUIT.
* 2: GAIN 1..6 SPACES AFTER ROLLING A 6-SIDED DIE. IT IS POSSIBLE TO
WIN THE GAME THIS WAY.
* 3 OR 9: LOSE 1..6 SPACES AFTER ROLLING A 6-SIDED DIE.
4: LOSE YOUR TURN.
* 5: BAIL EVERYBODY IN THE PENALTY ZONE OUT INTO THE START SPACE.
6: GET A FREE GUESS. THIS IS ONLY GOOD ON THE NEXT CLUE, UNLESS
IT IS A 20TH (MERCY) CLUE.
* 7: SWITCH YOUR POSITION WITH NEAREST OPPONENT (AHEAD OR BEHIND). THE
OPPONENT NOW TAKES OVER THE DECAGON OF DOOM. IN CASE THERE ARE 2
NEAREST OPPONENTS AT AN EQUAL DISTANCE, THE COMPUTER FLIPS A COIN.
8: DOGHOUSE! GO STRAIGHT TO THE PENALTY ZONE AFTER ROLLING A 6-SIDED
DIE.
THE MORAL IS:
DON'T GET TOO COCKY IN THE BONUS PLAY OR YOU COULD BE A DEPRESSION BABY REAL
QUICK.
GETTING OUT OF THE PENALTY ZONE:
YOU START IN THE PENALTY ZONE AT THE BOTTOM OF THE LADDER. TO GET OUT YOU
MUST LAND ON ONE OF THE 3 GIANT T-SQUARES THAT CASCADE FROM THE TOP; IF YOU
LAND ON THE GIANT I-SQUARE YOU SLIDE BACK TO THE BOTTOM! IF YOU GO PAST THE
LAST GIANT SQUARE YOU START OVER AT THE BOTTOM ALSO, ROUND AND ROUND UNTIL
YOU REST ON A GIANT SQUARE.
NOTE: YOU CAN NEVER MOVE BACKWARDS IN THE PENALTY ZONE UNLESS YOU ARE BACKING
INTO IT FROM THE MAIN BOARD.
THE GOAL ZONE (HEXING):
WHEN A PLAYER CROSSES THE FINISH LINE INTO THE GOAL ZONE THE GAME IS OVER AND
HE WINS, *EXCEPT* IF IT IS CROSSED ON A ROLL OF 6 OR 12, WHEREUPON HE IS
*HEXED* AND CONTINUES ON AROUND THE INNER PATH STARTING AT SQUARE 69.
SCORING:
THE OTHER PLAYERS ARE RANKED ACCORDING TO WHAT SQUARE THEY ARE ON AT THAT
TIME; THE PENALTY ZONE IS COUNTED AS IF IT WERE IN THE "MINUS" DIRECTION FROM
THE START SQUARE, I.E., THE SEARCH ORDER IS
(2ND PLACE) 101..69, 56..0, 57..68 (LAST PLACE).
THE WINNER GETS 10 POINTS, SECOND PLACE GETS 9 POINTS, THIRD PLACE 8 POINTS,
ETC. AFTER THE GAME ENDS YOU CAN VIEW THE GAME POINTS AND PLAYER RANK
(CURRENT GAME, CUMULATIVE) BY USING FUNCTION KEY F4 (SEE BELOW).
GAME SAVE & RESTORE:
THIS IS AUTOMATIC, BUT MAKE SURE THE GAME IS STABLE WHEN YOU QUIT, THAT IS,
WAIT TILL YOU ARE PROMPTED FOR PASS OR GUESS, BECAUSE ALL THAT IS SAVED ARE
THE PLAYERS' NAMES, BOARD SQUARES, AND GAMES WON. IF YOU WANT TO FORGET ABOUT
THE SAVED GAME, JUST ERASE TRICKYQ.TMP.
***************************THE PLAY (1 PLAYER)*****************************
IN SINGLE PLAYER MODE YOU CHOOSE A TIME LIMIT, 1-9 MINUTES, AND SEE HOW MANY
TRICKY QUESTION CARDS YOU CAN SOLVE IN THAT TIME PERIOD; THE BOARD IS NOT USED.
IF YOU NEED MORE CLUES JUST KEEP HITTING THE ESC KEY.
YOUR SCORE IS 400 FOR GETTING IT ON THE FIRST CLUE, 400-1*1=399 ON THE 2ND
CLUE, 400-2*2=396 ON THE 3RD CLUE, THEN 400-3*3=391, 400-4*4=384, ETC.: THAT
IS, YOU GET THE *SQUARE* OF THE NUMBER OF CLUES DEDUCTED. HOWEVER, IF YOU
TAKE TOO MANY CLUES AND ARE TRICKY-QUESTIONED THEN YOU LOSE 400 POINTS!
(BUT NOTE THAT YOUR SCORE CAN NEVER GO NEGATIVE.)
THE COMPUTER SAVES YOUR HIGH SCORES AUTOMATICALLY ON THE FILE TRICKYQ.SCR,
KEEPING THE SCORES FOR EACH TIME LIMIT SEPARATE (LEVEL 1 MEANS 1 MIN. TIME
LIMIT, ETC.).
-----------------
SPECIAL CONTROLS:
SOUND EFFECTS TOGGLE:
FUNCTION KEY F1 WILL TOGGLE THE SOUND EFFECTS ON AND OFF.
TO QUIT:
FUNCTION KEY F7, OR THE ESC KEY, WILL EXIT THE GAME.
TO RESTART THE GAME AND START OVER:
HIT FUNCTION KEY F8.
SEATING PAUSE CONTROL:
FUNCTION KEY F3 TOGGLES THE SEATING PAUSE CONTROL.
WHEN ON, THIS REQUIRES YOU TO TAP THE ANY KEY TO START THE 25-SECOND
TIMER AFTER A CLUE IS GIVEN, ELSE IT WILL COME ON IMMEDIATELY.
TO VIEW THE PLAYER SYMBOLS AND STATUS (MULTI-PERSON MODE ONLY):
HIT FUNCTION KEY F4.
TO VIEW THE CLUES REVEALED SO FAR:
HIT FUNCTION KEY F6.
DEMO MODE:
FUNCTION KEY F2 TOGGLES THE DEMO MODE. IN DEMO MODE, THE COMPUTER PLAYS
WHILE YOU WATCH. OF COURSE IT DOESN'T DO TOO GOOD A JOB OF GUESSING OR
YOU WOULD ALL USE IT IN PLACE OF YOUR TURN (YUK YUK). IN 1-PLAYER MODE,
BEWARE THAT EACH TIME YOU PRESS F2, THE SCORE ZEROES!
TO CHANGE THE SCREEN BORDER COLOR (COLOR MONITORS ONLY):
HIT FUNCTION KEY F10.
ARROW KEYS:
THE 4 ARROW KEYS ON THE NUMERIC KEY PAD CONTROL THE FOLLOWING FUNCTIONS:
SPEED CONTROL: THE UP AND DOWN ARROWS CONTROL THE GAME SPEED. THE DELAY
PAD, IN SECONDS, IS SHOWN AT THE BOTTOM RIGHT OF THE SCREEN.
PITCH CONTROL: THE LEFT ARROW LOWERS, AND THE RIGHT ARROW INCREASES, THE
PITCH OF THE SOUND EFFECTS.
TO DISPLAY THESE INSTRUCTIONS: HIT FUNCTION KEY F5.
TO SKIP THE STARTUP SHOW: HIT THE <ENTER> KEY TWICE INSTEAD OF ONCE WHEN
RUNNING THE PROGRAM FROM DOS, OR USE THE COMMAND LINE PARAMETER "*".
-------------------------------
THE TRICKY QUESTIONS DATA FILE:
FILE TRICKYQ.DAT HOLDS THE DATA SETS (TRICKY QUESTIONS CARDS) FOR THE
PROGRAM. YOU CAN EDIT THIS FILE TO MODIFY THE CARDS OR ADD YOUR OWN.
THE PROGRAM GOES STRAIGHT THROUGH THEM IN ORDER, SAVING ITS PLACE MARKER
AFTER EACH RUN ON FILE TRICKYQ.PTR (TO RESET THE POINTER TO ZERO, JUST ERASE
THIS FILE ONLY). THE FORMAT IS AS FOLLOWS:
1. EACH 'CARD' CONSISTS OF 1 OR MORE LINES IN THE FILE (TERMINATED WITH
<ENTER>). ONLY THE FIRST 80 COLUMNS OF EACH LINE ARE READ. ALL
ALPHABETIC CHARACTERS ARE AUTOMATICALLY CONVERTED TO UPPER CASE.
2. A LINE WITH A "." IN COL. 1 INDICATES A COMMENT CARD WHICH IS
IGNORED BY THE PROGRAM BUT CAN BE USED BY YOU TO DOCUMENT YOUR
DATA FILE.
3. A TRICKY QUESTION CARD BEGINS WITH A CATEGORY LINE, STARTING WITH
A "!" IN COL. 1. THEN A SINGLE LETTER INDICATES THE CATEGORY:
P=PERSON, L=PLACE, D=DATE, T=THING. THEN THE ANSWER FOLLOWS, 1-47
CHARS (THE WIDTH OF THE MESSAGE BOX). (NOTE: IF AN ANSWER IS FOUND
TO BE MORE THAN 47 CHARS., THE PROGRAM SKIPS THAT CARD.)
4. FOLLOWING THIS ARE 2 TO 20 CLUE LINES, EACH 1-78 CHARS LONG.
(NOTE: IF THERE ARE LESS THAN 2 CLUE LINES, THE CARD IS SKIPPED; IF
THERE ARE MORE THAN 20 CLUE LINES, EXTRA LINES ARE IGNORED.)
5. THE END OF THE CARD IS INDICATED BY A "-1" IN COLS. 1 AND 2 OF A
NEW LINE.
6. THE END OF THE DATA FILE IS INDICATED BY A "-2" IN COLS. 1 AND 2
OF A NEW LINE.
EXAMPLE FILE:
COL. 1
.THIS IS A SAMPLE DATA FILE FOR TOMMY'S TRICKY QUESTIONS.
.
!TEARWAX
I OOZE FROM YOUR HEAD
I CAN BE YELLOW OR BROWN, EVEN BLACK
DUMBO WOULD HAVE MORE THAN MICKEY MOUSE
I AM A TYPE OF WAX AND I COLLECT IN YOUR EAR, DUMBO!
-1
!PDAN REEVES
I AM A FOOTBALL BIGSHOT WITH A GEORGIA DRAWL
I LIVED ALOT IN DALLAS AND WAS A NATTY DRESSER
I COACHED A LOT OF SUPER BOWL BLOWOUTS
I HELPED BRING JOHN ELWAY TO THE DENVER BRONCOS
I AM NOT RELATED TO MUSCLEMAN STEVE REEVES
-1
!LDENVER
I AM THE HOME OF TOMMY'S TOYS
I AM A FOOTBALL-CRAZY TOWN
I AM A MILE HIGH
I AM LOCATED ON A PRAIRIE NOT IN THE MOUNTAINS
SKIES ARE BLUE HERE MOST OF THE YEAR
THE WALK SIGNAL AND THE CHEESEBURGER WERE INVENTED HERE
I AM FULL OF SMOG SOME DAYS IN NOVEMBER-DECEMBER
I AM NAMED AFTER THE GOVERNOR OF KANSAS TERRITORY
THE DENVER BOOT WAS INVENTED HERE (HINT HINT)
-1
!D1776
I AM A YEAR
I AM A REVOLUTIONARY YEAR IN AMERICA
FOURTH OF JULY REMEMBERS ME
200 YEARS AFTER ME GERALD FORD WAS PRESIDENT, WAS IT WORTH THE WAIT?
-1
!TRATS
WE ARE SEWER CITIZENS
WE HAVE YUKKY TAILS
-1
-2
NOTE THAT TOMMY'S OWN TRICKY QUESTIONS CARDS ARE SUPPLIED ENCRYPTED; THESE ARE
SIGNALLED BY A "=" INSTEAD OF A "!" FOR EACH CARD.
------------------------
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
R DISPLAY CLUES IN A RANDOM ORDER (ELSE THEY WILL BE DISPLAYED IN THE
ORDER THEY ARE FOUND IN THE DATA FILE FOR EACH CARD; THERE IS NO WAY
TO DISPLAY THE CARDS THEMSELVES IN A RANDOM ORDER)
* SKIP THE STARTUP SHOW
EXAMPLE: >TRICKYQ MSR
----------------------
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. OUR NIFTY DEMO DISK, CONTAINING AN ELECTRONIC TOY
CATALOG AND OTHER GOODIES, IS ONLY $2 TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
(U.S. DOLLARS ONLY). PLEASE SPECIFY 5.25 INCH OR 3.5 INCH DISKETTE.
AND, IF YOU LIKE WORD GAMES, TRY
**TOMMY'S WORD GAME SAMPLER PAK**
CONTAINING THE LATEST VERSION OF TOMMY'S TRICKY QUESTIONS PLUS 9 OTHER WORD
GAME TOYS FROM TOMMY'S TOYS: TOMMY'S TRIVIA, TOMMY'S HIDDEN-WORDS, TOMMY'S
WHEEL OF MISFORTUNE, TOMMY'S CROSSWORDS, TOMMY'S CONNECTING POINT, TOMMY'S
WHEEL OF CONFUSION, TOMMY'S JOTTOMANIA, TOMMY'S PLATES, TOMMY'S CHANNEL 3.
WORD GAME HEAVEN ON EARTH FROM SPACE.
ALL FOR THE ASTOUNDINGLY LOW PRICE OF $39.95 POSTPAID IN THE U.S.A., OUTSIDE
U.S. ADD $5. (U.S. DOLLARS ONLY; PLEASE SPECIFY 5.25 INCH OR 3.5 INCH
DISKETTES.)
TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA
"WE'VE GOT THE GAMES, EARTHLINGS!"