CASINO I R Leninger 1983 Loading time: 1 minute 45 seconds Load name must be typed in lower case letters. CASINO I includes computer simulations of three popular games of chance: Twenty-One (or "Blackjack"), Craps and Slot Machines. Twenty-One and Craps may be enjoyed by up to three players per game. Although Slots is designed for one player at a time, any number can participate if they're willing to share the initial stake of $100. Each game on the Casino program cassette features realistic graphics and stimulating sound effects to create the excitement of Las Vegas or Monte Carlo in your own home. Since each game on the Casino program is governed by the same odds and the same random selection that characterize the "real thing", the dedicated student of gambling will find that Casino's games provide an excellent opportunity for sharpening mathematical skills that often mean the difference between breaking even and winning big. COMMAND CARTRIDGE INSTRUCTIONS If you have the cartridge version of this software program please follow the steps listed below: 1. Turn ouff your TS2000 2. Lift cartridge door open 3. Insert command cartridge 4. Program will now begin execution. If Step 5 does not occur - start over with Step 1 ... and reseat cartridge once again. ALWAYS TURN OFF YOUR TS2000 BEFORE INSERTING OR REMOVING CARTRIDGE You may bypass tape load instructions below. TO LOAD: Press LOAD "casino", start the cassette recorder and press ENTER. Turn off the tape recorder when you see a "menu" on the screen that says: The following are available 1. Twenty-One 2. Craps 3. Slots 4. Exit this program Select game by number TO PLAY: Decide which of the three games you want to play and press the number for that game listed on the menu. If you choose Twenty-One or Craps, the computer will ask you how many people are playing. After you enter a number (or immediately, if you've chosen Slots), the computer sets the game. In each game, you must bet before the action begins. The computer stakes you to $100 (in Slots, it even stacks up a hundred silver dollars for you). You may bet up to $999 in Twenty-One (but you can't bet more than you have, your beginning limit is $100), but you can only feed one dollar at a time, up to 3 bets into the Slots. Craps allows you to bet up to $95 per category (there are ten bet categories) in increments of $5. But again, you cannot bet more than you have. To place your first bet in Twenty-One, enter the amount of money you want to risk. When all of the players have made an initial bet, the computer deals the first two cars to each hand. Dealer's hand is shown with one card face down, one face up; other hands are shown face up. In Craps, select a betting category by moving the V-shaped cursor up or down until it's at the category you want to bet in and them press the number "1" for each $5 you want to bet in that category. You may continue placing bets until you reach your limit and/or press ENTER (if you change your mind, you may remove your money or decrease it in $5 increments by pressing the "0" key. Once all players have entered an initial bet, the computer rolls the dice. In Slots, you see a slot machine in the upper left quadrant of your display screen. You may bet up to three lines at a time by pressing the "B" key for each coin you want to drop. If you place only one bet the center slot machine spins when you press the "P" key to pull. If you place two bets, the top two machines are set in motion by a pull. STRATEGIES: If you're not an experienced gambler, you'll probably want to play Twenty-One or Craps the first few times with someone who knows the games. (Don't worry; he can't take advantage of your lack of experience - it's the computer that deals the cards or rolls the dice.) They're both complicated games that can be confused (or expensive if the computer didn't advance you your stake). If you don't have any gambling friends, it is helpful to read the rules of Twenty-One or Craps in a reference book such as "Hoyle's Rules of Games." Although you can teach yourself both games by experience, the fast action of the Casino program sometimes leaves you bewildered. The object of TWENTY-ONE is to build a hand of cards whose values add up to 21 - or closer to 21 (without going over that number) than anyone else's hand. If you go over 21, you "bust" and lose your money. An Ace counts as either one or 11 (the computer won't bust you by counting it as an 11 when you'd still be okay if it were a 1): face cards (King, Queen and Jack) count as 10, and number cards 2 to 10 have the value of thier numbers. The computer will deal you two cards and ask if you want to be hit (this means, do you want to have another card?). Before you press "y" (yes) or "n" (no), count your hand and look at the card that shows in the dealer's hand. If your cards are, for example, a ten and a nine - for 19 - you will probably want to "stand". Press "n". Once you stand, you're finished playing this hand - which continues until all players have stood. At the end of the hand, the dealer shows his cards and bets are paid or lost. The game continues until all players have lost all their money or until all players refuse to enter an amount when asked to bet. (if you do not have enough money to double your bet you will not be given these options). If your cards total 11 you will be asked if you wish to double. Pressing "y" for yes, your bet will be doubled and you will be dealt only 1 more card. Pressing "n" will allow you to continue play without doubling. If you are dealt Q or the same cards (say 2 Queens) you will be asked if you wish to split your hand. Press "y" if you wish to have your bet doubled and your cards split into 2 separate hands. Press "n" to continue play without splitting your hand. In "Craps", on the opening bet, only a "7", "11" or "craps" (2,3 or 12) make any difference if you bet on "LINE" or "DON'T PASS". If you bet on the LINE category and a "7" or an "11" is rolled, then you win. If you bet on the "DON'T PASS" or "CRAPS" categories and "craps" is rolled, you win. If you wagered on "CRAPS" and any number except "2", "3", or "12" is rolled ( or if you bet "LINE" and "CRAPS" is rolled) then you lose. If any number except 2,3,7, 11 or 12 is rolled and you have placed your bet on "LINE" or on "DON'T PASS", you neither win nor lose. Any other number rolled becomes the "Point" and is displayed in the upper right hand corner of your display screen. The object of the game now is for the "Shooter" (the person rolling the dice; in this case, the computer) to roll the point again before he rolls a 7. If he rolls a point first, he wins; if he rolls a 7 first, he loses. You are betting, before each roll, on whether he will win, lose or have to roll again. Your choices are: LINE - this is a bet that will roll the point before getting a 7. If he does, you win; if he doesn't, you lose. DON'T PASS - is the opposite of LINE; it's a bet that he will not roll the point before a 7 is rolled. 7 ON THE NEXT ROLL and 11 ON THE NEXT ROLL are self explanatory. If you bet that 7 or 11 will be thrown next and you're right, you win; if any other number (including the Point) is thrown, you lose. DOUBLES ON THE NEXT ROLL and CRAPS ON THE NEXT ROLL are like 7 or 11 ON THE NEXT ROLL. "Doubles" are 2,4,6,8,10 or 12 rolled as two ones, two twos, two threes and so on. Craps are (2,3 or 12). FIELD - is a bet that any of the numbers which the computer shows in parenthesis after FIELD will be thrown on the next roll. 6 BEFORE 7 - is a bet that a 6 will be rolled before a 7 is thrown, but not necessarily on the next roll. 4 the hard way - you win if 2 two's are rolled before any other kind of 4 is rolled, 8 the hard way - you win if 2 four's are rolled before any other kind of 8 is rolled. After each roll, the computer will show you which bets won, which lost and which stand (because they neither won nor lost), pays winnings and subtracts losses, and asks you to enter another bet on the next roll. If you bet 0, the game ends. Fortunately or unfortunately, there is no strategy for SLOTS. You simply feed your coins into the machines and pull the handle until all of your money is gone or you've gotten tired of the game. You may end the game any time you like by pressing "P" without entering a "B" first. To stop the bet in between bets on blackjack and craps, press the "S" key when asked to place a bet. LOADING INSTRUCTIONS: (See Chapter 4 of your instruction manual for detailed instructions.) 1. First listen to the tape so you will be familiar with its distinct sections. The tape has a period of silence at the beginning, followed by a high-pitched, screechy noise. This is the computer program. The program is recorded twice on the cassette in case one does not load. 2. Set the volume control on the cassette deck ot about 3/4 of the maximum. If you have tone controls, set the bass to minimum and treble to maximum. If you have just one tone controls, set it to HIGH or MAXIMUM. 3. Rewind the tape to the beginning. Connect the EAR jack on the computer to the EAR jack on the cassette deck recorder. Make sure the plugs are clean and securely in place. 4. To instruct the computer to accept the program you must press the LOAD command and type the name of the program in quotation marks. See the instructions or cassette for the correct loading name. 5. Start the cassette deck, allow a few seconds for it to get up to speed, then press ENTER during the silence before the program begins. 6. The border of the TV screen will alternate between pale blue (cyan) and red, during the time the computer is searching for the program on the tape. 7. When the program has been found, the screen border will show a pattern of lines in the same shades of blue and red, and shortly the name of the program will appear on the screen. 8. Next, as the program itself is being loaded into the computer, the border pattern will become thinner, faster moving yellow and dark blue lines. 9. When the computer has finished loading the program, one of two things will happen: 1. Most commercial programs will begin running automatically, usually with a "title screen" or instructions to the user. (A title screen may tell you that the tape is still loading, if not, you should stop the tape immediately at this point so as to be in the proper position to load the next program if you wish.) or 2. The screen will be blank, except for a 0 OK, 0:1 in the lower left hand corner. This is a report code and means that the computer has successfully loaded the program. Stop the tape immediately. To execute the program, you press RUN and ENTER. This will start the program. SOME SUGGESTIONS 1. The volume at which the program is loaded is very important. Usually 3/4 maximum volume works best, but recorders vary and may require experimentation with the volume setting. If you have a technical background you can check the output level of your recorder's EAR/SPKR jack. It must be at least 4 volts peak-to-peak, although 5 to 6 volts peak-to-peak is best. 2. Clean and demagnitize the heads of the tape recorder. Your ears may not pick up the signal fluctuations due to magnetic flux on the tape heads, but the computer has a much more sensitive "ear". 3. The computer is very susceptible to outside interference. Working on a metal table or near electrical appliances should be avoided. 4. Occasionally, once a program has loaded, the video display will show instability. This can be corrected by adjusting the vertical hold on the television. WARRANTY There are no warranties which extend beyond the description on the face hereof. No other warranty, whether express or implied, including the warranty of merchantability, shall exist in connection with the sale of this product. In no event shall Timex be liable for any consequential, incidental or special damages. MODEL NO 345-064004 - NOTES - 1983 Timex Computer Corportation Waterbury, Connecticut 06725