* * * * * * * * * * * * * * * * *
* *
* TAMPER (tm) *
* *
* Manual for Version 1.20u *
* *
* * * * * * * * * * * * * * * * *
(c) Copyright 1993 VORCO Technologies
All rights reserved. No portion of this manual may be
reproduced or transmitted, separate from the program,
without express written permission from the publisher.
Tamper is a trademark of VORCO Technologies.
Compression software is LHA (c) Yoshi, 1991.
=-=-=-=-=-=-=-=-=-=-=-=-=
VORCO TECHNOLOGIES EXPRESSLY DISCLAIMS ALL WARRANTIES
RELATING TO THIS SOFTWARE. THE SOFTWARE AND MANUAL ARE
DISTRIBUTED "AS IS" WITHOUT WARRANTIES AS TO PERFORMANCE
OR MERCHANTABILITY. DUE TO THE VARIOUS HARDWARE AND
SOFTWARE ENVIRONMENTS INTO WHICH THIS SOFTWARE MAY BE
INSTALLED, NO GUARANTEE OF FITNESS FOR A PARTICULAR
PURPOSE IS MADE. THE USER ASSUMES THE ENTIRE RISK OF
USING THIS SOFTWARE. IN NO EVENT, REGARDLESS OF THE FORM
OF CLAIM, SHALL VORCO TECHNOLOGIES' LIABILITY EXCEED THE
PRICE OF DISK REPLACEMENT OR REGISTRATION FEE.
This agreement shall be governed by laws of the State
of Oregon. Any action related to this agreement shall be
brought only in a STATE or FEDERAL COURT of competent
jurisdiction located in Lane County, Oregon. The parties
consent to in personam jurisdiction of said courts.
=-=-=-=-=-=-=-=-=-=-=-=-=
---------
------|-- | (tm)
---| | O |------------------
| -----|--- | Association of
| | |-- Shareware
---| O | Professionals
-------| | |---------------------
--------- MEMBER
VORCO TECHNOLOGIES
P.O. Box 5316
Eugene, OR 97405
orders: 800-242-4775
support: 503-485-1127
fax: 503-485-7424
* * * * * * SHAREWARE STATEMENT * * * * * *
The Tamper program is distributed as shareware. The
shareware marketing system allows you to evaluate quality
software prior to paying the registration fee.
This program is produced by a member of the Associa-
tion of Shareware Professionals (ASP). ASP wants to make
sure that the shareware principle works for you. If you
are unable to resolve a shareware-related problem with an
ASP member by contacting the member directly, ASP may be
able to help. The ASP Ombudsman can help you resolve a
dispute or problem with an ASP member, but does not pro-
vide technical support for the members' products. Please
write to the ASP Ombudsman at 545 Grover Road, Muskegon,
MI 49442 or send a CompuServe message via CompuServe Mail
to ASP Ombudsman 70007,3536.
* * * * * * LICENSE AGREEMENT * * * * * *
The Tamper software program is the exclusive property
of VORCO TECHNOLOGIES. You are granted a limited license
to use this software for evaluation purposes. If you wish
to continue using Tamper after that, you must register.
This license allows you to make copies of this version
of Tamper for distribution, provided the following condi-
tions are met: (1) the Tamper files may not be modified
in any way, (2) The software may not be represented as
anything other than shareware, (3) No purchase fee
(other than a fee for disk duplication) may be charged,
(4) only this unregistered version may be distributed,
and (5) you must immediately halt distribution if VORCO
TECHNOLOGIES notifies you to stop.
* * * * * * REGISTRATION NOTICE * * * * * *
Any price you paid to obtain this copy of Tamper went
entirely to the shareware distributor and does not, in
any way, cover the cost of registering the program. To
continue using Tamper, you need to register directly with
VORCO TECHNOLOGIES.
The registration fee is $29.00, plus $4,00 shipping
and handling. To register, send the registration fee,
along with your name, address, and disk size, to:
VORCO TECHNOLOGIES, P.O. Box 5316, Eugene, OR 97405.
For credit card orders only, call 1-800-242-4775.
For more details on registering--and a summary of
benefits--refer to Appendix D at the end of this manual.
CONTENTS
Description 1
Playing the Game 2
Operating the Program 4
Overview 4
The Main Menu 4
Starting A Game 5
Conducting Transactions 6
Tampering 7
The Finalize Window 8
Statistics & Express Mode 9
Previous Games 10
Generating Reports 11
Configuration 11
Managing Histories 12
Game Details 14
Reading The Game-Board Screen 14
Company Characteristics 16
Dividend & Bonus Payments 17
Company Expansion 19
Company Mergers 20
Buying & Selling Stock 21
The Tamper 23
The Game Ending 24
Solitaire 24
Statistics 25
Reports 27
Game Strategy 30
Appendix A Packing List 36
Appendix B System Requirements 37
Appendix C Installation 38
Appendix D Registration 39
Appendix E About Shareware 41
Index 42
page 1
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* DESCRIPTION *
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* * * * * * * * * * * * * * * * *
Tamper is a game of investment strategy. Any number of
players from one to four may play. Throughout the game,
various companies form on the Tamper game board. Players,
in an effort to accumulate wealth, take turns buying and
selling stock in these companies. A player who makes wise
investment decisions, correctly anticipating events of
the game, will get rich quickly. The first player who
attains a net worth of $100,000 or more wins the game.
page 2
* * * * * * * * * * * * * * * * *
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* PLAYING THE GAME *
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* * * * * * * * * * * * * * * * *
Each player begins the game with $5,000 in cash. At
the start of the game, the game board is empty and no
companies are active. Throughout the game, new companies
form and attempt to secure a safe position on the game
board. In time, certain companies grow and prosper, while
others struggle and fail. Meanwhile, players buy and sell
stock in the various companies, attempting to increase
their net worth as quickly as possible.
Each round of play consists of the computer (or a
player) selecting one particular square on the game
board, followed by each player taking a turn to act. This
process continues until the game ends.
The selection of a particular square can be thought of
as an infusion of money into the game. The money is put
into the game at the selected location on the game board.
The selected square is referred to as the "infused"
square for that round.
Four distinct possibilities exist regarding the
infused square: either the square is (1) empty and not
adjacent to any company, (2) already occupied by a
company, (3) empty and adjacent to one company, or
(4) empty and adjacent to more than one company.
If the infused square is empty and not adjacent to any
company, a new company forms. The new company is assigned
a unique set of characteristics and begins its life on
the game board at the selected location. A maximum of
seven companies may be active on the board at one time.
In other words, if seven companies are already active, an
empty, isolated square may not be infused that round.
If the infused square is already occupied by an active
company, the company makes dividend payments to all
current stockholders. Essentially, the company passes the
infused money on directly to its investors. The company
may also award a majority-holder bonus at this time, paid
to the player holding the most stock in the company.
If the infused square is empty and lies adjacent to an
active company, the company expands into the selected
location. In effect, the company uses the infused capital
to grow. The company takes over the new location, growing
one square larger in size, and increasing its stock value
accordingly.
Finally, if the infused square is empty and lies adja-
cent to two or more companies, the companies merge. The
largest, most powerful company takes over the smaller,
weaker company(s). Stock from the defunct company(s) is
converted into stock belonging to the company taking
page 3
over. Players automatically trade in old stock for new
stock at the ratio of three to one.
Once a company reaches a specified number of squares
in size, it becomes secure on the game board. A secure
company can never be taken over by another larger
company. Spaces on the board which lie adjacent to two
secure companies can never be infused.
After each infusion, players are given the opportunity
to alter their stock holdings or Tamper with the game
board. A steady rotation determines the order in which
players take their turns. Each round, the player acts
first who is the next player in order, after the player
who acted first the previous round. The remaining players
act in turn after that.
Each player, in his or her turn, is presented with a
menu of four options: BUY, SELL, TAMPER or PASS.
A player wanting to purchase stock selects BUY. The
player may buy any available stock at the full-value
price, provided he or she has sufficient cash to make the
purchase. A $95 transaction fee is added to the total
cost of each purchase. If the player cannot afford the
purchase, the transaction is not allowed.
A player selects SELL to sell any stock he or she
owns. The player will be paid the current buy-back price,
which is usually less than the full value. A $95
transaction fee is deducted from the payment received by
the player selling the stock.
The third option available to each player is TAMPER.
A Tamper is the process by which a player selects the
square that will be infused during the next round of
play. This option affords each player an opportunity to
"tamper" with the normal random flow of the game. Through
use of the Tamper, a player can influence the events set
to occur. Each player is allowed a total of three Tampers
per game. A nominal fee is charged for each Tamper used.
The fourth and final option available to the player is
PASS. A player selects PASS when he or she has completed
all desired activity for that round. Play then continues
to the next player or the next round.
There are two ways in which a player's worth
increases: (1) by dividend/bonus payments, which increase
a player's amount of cash, or (2) by stock appreciations,
which increase the value of a player's stock holdings
without adding to his or her immediate cash. Players try
to adjust their stock holdings so that their investments
are likely to produce the greatest payback. Players
making sound investments see their net worth grow.
When a player reaches $100,000 in net worth, the game
ends immediately and the player is declared the winner.
If the game lasts 300 rounds without any player reaching
$100,000, the game is declared a draw and no player wins.
As soon as the game ends, no further action on the game
is permitted.
page 4
* * * * * * * * * * * * * * * * *
* *
* OPERATING THE PROGRAM *
* *
* * * * * * * * * * * * * * * * *
Although Tamper is easy to use, you should familiar-
ize yourself with a few basic procedures so that the
mechanics of operating the program do not distract
you during game play.
OVERVIEW
The game of Tamper may be operated entirely with the
keyboard, entirely with a mouse, or any combination of
the two. You can even use the keyboard and mouse at the
exact same time. When more than one person is playing,
there are a variety of ways in which to operate the game.
For example, the keyboard or mouse can be used exclu-
sively, while players trade control with each turn.
Alternatively, one person can use the keyboard and
another use the mouse throughout the game. You can elect
to have one player operate the entire game, and have
other players tell him or her what to do during their
turns. Use whatever method of operation feels best to
you, and to the players in the game.
Whenever, during the operation of this program, you
are faced with a menu selection, you can use either the
arrow keys or the <Tab> and <Shift-Tab> keys to move the
highlight. You always press <Enter> or <Space bar> to
make the selection. When using the mouse, simply click on
your desired selection to move the highlight and make the
selection all at once. You can also use shortcut keys on
the keyboard: simply press the key representing the
first letter of a selection to immediately move the
highlight and select that option.
There are two keys you can press any time during the
operation of this program. First, <F1> displays the HELP
window. You are shown a context-sensitive message that
relates to your present location in the program. From
this window, you can also view a listing of all keys
available to be pressed at that moment, and you can
review this manual on screen. Second, <Alt-S> toggles
the program's music and sound effects. If sound is on,
it will stop immediately; if off, it will start.
THE MAIN MENU
The Tamper main menu presents you with five choices:
NEW GAME, PREVIOUS GAME, REPORT, CONFIGURE, and EXIT.
The NEW GAME selection allows you to begin a new game
of Tamper. The game will automatically be saved as play
progresses.
page 5
The PREVIOUS GAME selection lets you view a game that
is already in progress or has already been completed.
Select this option when you want to continue play on a
game that is not yet over, or you want to view statistics
on completed games. This option will be unavailable at
first, until at least one game of Tamper has been
started.
The REPORT option allows you to generate reports from
data across multiple games. You can create reports based
on data from games in the current history file. These
reports greatly enhance the experience of playing Tamper.
The CONFIGURE option lets you configure the Tamper
program for your particular computer system, as well as
set certain parameters for operating the program. Config-
uration settings can be changed any time you want.
The EXIT option ends the Tamper program and returns
you to DOS. If you started Tamper from within Microsoft
Windows (tm) or another operating shell or menuing
system, you will be returned to that system.
STARTING A GAME
To play a game of Tamper, select NEW GAME from the
main menu. This selection displays the game-board screen,
which is where all action takes place.
First, you must enter the names of all players
planning to take part in the upcoming game. Any number of
players, from one to four, may play the game. Enter each
player's name and press <Enter>. When finished entering
the names, press <Enter> again while leaving the next
player's name blank. For example, if two players intend
to play, enter the first player's name, press <Enter>,
enter the second player's name, press <Enter>, and then
press <Enter> again from the space for the third player's
name. This displays the BEGIN GAME window. (If entering
four names, you will proceed directly to the BEGIN GAME
window as soon as you enter the last player's name.)
Individual name entries can be edited by using the
<Backspace> key to erase letters. To correct mistakes
from previously entered names, press <Esc> to back up to
the proper name entry. You may enter first names, last
names, or both, provided they fit in the allotted space.
Entering player names is the only preparation required
before beginning the game.
An additional feature of Tamper allows you to limit
any player to using only the keyboard or mouse during
his or her turn. This limitation is useful when more than
one player is in the game and players want to eliminate
the possibility of interfering with each other's turns.
For example, when two players are in the game, Player 1
can be limited to the keyboard and Player 2 to the mouse.
page 6
Throughout the game, each player uses only the device
assigned. Whenever a player is taking a turn, the other
player is prevented from accidentally interfering. This
way, players truly pass control of the program to the
next player when they pass their turn. This limitation
will be in effect only during the execution of the
particular player's turn; both keyboard and mouse are
enabled all other times.
To activate this limitation, press <Ctrl-Enter> any
time during the entry of a player's name. A window will
be displayed allowing you to designate the limitation.
(If you do not have a mouse installed and enabled on your
computer, pressing <Ctrl-Enter> will have no effect and
you will not see this window.) Once this limitation is
established for a player, it remains in effect for the
remainder of the game and cannot be changed. If you do
not explicitly select this limitation, all players may
use either the keyboard or mouse at all times during the
operation of the program.
When you finish entering player names, the BEGIN GAME
window is displayed on top of the game board. You are
given two options: OK and CANCEL. OK begins the game;
CANCEL returns you to the Tamper main menu. Use CANCEL if
you wish to change a player's name at this point. Once
the game begins, the names of players cannot be changed.
At the start of each round throughout the game, you
will see the NEXT ROUND window, which is similar to the
BEGIN GAME window and provides you with the same two
choices: OK and CANCEL. OK begins the next round and
CANCEL returns you to the main menu. You never need to
concern yourself with saving the current game; it is
always saved automatically throughout the game.
After the infusion that occurs with every round, you
are shown at least one message window displayed over the
game board. These windows show you details on what just
happened, and present you with a single option: OK. After
looking at the information, select OK to proceed with the
game.
CONDUCTING TRANSACTIONS
During every round, each player in the game is
presented with the player-action menu. This menu contains
four choices: BUY, SELL, TAMPER and PASS. The player
currently designated to act--whose turn it is--is
highlighted in bright green. You cannot change this
selection; it changes automatically to the next player
when the current player passes his or her turn.
Selecting BUY or SELL from this menu moves the active
highlight to the company-listing column. Here you select
the company for which you want to buy or sell stock. Move
page 7
the highlight up or down with the arrow keys and press
<Enter> to select. If using a mouse, simply click on the
desired company. You will not be permitted to select a
company: (1) if you are buying and the company has no
stock available, or (2) if you are selling and you do not
own stock in that company. To cancel activity at this
point, press <Esc> or click on any area of the screen
outside the company-listing column.
Once you select a company, you are presented with the
TRANSACTION window, which operates differently than other
windows in the game. This window still contains the OK
and CANCEL options and they function as expected, but it
also contains + and - options. In this window, your task
is to designate how many shares of stock you want to buy
or sell. You do so by pressing either the <+> or <-> key
to increase or decrease the displayed number. You can
also use the <Up> arrow key or <Down> arrow key for the
same purpose. (Using the <+> key in the number row does
not require the shift key; pressing <=> is sufficient.)
When using a mouse, you simply click on the + or - button
to increase or decrease the number of shares.
All relevant data is updated within this window
whenever the number of shares changes. The figure between
the plus and minus selectors indicates the currently
designated number of shares. Directly underneath that,
"P:" indicates the number of shares the player would have
and "C:" indicates the number of shares the company would
have. Remember that "P" stands for Player and "C" stands
for Company. For example, the figures "P: 10" and "C: 32"
indicate that if this deal is finalized, the active
player will then have a total of 10 shares of this
company's stock and the company itself will have a total
of 32 shares remaining. Underneath that line is displayed
the player's cash after the deal is completed. The right
side of the window shows a breakdown of the proposed
deal, including the transaction fee. The information in
this window should be viewed carefully by the active
player prior to approving the transaction. Keep in mind
that everything displayed in the transaction window
represents what would exist after the proposed
transaction takes place. To cancel a transaction and
remove this window, you can either select CANCEL or set
the number of stocks to zero and then select OK.
TAMPERING
When a player selects TAMPER, the TAMPER window is
displayed over the game board, along with a single
highlighted square. You may use the arrow keys to move
the highlighted square around the board. When using the
mouse, simply click on the square where you wish to move
the highlight.
page 8
The TAMPER window displays current information about
the square highlighted. If the square is currently
unavailable for Tamper, you are so informed. To approve
the Tamper, select OK. To cancel the Tamper select
CANCEL. To change the highlight from CANCEL to OK using
the keyboard, press the <Tab> key. It is always safe to
use the TAMPER option to browse around the board and see
what various Tampers are selling for; you can always
cancel the window with no harm done.
THE FINALIZE WINDOW
The FINALIZE window is intended as a point of confir-
mation, allowing you to specifically accept or cancel the
actions of your turn. The FINALIZE window also serves as
a way to undo the actions of your turn and start over.
You can configure the Tamper program so that the
FINALIZE window appears automatically every time a player
selects PASS from the player-action menu. This is the
safest configuration, since each player is then forced to
review his or her actions. Configuring the program with
the FINALIZE window enabled serves as a safety measure of
sorts. However, if you do not like having to perform the
extra confirmation step every time you pass, feel free to
disable this window. Even with the automatic display of
this window disabled, you can still access the FINALIZE
window any time you want by pressing <F> from within the
player-action menu.
The FINALIZE window presents you with three choices.
Selecting OK passes your turn, confirming any actions you
have already performed. Selecting RESUME allows you to
continue your turn, without altering any actions already
in place. This lets you resume activity should you decide
you are not yet ready to pass.
Selecting UNDO erases all actions you have already
executed this turn. Everything is reset to the exact con-
dition it was when your turn began. This allows you to
essentially start your turn over, varying your actions
from what you did previously.
The UNDO option is particularly useful when you error
in the process of executing your turn. For example, let's
say you want to purchase all remaining shares in a parti-
cular company. To get the money, you must first sell
several shares of another company's stock. You estimate
selling 5 shares of American Products stock should
generate sufficient cash. You sell the 5 shares, but when
you go to buy the new stock, you find that you did not
get enough cash. You really should have sold 6 shares.
Now, you can go back and sell one more share and then
complete the purchase. However, this approach involves a
total of two separate sales transactions, and thus two
page 9
transaction fees. A better approach is to access the
FINALIZE window and select UNDO. You can then sell the
6 shares all at once.
The FINALIZE window allows you execute the actions of
your turn in the most efficient manner. Remember, even if
the automatic display of this window is disabled, you can
still access the FINALIZE window at any time by pressing
the <F> key from within the player-action menu.
STATISTICS AND EXPRESS MODE
In latter stages of the game, the NEXT ROUND window
has two additional options available. You will then have
four options: OK, CANCEL, STATISTICS and EXPRESS. OK and
CANCEL work as before. STATISTICS allows you to view
current game statistics. These are the same statistics
screens displayed through accessing PREVIOUS GAMES from
the main menu. This STATISTICS option from the NEXT ROUND
window is a convenient way to view game statistics as the
game is progressing. Hint: Early in the game, before the
STATISTICS menu option is presented, you can still view
the game statistics any time the NEXT ROUND window is
displayed by simply pressing <F12>, <F10> or <S>. You can
also view statistics from the player-action menu, in any
round, by pressing <F12> or <F10>.
The EXPRESS option allows you to enter Express Mode.
Express Mode executes game play without any input from
those playing the game. After each round, play continues
directly to the next round without the game interacting
with the players. This mode is sometimes useful when
players are likely to pass and they do not want to
manually pass with each round. To halt Express Mode,
press any key or mouse button at any time. You then see
a summary window, showing how much money was made by each
player during Express Mode. After that, you are returned
to regular game play.
Sometimes Express Mode is convenient. For example, if
all players have invested all their cash, they may choose
to enter Express Mode. They can then watch the game
evolve, stopping the mode immediately whenever they
accumulate enough money to invest, a new company is
formed, or an important merger occurs. Players should
never feel, however, they need to use Express Mode just
because the option is available to them. Many players
never use it.
When a game ends, one last menu is displayed with two
choices: STATISTICS and MAIN MENU. STATISTICS lets you
view the game statistics one final time before leaving
the game screen. Even though you can view the same infor-
mation by selecting PREVIOUS GAME from the main menu, you
may want to check this information upon completion of the
game. The MAIN MENU selection leaves the game for the
last time and returns you to the Tamper main menu.
page 10
PREVIOUS GAMES
From the Tamper main menu, the second choice is
PREVIOUS GAME. Selecting this option immediately displays
the game board for the most recent game saved. At the
bottom of the game board, a menu is displayed containing
six different options: PREVIOUS, NEXT, CONTINUE,
STATISTICS, DELETE and MAIN MENU.
By using the PREVIOUS and NEXT options, you can scroll
through all previous games. Remember that the last game
is presented first and you then scroll backwards toward
older games. Keyboard shortcuts are available: <PgUp> and
<PgDn>, as well as <Up> and <Down>, function the same as
PREVIOUS and NEXT respectively. <Home> moves you immedi-
ately to the first game saved, and <End> moves you
immediately to the last game saved.
Selecting CONTINUE allows you to resume play on a game
that is not yet complete. Of course, you cannot continue
a game that has already ended.
The STATISTICS option displays statistics for the
particular game selected. The first screen contains
information regarding the players. The second screen
shows data for all companies that have taken part in the
game. If more companies exist than will fit on this
screen, a third screen is available to show the remaining
companies. You can scroll through various games while
statistics are displayed by using the keys <Up>, <Down>,
<PgUp>, <PgDn>, <Home> and <End>.
The menu at the bottom of the statistics screen allows
you to print a statistics report sheet, display the next
screen, or return to the game-board display. To generate
a print-out of game statistics, select REPORT SHEET. The
report is sent to your installed printer. If you wish
to change your printer settings, do so by selecting
CONFIGURE from the Tamper main menu. Selecting GAME
BOARD returns you to the display of the game board.
From the game-board display, the DELETE option lets
you eliminate the selected game from the history file.
When the number of games becomes large, or you no longer
care to preserve certain games, you can delete them. This
option is useful in managing your history file. With many
database-type programs, deleting a record merely removes
reference to it but does not actually free space in the
file. This is not the case with the Tamper program;
deleting a game actually removes the data and reduces the
size of the history file. This means you can delete games
for the purpose of freeing disk space.
Selecting MAIN MENU returns you to the Tamper main
menu. Your position in the history file is not preserved;
the next time you select PREVIOUS GAME you will start
once again by displaying the most recent game saved.
page 11
GENERATING REPORTS
To generate detailed reports based on all complete
games, select REPORT from the Tamper main menu. This
displays a window on screen that allows you to set the
criteria for each report.
To change the highlight from one category to another,
use the <Tab> and <Shft-Tab> keys. To change a setting
within a category, use the <Up> and <Down> arrow keys.
Three different types of reports can be created. A
GAME REPORT shows general data on the nature of games
played. A PLAYER REPORT generates specific data regarding
the performance of individual players, with an accounting
given for every player who has participated in any game.
A COMPANY REPORT details information about companies.
You can elect which games to include in a report. The
setting titled ALL COMPLETE GAMES accesses every complete
game that has been played. Selecting SINGLE-PLAYER GAMES
limits a report to data from complete games in which only
one person played the game. Selecting MULTI-PLAYER GAMES
excludes all single-player games, and includes only
complete games in which more than one player competed.
Keep in mind that all reports, no matter what type,
generate information only on complete games played. Games
which have been started but not finished are not used in
the generation of reports.
You can choose the Output Destination for your report.
The MONITOR SCREEN setting displays your report in a
window on screen. Information slowly scrolls upward
as the report is displayed. Select PAUSE to stop the
scrolling at any time, or CANCEL to end the report. When
paused, select RESUME to continue scrolling the report.
Once a report has finished displaying on screen, select
CLEAR to clear the display window. The PRINTER setting
sends the report to your installed printer. To change any
settings for your printer, select CONFIGURE from the
Tamper main menu and reset the printer parameters.
When you have all options set to your liking, select
OK to generate the report. Select CANCEL to leave the
Report feature and return to the Tamper main menu.
CONFIGURATION
To configure the Tamper program for your computer
system, as well as your personal taste, select CONFIGURE
from the Tamper main menu. This displays a window on
screen that allows you to alter various program settings.
To change the highlight from one category to another,
use the <Tab> and <Shft-Tab> keys. To change a setting
within a category, use the <Up> and <Down> arrow keys.
page 12
PRINTER LOCATION refers to the port where your printer
is connected. For most systems, this is parallel port 1.
If your system uses a different port, select the proper
setting. Selecting FILE sends all printer output to the
file TAMPER.PRN. This file is created when you print. You
can later view this file or send it to your printer. If
you print more than once to this file, subsequent
printings are appending to the file.
PRINTER TYPE specifies the type of printer you have.
Select the setting that most accurately represents your
printer. The STANDARD PRINTER setting is the safest
setting, designed to function properly with any printer.
Select GRAPHICS PRINTER if your printer is IBM-compatible
and can print graphics. Select LASER PRINTER if your
printer is Hewlett-Packard PCL-compatible. If you are
uncertain of the best setting for your printer, select
STANDARD PRINTER and everything will work just fine.
The MOUSE option allows you to enable or disable your
pointing device. If you have a mouse, but do not want to
use it with Tamper, select DISABLE and you will not see
the mouse arrow on screen. If you do not have a mouse,
you will, of course, not be able to enable one.
SOUND refers to music and sound effects. You can also
toggle this setting at any time by pressing <Alt-S>.
SCREEN EFFECTS determines whether to execute various
special effects in going from one screen to another. If
your computer performs these effects too slowly, or they
otherwise bother you, you can disable them.
The FINALIZE WINDOW, when enabled, is displayed after
each player's turn. When disabled, this window can only
be accessed by pressing <F> from the player-action menu.
Once you have all options set to your liking, select
OK to accept the configuration displayed. Your settings
will automatically be saved for future sessions too. To
cancel the displayed settings, select CANCEL. This will
leave the current operating configuration unchanged.
MANAGING HISTORIES
Unless you play an unusually large number of games,
you never need to perform any history file management, or
concern yourself with the information in this section.
However, should you, for whatever reason, want to manage
various histories, you are free to do so.
All games are saved to the file TAMPER.HIS. To archive
any history, you need to establish a system of copying
the files to backups. For example, to maintain multiple
histories, you might choose to save them in files named
TAMPER1.HIS, TAMPER2.HIS, TAMPER3.HIS, and so forth.
page 13
These various files can correspond to different groups of
players or whatever. Then when you want to play a game
within a particular history, use DOS commands to copy the
proper file to TAMPER.HIS, such as:
COPY TAMPER1.HIS TAMPER.HIS
After you exit the Tamper program, copy the current
file back to the proper archive, as in:
COPY TAMPER.HIS TAMPER1.HIS
Again, understand that you never need to perform any
history file management whatsoever; simply let the pro-
gram save all your games in the default file TAMPER.HIS,
and then delete games as they get old. However, if you do
want to maintain various history files, you can.
page 14
* * * * * * * * * * * * * * * * *
* *
* GAME DETAILS *
* *
* * * * * * * * * * * * * * * * *
The game of Tamper follows a specific set of formulas
which determine the details of game play. Understanding
these specifics helps you make informed decisions.
Although the information found in this chapter is not
necessary to enjoy playing Tamper, or to play well, you
will find these details informative and useful. Of
course, a player with a good grasp of game details has a
significant advantage over a less-knowledgeable player.
READING THE GAME-BOARD SCREEN
First and foremost, a player must know how to
interpret the information presented on screen during the
game. The majority of the game-board screen is taken up
by the game board itself. The board is rectangular in
shape and ruled into squares. The measurements are 11 by
16, for a total of 176 squares. Squares that are blank do
not belong to an active company. Squares filled with a
color belong to the company of the same color.
Below the game board, divided into four sections, is
space for displaying information on each player in the
game. Only spaces for which a player exists contain
information. For example, if two players are playing the
game, the left two player spaces are ccupied and the
right two remain unused throughout the game.
Across the top of each section is the player's name
as entered prior to the game. Under that, is displayed a
detailed breakdown of the player's stock holdings. For
each active company for which the player owns stock, a
color-coded entry is given. Data is presented in the
form: "number of shares/value of shares". For example,
if a player has a blue entry reading "12/3,600" and the
company assigned the color blue is National Enterprises,
this indicates the player owns 12 shares of National
stock worth a total value of $3,600. The figure used to
calculate this total value is the full purchase price of
the stock, not the buy-back price. Up to seven stock
entries can be displayed. Companies for which the player
owns no stock have no information shown.
At the bottom of the player space are three important
figures. The Tampers figure (labeled "Tam's") shows the
number of Tampers remaining for that player. The Cash
figure indicates the current amount of cash the player
has on hand at that moment. The Worth figure represents
the player's total worth, which will always be the sum of
all stock holdings plus cash.
page 15
To the right of the game board is the company-listing
column, a column divided into seven sections, detailing
information for all active companies currently in play.
Each company section is color coded. For example, if a
company is represented on the game board by the color
red, all its data will be displayed using the color red
within the space provided.
Four lines of information are displayed. The top line
is devoted to the company name. Only the first part of
the name is given. For example, if the full name of a
company is National Enterprises, only the word "National"
will be displayed here.
The next line contains information regarding the
company's size and class. The size data is given in the
form: "current size/secure size". The class is indicated
by letter. For example, if the second line looks like
this: "Size: 21/13 - Class: C", then this company is a
class C company and currently has a size of 21. Note that
this data also tells you whether a company is already
secure or not. In the preceding example, the company,
which occupies 21 squares on the game board, was secure
when it hit a size of 13 squares. If, however, the size
given is something like "9/11", then this company is not
yet secure since the first figure is smaller than the
second figure. In this example, the company must first
grow two squares larger to become secure. On the game
board, secure companies are displayed with a thicker
white border than companies not yet secure.
The next line refers to the number of stock shares.
Information is given in the form: "available shares/total
shares". For example, a line reading "Stock: 10/39" means
that the company currently has 10 shares available for
purchase, and a total of 39 shares active in the game at
the present time. Notice that this data also indicates
the number of shares held collectively by all players. In
this example, 29 shares are currently owned by players.
The final line of company information relates to
monetary values, with information presented in the form:
"value/buy-back price". The first figure is the stock
value, the current purchase price for one share of
company stock. The second figure is the current buy-back
price the company is paying when a player sells stock.
For example, if the line reads "Value: 1,000/950", the
company stock is currently valued at $1,000, which is the
price per share a player must pay to purchase stock.
Also, the company is paying $950 at this time for each
share a player sells back to the company.
Only spaces of the company-listing column for which an
active company exists contain information. When a company
closes due to a merger, its information is removed from
the screen and the space becomes available for a new
company. For example, if five of the seven spaces contain
page 16
information, you know that five companies are currently
active on the game board, and that two more may form at
any time. All player and company data is always current
and always displayed on screen during game play.
COMPANY CHARACTERISTICS
When the infused square is unoccupied and not adjacent
to any company, a new company forms. When this happens,
the computer determines the unique characteristics of the
company. These characteristics are: color, class,
security size, total shares of stock, and stock value.
These characteristics vary from one company to another.
They are discussed briefly below.
Each company is represented on screen by a unique
color. This is the color used to show the company's
position on the game board as well as to display all
company information.
A company may be one of four different classes: A, B,
C, or D. Class A is the highest class, class D the
lowest. Although any class of company may form at any
time, lower class companies tend to form early in the
game, while higher class companies tend to form later in
the game. Class determines a number of factors relevant
to the company, most obvious of which is stock value.
The security size refers to the number of occupied
squares required for the company to become secure on the
game board. Early in the game, the security size for
companies will vary between 9 and 15 squares. Later in
the game, the security size of newly-formed companies
drops significantly.
The total shares of stock for each new company varies
greatly. Generally, with more players in the game, more
stock is available. The following table shows the approx-
imate range of variance (early in the game) for the total
stock figure based on the number of players:
Number of Players Total Stock
1 21 - 29
2 24 - 37
3 27 - 45
4 30 - 53
Later in the game, the amount of stock for newly-
formed companies may be considerably less than these
figures. Also, keep in mind that a company's figure for
total stock can increase during the game: When a merger
occurs, if an insufficient number of shares are available
to meet the requirements for stock trade-in, additional
shares are created.
When a new company forms, the value of its stock is
predetermined. The initial value for a share of stock
page 17
depends on a company's class. The following table shows
the starting value for a share of stock relative to the
class of the new company:
Class Initial Stock Value
A 400
B 300
C 200
D 100
Of course, stock values increase throughout the game
as a result of various occurrences. The concept of rising
stock prices is, in fact, an essential element in the
game of Tamper.
DIVIDEND AND BONUS PAYMENTS
When the infused square falls within the property
limits of an already-existing company, the company
immediately makes certain payments to its stockholders.
The two types of payments made are dividend payments and
majority-holder bonus payments. Anyone holding stock
receives some form of dividend payment. The exact amount
of the payment a player receives varies according to a
number of factors.
The company arrives at a per-share payment figure and
then pays each stockholder according to the number of
shares he or she owns. For example, if a player owns 4
shares of stock and the per-share dividend payment is
$50, he or she receives $200. If another player owns 20
shares, that player receives $1000.
The method of computing the per-share payment involves
several factors. The figure is arrived at by taking into
account a combination of class, size, number of stock-
holders, and several other factors. The exact computation
is a bit complex. Unless you specifically want to know
the details, feel free to skip the next three paragraphs.
Roughly, here's how the computation for the per-share
figure is performed. An intermediate figure is first
determined based on an analysis of the company's class,
size and certain unspecified factors. In general, the
higher the class and larger the size, the larger this
figure. The formula to calculate the temporary figure is:
figure = (20 for each class level) [e.g. class B = 60]
+ (size x 2)
+ (figure from 40 to 80) [unspecified factors]
This temporary figure is then reduced according to the
number of stockholders, and whether the game is being
played solitaire. The final per-share figure is obtained
page 18
by taking a percentage of the temporary figure. The exact
percentage is determined by the following criteria:
1 stockholder in a multi-player game: 75%
2 stockholders or a single-player game: 50%
3 stockholders: 40%
4 stockholders: 30%
What this means is, if there is only one stockholder
in a multi-player game, the per-stock dividend figure is
75% of the temporary figure. If there are two stock-
holders (or the game is being played solitaire) the
per-stock figure is 50% of the temporary figure. As you
can see, the per-stock payment drops significantly with
the more people that own stock in the affected company.
The amount of stock a player owns is insignificant in the
calculation of the per-share payment; one share lowers
the payment for opposing players just as much as does a
large number of shares.
To summarize all this, higher-class companies pay
significantly higher dividend payments than lower-class
companies; larger companies pay larger dividends than
smaller companies; and the less people who own stock, the
greater the dividend payments for those who do. Keep
these general principals in mind when anticipating
dividend payments.
In addition to outright dividend payments, a company
may also pay a majority-holder bonus at this time. This
is an additional cash payment to the stockholder who
currently holds more shares than any other player. In
case of a tie, no bonus is paid. The amount of the
majority-holder bonus is determined by the class of
company:
Class Majority-Holder Bonus
A 300
B 250
C 200
D 150
When a game is played solitaire, meaning only one
player is active in the game, the likelihood of receiving
the majority-holder bonus depends on the number of shares
the player owns. When a player owns a large amount of
stock, he or she may be assured of being paid the bonus.
When a player owns a small number of shares, payment is
uncertain. The following formula determines the likeli-
hood of being paid this bonus in a single-player game:
likelihood = .35 + (shares owned x .05)
Obviously, the more stock a player owns, the more
likely he or she is to be paid the bonus. When a player
page 19
owns only 1 or 2 shares, the player has a less than even
chance of receiving the bonus. When a player owns 13 or
more shares, he or she is certain to receive the bonus.
When dividend payments are made, a window appears on
screen detailing the payments to each player. This window
displays the per-share payment and shows this figure
multiplied by the number of shares owned to arrive at
each player's final payment. The majority-holder bonus,
if paid, is also indicated. All dividend and bonus
payments are paid immediately in cash.
One more detail: When an infused square falls within
the boundaries of an active company, the value of the
infused company's stock increases by $10 per share. There
is no variance in this figure; every time a company is
infused, the value of company stock increases by exactly
$10. This value increase occurs in addition to any
dividend or bonus payments the company makes. In other
words, if you own stock in the infused company, your
worth will increase more than just the amount of cash
payment you receive. For example, if you own 10 shares of
stock, you may receive a dividend payment of $300.
Additionally, those ten shares increase in value by $10
each. So, although your cash increases by $300, your net
worth increases by $400. This stock appreciation is often
overlooked by players when dividend and bonus payments
are made.
COMPANY EXPANSION
When an infused square lies adjacent to an active
company on the game board, the company expands into the
infused square and increases its size by one square.
Specific formulas dictate the exact amount of stock
appreciation for each expansion.
The following table shows the amount that each share
of stock appreciates for each expansion, based on the
class of company:
Class Expansion: 1st 2nd 3rd 4th 5th
A 150 130 110 90 80
B 120 100 90 80 70
C 100 90 80 70 60
D 90 80 70 60 50
The following table illustrates the stock values for
the first six size levels, assuming no dividend payments
in the meantime:
Class Size: 1 2 3 4 5 6
A 400 550 680 790 880 960
B 300 420 520 610 690 760
C 200 300 390 470 540 600
D 100 190 270 340 400 450
page 20
Notice that a class D company adds $90 to the value of
its stock when increasing its size from one square to
two. This means that it appreciates at a rate of 90% over
its original $100. By contrast, a class A company adds
$150 to the value of its stock, but since each share
starts at a value of $400, the rate of appreciation is
only 37.5%.
What this means is, stock of higher-class companies is
comparatively more valuable, although lower-class
companies may show a higher profit ratio for the short
term. In general, higher-class companies are worth more,
appreciate to higher values and make more money for their
stockholders. The down side is that they cost more to
invest in, and the ratio of return may be somewhat lower
than it is with lower-class companies. Lower-class
companies, on the other hand, are less expensive to
accumulate stock holdings, and show a higher ratio of
return for investment early on. The down side is that
they are not as worthwhile for investment in the long
run. (Don't forget that higher-class companies pay
significantly higher dividend payments.)
After several expansions, stock appreciations will
stabilize somewhat. Stock for class A companies will
appreciate at a rate of $60 or $70 per expansion; stock
for class B companies at about $60; stock for class C
companies at about $50; and stock for class D companies
will appreciate at a rate of $40 or $50 per expansion.
The exact amounts may vary somewhat in certain situa-
tions, but these figures serve as a reliable guide. When
a company takes over another company, no matter when,
stock always appreciates at these lower rates for each
square increase in size.
COMPANY MERGERS
When the infused square lies between two companies,
bordering on each, a merger takes place. The stronger
company conducts a takeover of the weaker company.
The company which prevails during a merger is
determined by the following factors, in order:
(1) secure company
if none, then... (2) largest size
if a tie, then... (3) highest class
if a tie, then... (4) highest stock value
if a tie, then... (5) earliest round formed (no tie)
When a takeover occurs, the winning company expands,
taking over the squares formerly occupied by the defeated
company. At the same time, the company's stock value
increases as a result of the company's increase in size.
page 21
A company taken over is removed from the game. It's
color is eliminated and its space in the company-listing
column becomes vacant. All stock currently owned by
players is automatically traded in for stock in the pre-
vailing company. The ratio of exchange is always 3 to 1.
That is, three shares of defeated-company stock will
convert to one share of prevailing-company stock. The
formula is simple:
prevailing-company shares = defeated-company shares / 3
Any remainder from this division is discarded. For
example, let's say a player owns 14 shares in American
Products. American is taken over by National Enterprises.
The player automatically trades in his or her 14 shares
of American stock for 4 shares of National stock. The
extra 2 shares are lost in the conversion.
If insufficient stock is currently available to meet
the trade-in obligation, new shares are created. In other
words, the requirement for a 3 to 1 conversion is always
met. Let's say, in the preceding example, that prior to
the takeover, National Enterprises had 35 total shares of
stock in the game, of which only 2 shares were currently
available for purchase. After the takeover, the player
receives 4 new shares of National stock and the shares-
available figure drops to zero. However, the total-shares
figure for National now increases to 37 shares. Say
another merger then occurs in which National takes over
Consolidated Incorporated, and two players have 21 and 4
shares respectively of Consolidated stock. One player
receives 7 shares and the other 1 share of National
stock. In this case, National's shares-available figure
remains zero, while its total-shares figure increases to
45 shares.
A merger can occur between more than two companies at
the same time; a maximum of four different companies can,
theoretically, merge from the infusion of a singe square.
When more than two companies merge, all details explained
in this section apply to all companies. Each defeated
company is handled individually in the process of
converting old stock to new.
BUYING AND SELLING STOCK
As soon as a new company forms, stock is immediately
available for purchase. In the same round that the new
company forms (the first round of the company's
existence), stock purchases are limited to a maximum of
9 shares per player. In the next round (the second round
of the company's life), and all rounds thereafter, no
limit is placed on stock purchases, so that any player
may purchase as much of the company's stock as he or she
can afford.
page 22
There is no limit to the value to which a company's
stock may appreciate. Any class of company may grow large
enough to have stock valued at several thousand dollars
per share. The more valuable a company's stock, the more
cash is involved in dealing with that company. The
current stock value and buy-back price for each active
company is displayed at all times during the game.
The current buy-back price for a company's stock is
derived from the full-value price. The buy-back price
varies anywhere from 90% to 100% of the full value. The
exact figure is determined by the following formula:
buy-back price = value x (1 - ((available / total) x .1))
This formula means that the buy-back price varies as a
function of the number of shares available. With all of a
company's stock available, the buy-back price will be 90%
of the value. As the number of available shares
decreases, this percentage increases. When no shares
remain available, the buy-back price is equal to the full
value. In other words, when a stock is more in demand and
more difficult to obtain, the company is willing to pay
a better price to get back some shares.
Every round throughout the game, each player is given
the opportunity to buy and/or sell stock. Any number of
individual transactions is permitted, provided the player
has sufficient cash. You can always sell stock first to
increase your available cash, and then buy other stock
using the cash you have.
When you elect to buy or sell, and then select the
company of your choice, you are immediately placed in the
TRANSACTION window. When buying, increasing the number of
designated shares increases your shares and decreases the
company's available shares. When selling, increasing the
number of designated shares decreases your shares and
increases the company's available shares.
You will be prevented from increasing the number of
shares of stock in the transaction window whenever: (1)
you are buying and your cash drops too low to purchase
another share, (2) you are buying and the company runs
out of stock, (3) you are buying and you attempt to
purchase more than 9 shares during a company's first
round of existence, or (4) you are selling and you run
out of stock. For example, if stock in a company is
selling for $750 and you currently have $780 cash, you
will not be permitted to buy even one share. This is
because you must also pay a $95 transaction fee with
every purchase, so your cost would be $845 and you do not
have enough cash on hand. To make this purchase, you must
first sell other shares of stock or wait until you have
enough cash at your disposal. You can then return to this
transaction.
page 23
The process of buying and selling stock allows each
player to adjust the exact nature of his or her personal
stock holdings according to how the player envisions the
game unfolding. Generally, players attempt to own more
stock in companies they expect to be profitable, and less
stock in companies they feel show less promise.
THE TAMPER
The action of the game of Tamper takes place on the
game board. When the computer selects squares, it does so
at random, with each available square having a chance of
being selected. If a square can be selected, it is about
as likely to be selected as any other square. This means
that larger companies are more likely to be infused or
expanded than smaller companies. The likelihood varies in
approximate proportion to their size. For example, a com-
pany of size 40 is roughly twice as likely to be infused
as a company of size 20. For nearly all rounds during a
typical game, the computer selects the infused square.
The exception to this random selection process is the
Tamper. Tampering is the process by which a player
decides which square will be the infused square during
the next round of play. By using the Tamper, any player
can influence the direction of the game.
Each player receives three Tampers at the start of the
game. When a player has used all three of his or her
Tampers, the player is not permitted to Tamper again for
the remainder of the game.
Of the 176 squares on the game board, not all squares
are available for a Tamper at all times. If a square can
be infused, it can be Tampered; if a square cannot be
infused, it is unavailable for Tamper. There are two
distinct situations in which a square may not be infused,
and thus is unavailable for Tamper: (1) when seven active
companies are currently on the game board, an empty, iso-
lated square cannot be infused, and (2) when a particular
square borders two or more secure companies, the square
cannot be infused. All squares on the board, not meeting
either of these two conditions, are available for Tamper.
The cost of a Tamper varies with the square selected.
The formula for computing the cost is:
cost of Tamper = 100 + (number of affected squares x 50)
Any square that is a part of any company that would be
affected by the proposed Tamper is considered to be an
affected square. For example, the cost of Tampering with
a square that would merge two companies, one of 20
squares in size and one of 5 squares in size, would cost
$1,350. That is, 100 + (25 x 50). Tampering with a blank
square, to create a new company next round, affects no
squares currently on the board, so the cost is $100.
page 24
Tampers are paid for in cash. If a player does not
have sufficient cash on hand to cover the cost of the
proposed Tamper, the player must first sell stock to
generate enough cash, or wait until he or she does have
the cash.
THE GAME ENDING
As the game progresses, and players grow in wealth,
certain trends may become apparent. Particular companies
succeed at the expense of other companies and grow to a
position of strength. Certain players may take the lead
in net worth with strong stock holdings. Events late in
the game, however, can alter the relative worth of
players. As unexpected things happen, the lead can change
and momentum can shift. The late stages of the game can
be particularly exciting, as players race toward the goal
of $100,000.
The first player to reach a net worth of $100,000 wins
the game immediately and all action stops. In the
unlikely event that two players assume a worth of
$100,000 or more on the exact same round, a tie-breaking
procedure is established. The following listing shows the
criteria, in order, for determining the winner of the
game:
(1) net worth of $100,000 or more
if a tie, then... (2) largest amount of net worth
if a tie, then... (3) largest amount of cash
if a tie, then... (4) player last to act (cannot tie)
If a game lasts 300 rounds without any player reaching
a level of worth exceeding $100,000, the game halts
immediately and is declared a draw. In this event, no
player is considered the winner, not even the player with
the greatest net worth.
A game may be stopped and continued as many times as
you wish during the course of play. Until a game is
declared over, either by victory or by draw, the game is
always available for continued action. Once a game has
ended, however, results are considered final and no
further action is permitted at any time.
SOLITAIRE
Playing the game of Tamper solitaire, that is with
only one player active during the game, is an involving
and addicting experience. If you are playing alone, your
emphasis is not on trying to defeat other players, but
rather on trying to show your best performance. In a
sense, you are competing against yourself and your
previous performances, trying to best your past efforts.
page 25
The following are a few guidelines for levels of
relative performance when playing alone. These figures
are not intended as a guide to performance when playing
multi-player games, since too many variables are involved
to make similar assessments.
Number of rounds needed to hit a net worth of $10,000:
Excellent Good Fair Poor
< 20 20-27 27-35 > 35
Amount of net worth at 100 rounds:
Excellent Good Fair Poor
> 60 k 45-60 k 30-45 k < 30 k
Number of rounds to win, attain a net worth of
$100,000:
Excellent Good Fair Poor
< 120 120-150 150-180 > 180
These figures are derived from thousands of solitaire
games, and serve as an accurate gauge with which to
evaluate your overall performance. You may want to keep
an eye on several other factors as well, such as how many
rounds to reach $20,000, how much money after 50 rounds,
how many Tampers, how many bonus payments per dividends,
and so forth. You will enjoy keeping tract of your own
personal level of play. And you will find it rewarding to
watch your improvement over time.
STATISTICS
A set of ongoing statistics is always maintained for
every game, whether the game is complete or in progress.
These statistics can be viewed by selecting STATISTICS
from either the previous-game screen, the NEXT ROUND
window or the player-action menu.
The Statistics information is presented on two or more
separate screens. At the top of each screen is displayed
a brief synopsis of the game. On the left side of this
area, you will see the game number and the last round
played, along with the winner if there is one. On the
right side are the date and time the game began, and the
date and time of the last game activity.
The first screen shows information about players.
Three sets of data are displayed. The first set contains
general information about the activity of each player
page 26
during the game. All data (except for Passes) is
presented in the form: "number/amount", where "number"
refers to the number of occurrences and "amount" refers
to the total amount of money involved in all occurrences.
For example, if the data under the Buys column reads
"10/11,370", this means the player purchased stock 10
separate times and spent a total of $11,370 on those ten
purchases. The following is a brief description of the
categories presented in this first set of data:
Buys: Stock purchases
Sells: Sales of stock back to company
Tampers: Tampers performed
Passes: Passes without activity (number only)
Dividends: Dividend payments
Bonuses: Majority-holder bonuses
Appreciations: Stock appreciations from all causes
Compilation of this data allows you to see a breakdown
of how the players earned their money. Careful study of
this data can reveal strengths and weaknesses of the
players and their style of play.
The second set of data indicates the net worth of each
player over time. The separate columns display what each
player's net worth was at a particular round. The infor-
mation is given for rounds 25, 50, 75, 100, 125 and 150.
The final three columns detail current information. The
last round of activity, which may be greater than or less
than 150, is indicated. These last three columns show the
net worth, cash and stock holdings for each player. The
data under the stock-holdings column is presented in the
form: "number/amount", where "number" represents the
total number of shares held and "amount" represents the
total monetary value of all shares held.
The third set of data indicates the rounds when each
player passed certain milestones in net worth. The
columns represent net worths of $10,000, $20,000,
$40,000, $50,000, $60,000, $80,000 and $100,000. Not all
players will have reached every net worth amount.
The second screen of statistics shows company
information. A line is devoted to every company that was
active in the game, no matter how briefly. Each company's
information is displayed using the same color that was
used by the company during the game. The following is a
page 27
brief description of each column of information displayed
on the company screen:
Open: Round when formed
Close: Round when closed due to takeover
(if closed, takeover company is given)
Secure: Round when company became secure
Class: Class of company
Size: Current size and security size
(if closed, the largest size reached)
Stock: shares available & total number of shares
(if closed, the latest figures)
Value: Current stock value
(if closed, the value prior to takeover)
Buys: Number of all players' stock purchases
Sells: Number of all players' stock sales
Takes: Number of takeovers
Dividends: Number/amount of dividend payments
Majority: Most recent majority stockholder
If a company has been taken over, the round when the
merger occurred will be given in the Close column,
followed by the first three letters of the company that
took over. For example, an entry reading "65:Nat" means
that in round 65 the company was taken over by the
company "Nat." If a company was never taken over and is
still active, the entry in this column will be a dash. If
a company has not reached secure status, the entry in the
Secure column will be a dash. It is possible that a
company has not been taken over and has not become
secure, in which case both these columns will show a
dash. Clearly, however, no company can have a number
displayed in both the Close and Secure columns.
If more companies have been active in the game than
fit on one screen, a second screen is presented to
display the remaining companies. The menu at the bottom
of all statistics screens allows you to cycle through the
various screens. You can also print the statistics or
return to the game-board display.
REPORTS
The Tamper Report feature provides a means of viewing
information about complete games that have taken place.
Generating reports allows you to analyze data and examine
previous games in ways that would otherwise be difficult.
Every report, regardless of the type, contains two
sections. The first page (or more if necessary) is
devoted to a listing of games. Every complete game that
meets the selection criteria is listed, one game for each
line. The information presented about each game varies
according to the type of report being created. The second
page 28
section of every report is the summary. This is where
data is analyzed. All games listed in the first part of
the report are used in the compilation of a variety of
informative figures presented in the summary.
You can select from three different types of reports.
A GAME REPORT generates information of a general nature
about the games that have been played. The game listing
contains the following columns of information:
Game: Game number referenced within history
Players: Number of players in the game
Winner: Winning player, if any
Rounds: Number of rounds in the game
New: Number of rounds a new company formed
Expan: Number of rounds a company expanded
Divid: Number of rounds a dividend hit occurred
Merge: Number of rounds a merger occurred
Last Activity: Date of last game activity
A PLAYER REPORT shows specific information regarding
the performance of players. The game listing displays the
following data: (An asterisk (*) in front of a player's
name indicates the winner for that game.)
Game: Game number referenced within history
Player 1: First player in the game
Player 2: Second player in the game, if any
Player 3: Third player in the game, if any
Player 4: Fourth player in the game, if any
Rounds: Number of rounds in the game
Last Activity: Date of last game activity
A COMPANY REPORT displays detailed information about
the companies involved in the games. The game listing
contains the following information:
Game: Game number referenced within history
Players: Number of players in the game
Winner: Winning player, if any
Companies: Number of companies involved in game
Secure: Number of secure companies in the game
A: Number of class A companies in the game
B: Number of class B companies in the game
C: Number of class C companies in the game
D: Number of class D companies in the game
Rounds: Number of rounds in the game
Last Activity: Date of last game activity
Information presented on the summary pages of every
report is labeled in a detailed and specific manner. Each
data figure is clearly identified.
page 29
The summary for Game Reports and Company Reports is
exactly one page long. The summary for Player Reports is
one page for each player. In other words, one page of the
summary is devoted to each player who participated in any
complete game. If more than one player is included in the
report, one additional page is devoted to figures for all
players combined.
All Tamper reports are based on games in the current
history file. You can specify the games used to generate
the report, selecting either ALL COMPLETE GAMES, SINGLE-
PLAYER GAMES or MULTI-PLAYER GAMES. The latter two
options limit the games included; the first option does
not. Keep in mind that all reports, no matter what type,
compile information only on complete games. Games which
have been started but not finished are not used in the
generation of any report.
The setting you select for OUTPUT DESTINATION has no
effect on the content of the report. In other words,
whether you send the report to your monitor screen or to
your installed printer, the same report is generated.
Examining information presented in Tamper reports
leads to a good understanding of the game. Generating
reports frequently, and saving your reports, will greatly
increase your enjoyment of Tamper.
page 30
* * * * * * * * * * * * * * * * *
* *
* GAME STRATEGY *
* *
* * * * * * * * * * * * * * * * *
The game of Tamper requires a measure of aggressive-
ness combined with a degree of caution, each applied at
the right time. A player who combines these qualities
effectively will do well. The following are some general
guidelines toward a style of play that is effective.
(Although this chapter is directed mostly at multi-player
games, you will find this information useful when playing
alone too.) Feel free to incorporate these suggestions
into your overall approach to the game.
KEEP YOUR MONEY INVESTED. The money you have in cash
earns you nothing. Each round, make sure essentially all
your money is invested, working for you. Let only a
minimal amount sit in cash.
The first several rounds of the game are an exception.
You may want to invest gradually in the early rounds,
waiting to see how things are evolving on the game board.
It is often wise to hold off at least until all seven
companies are formed before depleting your cash. Another
exception might occur late in the game when a new company
is ready to form and you have a lot of cash you want to
invest immediately in the new company. In such a
situation, you may be smart to sit on the cash for one
or two rounds, rather than use it to buy stock you will
need to quickly sell back. As a general rule, however,
you should usually keep the bulk of your money invested.
DIVERSIFY. Do not keep all your money in one company.
Even if the company does well, you must diversify your
holdings at some point or you will not be competitive.
Avoiding worthwhile companies in order to invest
heavily in one company is poor strategy. There is always
a lot of action on the game board and you must not let
your opponents get too much without you. Get stock in
every good company now; later may be too expensive. In
general, if there is a promising company on the board
that looks like it could go somewhere, make sure you get
a piece of it right away.
Diversification can also be viewed as a hedge against
possible disaster. A broad-based strategy is particularly
important when the situation looks uncertain. There is a
measure of security in a owning a variety of decent
stock. Try to adjust your stock holdings so that you
stand a fair chance of making some money with each round
of play. You do not want rounds going by while your worth
remains stagnant.
page 31
CONSOLIDATE YOUR TRANSACTIONS. Those $95 transaction
fees add up. If you intend to buy 3 shares of stock, and
can afford only 2 now, you may be wise to wait a round or
two and then buy all three. The money saved needs to be
weighed against the likelihood of missing out on a
company infusion before you make the purchase.
When selling stock, this guideline is doubly
important. Suppose you intend to sell 10 shares of stock.
If you sell 5 now and 5 later, not only do you pay two
transaction fees, but the buy-back price is less for the
second 5 than if you had sold all 10 shares at once. Due
to the changing buy-back price, if you know that a player
intends to sell a quantity of the same stock you intend
to sell, try to sell your stock first.
PAY ATTENTION TO THE GAME BOARD. Carefully study all
company positions on the board. Always pay attention to
the number of spaces in which events can occur.
A company that begins in a corner, or along an edge,
has fewer spaces to expand and less room to grow than a
company in the center of the board. Companies in a
crowded area of the board should be viewed cautiously.
Companies with a lot of free space around them, however,
may be very attractive.
If a company is not secure and is threatened by an
impending takeover, note how many squares will cause the
merger. If a company is threatened at only one square,
you might assume the merger may not occur for a while.
If a company is threatened at three or more squares,
however, the risk is high and you should consider the
merger likely to happen soon. Pay attention to how all
companies interact with each other. Always evaluate the
situation on the game board with each new round, since
circumstances can change quickly and unexpectedly.
USE YOUR TAMPERS WISELY. The best policy regarding the
use of Tampers is to conserve. It is imperative that you
save some Tampers for late in the game. A player who uses
all of his or her Tampers early in the game invariably
regrets it later. There will be occasions to set up
margin buys or to effect mergers and you will want to
have the power of a Tamper at your disposal.
When a threatened merger would be to your advantage,
do NOT necessarily Tamper to bring it about. Wait; the
merger may happen anyway--and when it does, you save
yourself some expense, as well as one Tamper. Generally,
the only time to Tamper a merger is when there is an
immediate threat of an alternative outcome if you do not.
This may be the case if a different merger is likely to
occur unless you Tamper your merger first. Always ask
yourself before Tampering if you could possibly wait. If
you can, do.
page 32
Although there are times when you may want to use a
Tamper for the purpose of frustrating an opponent, you
are better to make combative Tampering an exception
rather than the rule. Some players devote great energy
trying to use their Tampers only to mess up an opponent.
Such a strategy, if carried to extremes, is not effec-
tive. In general, use your Tampers to improve your own
situation, not to hassle other players. The best policy
is often to play your best game, make your best moves,
grow in wealth and let your opponents try to catch you.
When playing solitaire, you generally want to end up
with fewer large companies as opposed to more small com-
panies. You may need to use a Tamper to influence the
game in this direction. Be alert to such opportunities.
IF YOU SEE NOTHING TO DO, PASS. Don't be afraid to
pass. Players who conduct too much activity during a game
do very poorly. Players who pass a high percentage of
their turns are far more effective. If you are uncertain
what to do, or when to do it, the best policy is often to
wait. Every action you take, in order to be worthwhile,
needs to pay for itself and turn a profit. You want every
action to be not merely an acceptable thing to do, but a
great thing to do.
CONSIDER DIVIDEND PAYMENTS. Remember that the per-
share dividend payment is significantly higher when only
one player owns stock in a particular company. Assure
that an opponent does not have the only shares owned for
a good company, particularly if the company is likely to
pay dividends and/or the player has a lot of shares. For
example, if an opponent owns twenty shares in a company
and nobody else has any, the dividend payments will be
much higher for this player than if someone else owns
even one share. Try to dilute an opponent's payments.
Keep in mind that, since squares are picked by the
computer at random, the relative likelihoods of companies
being infused is roughly the same as their relative
sizes. A larger company is more likely to pay dividends
than a smaller company. You should expect the law of
averages to bear out; make your decisions accordingly.
Remember that dividend payments are an essential source
of cash and, over the course of a game, can add up to a
large and vital sum. The timing of dividend payments is
also critical. Dividend payments play a huge role in
determining the eventual outcome of the game.
LOOK FOR 3 TO 1 RATIOS. When a merger occurs, stock of
the defeated company is converted into stock of the
prevailing company at the ratio of 3 to 1. This ratio is
fundamental to your analysis of the game situation.
page 33
This concept translates into two basic concerns when
owning stock in a company threatened by takeover: (1) if
you choose to continue owning stock, own a number of
shares divisible by 3, and (2) if the ratio of stock
value between the two companies is more than 3 to 1,
consider owning more stock; if the ratio is less than 3
to 1, consider owning less stock.
The reason to own shares in multiples of 3 is because,
if a takeover occurs, any extra shares are lost in the
conversion. For example, if you own 23 shares and the
company is taken over, you receive 7 shares of new stock,
and the 2 shares over 21 are lost. You would have been
wise to convert the those 2 shares into cash prior to the
merger. If a company is not currently threatened--but not
secure, either--this multiple-of-three policy is still
advisable, since, should the company become threatened,
you will not need to then quickly sell a share or two.
Once a company becomes secure, however, the guideline
of owning stock in multiples of three no longer applies.
You should view all company interactions with the 3 to
1 ratio in mind. For example, let's say you own stock in
National Enterprises and stock is valued at $550. Nearby
on the board is American Products with stock valued at
$2070. In this case, National may be a good buy. Should
it ever merge with American, you will convert stock at a
favorable ratio and make a good return on your invest-
ment. Let's say, instead, that nearby on the board is
Consolidated Incorporated with a stock value of $620.
Now, as far as this particular interaction is concerned,
National is a questionable buy. If National should merge
with Consolidated, you take a beating on your investment.
If National becomes seriously threatened by Consolidated,
you might consider selling some stock. Sometimes a
company will be threatened by both a good merger and a
bad merger at the same time. In that event, you need to
look at the relative likelihoods of the two outcomes and
evaluate the situation accordingly.
One minor detail is worth noting here. The true ratio
at which a stock borders on favorable or unfavorable is,
in actual practice, somewhat lower than 3 to 1. This is
because, should a merger occur, the stock value of the
prevailing company will increase due to the merger
itself. For example, if you own stock valued at $300, and
are taken over by a company with stock valued at $790,
you might make out okay. After the merger, the prevailing
company's stock could then be worth over $900, so you
are, in fact, being paid at a favorable ratio.
Understand that, while you are smart to view all game
activity with the 3 to 1 ratio in mind, your overall
strategy is never as simple as buying high-ratio stock
and selling low-ratio stock. There are many times when
owning low-ratio stock is wise. Risking a loss is often
page 34
worth the gamble when considering the advantages of
maintaining the investment. Realize, also, that it is
not unusual for a company to last a long time, and even
prosper, after it has become threatened. Always try to
analyze all possible eventualities and consider the
situation from the standpoint of various likelihoods.
TAKE ADVANTAGE OF MARGIN BUYS. The concept of a margin
buy stems directly from an understanding of the 3 to 1
ratio. A margin buy is any stock purchase conducted in
order to eventually own stock in another, more valuable
company. For example, if a tiny company with stock worth
$410 is threatened by a large company with stock worth
$3150, buying all remaining shares in the small company
is a margin buy. You want the companies to merge. You
then, in effect, receive valuable stock by paying a very
low price. Such extreme margin buys late in the game can
be worth many thousands of dollars. It is usually worth-
while to sell whatever stock necessary in order to make a
good margin buy, purchasing as many shares as possible.
After the merger, you can always sell back some of the
newly-acquired stock and put the money back where it was.
Late in the game, one specific move worth considering
is to Tamper a blank space near a huge company. Be sure
to execute this Tamper in a round when you will be the
first player to act two rounds hence. The reason for this
timing is because, in the next round, players will be
limited in their purchase to a maximum of 9 shares each
in the new company. (All players, yourself included, will
likely purchase their 9 shares.) Two rounds later, the
limit will be lifted. If you are first to act, you can
then buy all remaining shares. Of course, to execute this
move, you must have a Tamper available late in the game.
When considering margin buys, a wise player looks
ahead as many rounds as possible. You should analyze the
game board at all times, and pick the best moment to make
strategic moves.
DON'T REST ON A LEAD. Make no mistake about it, things
can and do change quickly in the game of Tamper. While
there is some logic to playing a bit more conservatively
when you have a large lead, you should never feel
overconfident. Although a player trailing in net worth
needs to take more risks than a player in the lead, the
lead player should at least keep a close eye on
developments. If a good move exists on the board, take
it. If you don't, your opponents will. If you are way
ahead and obviously only a few rounds remain in the game,
then you can cruise to victory. But during the middle
stages of the game, you should not feel comfortable with
a modest lead.
page 35
ANTICIPATE YOUR OPPONENTS. Be always conscious of the
order in which players act: who acts first and who acts
last. Keep the player order in mind during every round of
the game. In particular, pay close attention to who is
last to act in the current round. Are you vulnerable
anywhere? Could they execute a Tamper that would hurt
you? Are they likely to? Anticipating what your opponents
might do, and taking appropriate action before they do
it, goes a long way toward playing a competitive game.
PLAN AHEAD. Tamper is similar to real-life investment
situations, in that the player who is able to effectively
see what lies ahead, to wisely anticipate various
outcomes, will dominate the game. An effective player
makes moves based on foresight and instinct, with a close
eye on what other players are doing. Planning ahead is
always good policy.
In Tamper, players are forever bumping heads with
their opponents, scrambling for a larger share of
available wealth. In Tamper, players interact closely
with each other at all times. Tamper, when played
earnestly, is truly a game of "high-impact business."
...a game for shrewd investors.
page 36
APPENDIX A * * * * * * * * * * * PACKING LIST
The following is a list of all files included on one
complete set of Tamper distribution disks. Files may be
contained on either one or two disks.
README.1ST -- Introductory file
README.BAT -- Batch file to display README.1ST
GETSTART.DOC -- Getting Started documentation
REGISTER.DOC -- Registration documentation
VENDOR.DOC -- Vendor documentation
CONTEST.DOC -- Current contest information
TAMPER.DOC -- The full Tamper manual
PACKING.LST -- Listing of all Tamper files
VIEW.COM -- Program to view .DOC files
INSTALL.EXE -- Tamper installation program
TAMPER.001 -- Compressed distribution file #1
TAMPER.002 -- Compressed distribution file #2
During installation, the following files are placed in
your Tamper directory:
GETSTART.DOC -- Getting Started documentation
REGISTER.DOC -- Registration documentation
CONTEST.DOC -- Current contest information
TAMPER.DOC -- The full Tamper manual
PACKING.LST -- Listing of all Tamper files
VIEW.COM -- Program to view .DOC files
TAMPER.EXE -- The Tamper program
TAMPER.CFG -- Tamper configuration file
TAMPER.FIL -- Tamper graphics/sound support file
TAMPER.HLP -- Tamper help file
TAMPER.RSC -- Tamper registration support file
TAMPER.PIF -- Microsoft Windows information file
After you have played Tamper, your Tamper directory
will contain one additional file: TAMPER.HIS. This is the
history file where data for all previous games is stored.
page 37
APPENDIX B * * * * * * * * SYSTEM REQUIREMENTS
The game of Tamper is intended for IBM-compatible
computers running MS-DOS. To run Tamper, your computer
system must meet the following requirements:
IBM AT, PS/2 or 100% compatible computer system.
You should have no less than an 80286 processor
running at 12 mhz. A 386 or 486 is recommended.
MS-DOS 3.0 or higher.
Tamper is also fully compatible with Microsoft
Windows (tm) version 3.1 and higher.
1 megabyte of memory.
Tamper requires 640 kb of standard memory,
along with a minimum of 384 kb configured as
either expanded (EMS) or extended (XMS) memory.
(Expanded memory yields better performance.)
If necessary, consult your memory manager docu-
mentation to configure your system.
VGA color monitor.
Your monitor should display actual color.
Although the Tamper program will function on a
Black & White or LCD display, discerning colors
is a critical aspect of game play.
A Hard Disk.
One megabyte of free disk space is needed to
install Tamper. An additional one megabyte is
sufficient to save hundreds of games.
A Mouse.
Although not required, many people prefer to
use a pointing device instead of the keyboard.
Tamper supports any Microsoft-compatible mouse
or pointing device.
If you encounter any problems using Tamper, you should
first check to be certain your computer system meets the
minimum requirements necessary to run the program.
page 38
APPENDIX C * * * * * * * * * * * INSTALLATION
To install Tamper, insert distribution disk 1 into a
floppy disk drive. From any DOS prompt, type:
A:INSTALL and then press <Enter>.
If you are using drive B instead of A, type B:INSTALL
and press <Enter>. Follow the instructions on screen.
You will need to decide in what directory you want to
install Tamper. The default choice is C:\TAMPER. When
presented with this choice, either change the directory
or simply press <Enter> to accept this directory. If the
directory does not already exist it will be created.
During installation, you are also given the option to
print the full Tamper manual on your printer. If you do
not wish to do so at this time, that's okay; you can
always print it later from within the Tamper program.
This procedure installs Tamper onto your hard disk.
All necessary files are placed in the directory that you
specify. If you already own a previous version of Tamper,
installing this new version does not overwrite your data;
your configuration and previous games are preserved. Your
CONFIG.SYS and AUTOEXEC.BAT files are not modified.
To run the Tamper program, first change to the direc-
tory where the files are installed. This may mean typing
the DOS commands:
C: and then press <Enter>
CD \TAMPER and then press <Enter>
Consult your DOS manual if you need assistance
changing to the TAMPER directory. Once you are in the
Tamper directory, run the program by typing:
TAMPER and then press <Enter>.
To run Tamper from within Microsoft Windows (tm), con-
figure the command line with the directory containing the
Tamper files, such as:
C:\TAMPER\TAMPER
Once the Tamper program starts, you can access on-line
help at any time by simply pressing the <F1> key. You can
also access the Tamper manual this way. Feel free to use
the Tamper help feature as often as you want.
NOTICE: On some systems, when using Microsoft Windows,
Tamper's sound and music may not function properly. If
you notice this, or any other problem when using Windows,
you will need to run Tamper directly from DOS.
page 39
APPENDIX D * * * * * * * * * * * REGISTRATION
When you become a registered user of Tamper, you
receive several benefits. The first thing that happens is
that VORCO TECHNOLOGIES sends you the latest version of
the Tamper program. This version will include some or all
of the following enhancements:
- The option to play the computer as an opponent.
- A custom pop-up calculator, usable during play.
- An adjustable timer option, to limit turns.
- Full Sound Blaster(tm) and Adlib(tm) support.
- A "what-if" feature, to look-ahead when Tampering.
- History file management, to move individual games.
- Capability to play an opponent via modem or cable.
- and lots more!
The more time that has elapsed since the date of this
program version, the more likely it is that many of these
enhancements have already been implemented. It is entire-
ly possible that, as you read this, a program version
with all the above features, and more, has already been
released. And of course, the registered version of the
program you receive contains none of the annoying message
screens reminding you to register.
In addition to the latest program version, other
benefits you receive by registering include:
- A high quality, professionally-printed manual.
- Free lifetime telephone technical support.
- Free upgrades as they become available.
- Eligibility to compete in all contests.
- Future newsletters and announcements.
- Lifetime, no-questions-asked, money-back guarantee.
- The good feeling that comes with being honest.
- Our enduring respect and good will forever.
To become a registered user of Tamper, do one of the
following:
Call 1-800-242-4775. Have your credit card handy and
tell the representative your authorization code. The
cost is $29.00, plus $4.00 for shipping and handling.
or Send $29.00, plus $4.00 S/H, in check or money order
to VORCO TECHNOLOGIES. Include your name and address,
as well as your preferred diskette size. Also include
your authorization code.
You can obtain your authorization code by running the
Tamper program and pressing <A> while at the main menu.
page 40
Registration will license one copy of the Tamper
program for use on any one computer at any one time.
Additional computers and locations must be registered
separately by obtaining a site license. Discount rates
are available to individuals or companies registering for
a site license. Contact VORCO TECHNOLOGIES for details
and a rate schedule.
Address all registrations and/or inquiries to:
VORCO TECHNOLOGIES
P.O. Box 5316
Eugene, OR 97405
orders: 800-242-4775
support: 503-485-1127
fax: 503-485-7424
page 41
APPENDIX E * * * * * * * * * * ABOUT SHAREWARE
The shareware distribution method allows you to try
software before buying it. If you try a program and want
to continue using it, you are expected to register.
Copyright laws apply to both shareware and commercial
software, and the copyright holder retains all rights
(with a few specific exceptions as stated below). Share-
ware authors are accomplished programmers, just like com-
mercial authors, and shareware programs are generally of
excellent quality. The only difference between shareware
and commercial software is the method of distribution.
With shareware, the author specifically grants the
right to copy and distribute the software. Shareware is a
distribution method, not a type of software. You can find
software that suits your needs and pocketbook, whether it
is commercial or shareware. The shareware system makes
your search easier, however, because you can "try before
you buy." And since the overhead is low, prices are low
too. Shareware has the ultimate money-back guarantee: if
you don't use the product, you don't pay for it.
Shareware works to everyone's benefit. For you, the
advantages are obvious. Not only can you try the software
before registering, the cost of registration is typically
far less than the cost of purchasing commercial software.
This is made possible because the developer saves the
costs of advertising and retail distribution, and passes
the savings on to you. On top of that, shareware authors
are generally more accessible and responsive than retail
software sources, so that your questions are dealt with
more quickly and effectively.
This version of Tamper is distributed as shareware. It
is provided at no charge to the user for evaluation. Feel
free to share it with your friends. And you are free to
use it for the purpose of evaluating it. If, however, you
like it and want continue using it, you must become a
registered user to do so.
The essence of shareware is to provide honest computer
users with quality software without high prices, while,
at the same time, maintaining incentive for programmers
to continue developing new products. By becoming a regis-
tered user of a shareware program, you allow the system
to work for everyone.
If you find Tamper useful and discover you are still
using the program after a reasonable trial period, please
register. You'll feel great when you do. Guaranteed!
=-=-=-=-=-=-=-=-=-=-=-=-=
Software developers and distributors who are members
of The Association of Shareware Professionals adhere to
strict guidelines for their programs and documentation.
Software from these sources must conform to certain high-
quality standards. VORCO TECHNOLOGIES is proud to be a
member in good standing of ASP.
page 42
* * * * * * * * * * * * * * * * *
* *
* INDEX *
* *
* * * * * * * * * * * * * * * * *
C cash, 2,3,7,14,19,22,30
company
class, 15-17,18-20,27,28
color, 14-16,21,26
expansion, 2,19-20,28
merger, 2,20-21,28,31-34
security size, 3,15,16,27
takeover, see merger
size, 15,17,19-20,23,27
company-listing column, 6-7,15-16,21
configure, 4-5,8,10,11-12,37
continue game, 5,10,24
D delete game, 10,13
dividend payments, 2-3,17-20,26-28,32
draw, 3,24
E exit, 4-5,13
express mode, 9
F files 12-13,36,38
finalize window, 8-9,12
G game
ending, 3,9,24
starting, 2,5-6,23
game board, 2,14,16,23,31
H history file, 12-13,29,36
I infused square, 2-3,16-20,23
installation, 38
K keyboard, 4,5-6,10
L limitation window, 5-6
M main menu, 4-5,9,10
majority-holder bonus, 2,17-19,26
margin buys, 34
mouse, 4,5-6,7,12,37
N new company, 2,16,21,23,28
new game, 4-5
next round window, 6,9
page 43
O order of turns, 3,6
P pass, 3,8,26,32
player-action menu, 6,8,9
player names, 5-6,14
previous game, 4-5,9,10
printer, 10,11-12,29,38
R registration, 39
report
Tamper, 4,5,11,27-29
statistics, 10
S screen effects, 12
security, 3,15,16,23,27,28
shareware, 41
solitaire, 17,18,24-25
sound, 4,12,37
statistics, 5,9,10,25-27
stock
appreciation, 3,19-20,26
available shares, 7,15,16,21-22
buy-back price, 3,15,22
buying, 3,6-7,21-23,31
selling, 3,6-7,21-23,31
total shares, 15,16,21,22,26,27
value, 3,14-15,16-20,22,27,32,33
system requirements, 37
T Tampering, 3,7-8,23-24,26
Tamers remaining, 14,23
three to one ratio, 3,21,32-34
transaction window, 7,22
transaction fee, 3,7,22
U undo, 8-9
W winner, 3,24,25,28
worth, 3,14,19,24,25
=-=-=-=-=-=-=-=- END OF TAMPER MANUAL -=-=-=-=-=-=-=-=