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Electric Reading Land
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Electric Reading Land.iso
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help.txt
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Text File
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1995-04-13
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6KB
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116 lines
THE INTRODUCTION
Once you've started the program, you and your child will see the
Introduction, lasting less than two minutes, which tells the story
of the Electric Reading Land quest and introduces you to the
characters who will be traveling with you on your journey. You
meet the Imagination Space Station (ISS); Jimi Jupiter, the space
traveler who is called upon to save the ISS; and Mick the Helpbot
and Keith the Audiobot, who will lend a hand during your quest
to discover the Secret of Words.
When the Introduction is over, you will see a box in the center of
your screen that asks the player to type in his or her name. Help
your child to complete this task. After you do this and click on
"Okay," you will be at the U.S.S. Jimi Main Hub, the spaceship's
playroom and command center. It is from the Main Hub that you
will select which places on Earth to visit and the games to play
there. Mick asks your child to click on anything to begin, the
signal that you may begin to play one of the Electric Reading
Land games.
NOTE:
If your child would like to replay the Introduction at any
time, he or she may single-click the electric guitar pointer
on Keith the Audiobot. The Introduction will then replay
automatically. Younger children may enjoy experiencing this
lively segment repeatedly. If you are getting into the game on
another occasion and would like to skip the Introduction, simply
press the ESCAPE (ESC) button.
NOTE:
How to return to the program on another day: When your child
enters the program on another occasion, a box in the center
of the screen will ask your child "Are you [the name of
whoever last played]?" Answer "Yes" if the name listed matches
the current player. If someone else had last used the program,
answer "No" and you will see a list of those who have played it.
Click on your name and you will see the Main Hub on the screen.
If someone is trying the game for the first time after others
have used it (i.e., their name is not among those on the list),
click on "Cancel" and then the person will be asked to insert
his or her name.
THE MAIN HUB
Before you and your child examine the objects and characters in
the Main Hub, notice the small red electric guitar that moves as
you move your mouse. This serves as the pointer, replacing the
arrow or cursor in standard programs. Your child makes game
selections by positioning the tip of this guitar on an item and
single-clicking your mouse or left mouse button.
NOTE:
When you complete or wish to discontinue a particular game, you
must always return to the Main Hub before going on to the next
one. You can accomplish this by clicking on the spaceship icon
that will always be in the lower-right corner of the game screens.
In the Main Hub you see Jimi Jupiter and his two robot friends,
Mick and Keith, the Helpbot and the Audiobot. Tell your child
always to watch for Mick while playing with Electric Reading
Land. Mick is the guide to places on Earth and provides the
information required to play the games.
Take time with your child to examine all of the pictorial details in
the Main Hub. Some of these objects are Discovery Items,
which, when you single-click on them, will undergo a temporary
visual and audio change. Your child will enjoy finding the
Discovery Items and activating them. To start, have your child
single-click the guitar tip on the horn of the Stingray bike (at the
top of the stairs).
As pointed out in the Introduction, there are three screens at the
top of the Main Hub. These are Jimi's command screens, which
represent possible destinations on Earth or game choices. From
left to right, they are Dino Beach and Dragon Park, the two
teaching screens representing the more advanced word games,
and the Phonics Toy, a preliminary word game. The book icon
just below the red planet represents the Storybook. As your child
successfully completes the Dino Beach or Dragon Park games,
the story will grow in length. When the Storybook is completed it
recharges the Imagination Space Station and your child and Jimi
have saved it.
The question mark in the lower-left corner of the screen
represents the Parents' and Teachers' Guide of the program.
This icon appears at all times. By single-clicking on it, you will
receive simple instructions on how to access the guide, which you
can do at any point during the program.
NOTE:
It is through the Parents' and Teachers' Guide that
you may exit the program. Click on the "Exit Program"
command and you will leave the program and return to DOS.
NOTE:
Another way to exit the program is with the "Allow Exit" option
in the Parents' and Teachers' Guide. When the Allow Exit is on, a
small globe appears next to the question mark in the Main Hub.
You can click on the globe in order to discontinue the program
and get out of the software. When Allow Exit is off, the small
globe disappears and the only way for you to exit the program is
through the Parents' and Teachers' Guide. If younger children will
be using the program by themselves, even for short periods of
time, you may wish to turn off this option, to prevent them from
accessing your hard drive accidentally.
Printing Note:
You can print this file, for your personal use, by loading
HELP.TXT into your text editor.
Copyright 1993 D.C. True, Ltd.