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1993-04-05
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Brandon's BigBox
a series of
educational programs
for 3 to 7 year olds
@ 1989,90,91 Joey Robichaux
P. O . Box 82311
Baton Rouge , La. 70884
Compuserve: 71336,336
GENIE: JEROBICHAUX
Phone: (504) 752-2620
NOTE:
"Brandon's Bigbox" requires an IBM PC or compatable with
color graphics capability. The programs all use CGA
graphics.
"Brandon's BigBox" may be copied to and run from a hard
drive. All programs MUST exist in the current default drive
and directory.
ASSOCIATION OF SHAREWARE PROFESSIONALS
This program is produced by a member of the Association 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 provide technical support for 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.
REGISTRATION
This is an evaluation copy of Brandon's Big Lunchbox. Please feel
free to examine and use the programs contained here to evaluate them.
Only if you are satisfied with the programs and continue to use them
must you pay for them.
Brandon's Big Lunchbox costs $25.00. When you register, you'll also
receive a BONUS copy of GRIFFIN'S TOYBOX. This is a whole new set of
26 fun educational games. That's a total of 52 games for only $25.00.
Also, if you purchased this evaluation diskette from a shareware
catalog vendor, then just enclose a copy of your sales receipt to
deduct the cost of your evaluation diskette from the $25.00
registration fee. If you purchased multiple diskettes, just circle
the item that refers to Brandon's Big Lunchbox.
See the file REGISTER.DOC for the order form. You can print out
this file by issuing COPY REGISTER.DOC PRN at a DOS prompt.
The BigBox
The BigBox programs must all exist in the current drive and
directory.
To begin, type "BIGBOX" at the DOS prompt and press enter.
(NOTE: This version of the BigBox is
customized to display a child's name. Simply
supply the child's name as a parameter. For
example, "BIGBOX MARY" or "BIGBOX ALEX".)
You'll see:
-------
: :
+------------------------+
: :
: B R A N D O N ' S :
: :
: L U N C H B O X :
: :
+------------------------+
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
The BigBox contains twenty-six educational games. To select a
game from the BigBox, just press one of the letters A
through Z.
To quit the BigBox and return to DOS, press a "+" or the Escape
key.
Game number one -- Game A
The first game drills letter matching.
The BigBox displays an upper case letter. The player tries
to press the upper case key matching this letter.
If the player presses a non-matching key, he'll receive an
audible warning. He'll receive a hint -- and a second
chance.
If he misses again, the BigBox cycles through to another
upper case letter.
If the player matches the letter successfully, he'll receive
an audible award -- plus a "ticky" mark in a tote box on the
screen. He gets two ticky marks on a successful first guess
and one for a successful second guess.
Once the player fills his tote box with ticky marks, the
BigBox breaks away to a cartoon scene with dancing ...
little things. The BigBox then returns to upper case
drilling.
Press a "+" or Escape at any point to quit this first game and
return to the main "BigBox" menu.
Game number two -- Game B
The first game drills upper and lower case letter matching.
The BigBox displays a lower case letter. The player tries
to press the upper case key corresponding with this lower
case letter.
If the player presses a non-matching key, he'll receive an
audible warning. He'll receive a hint -- the proper upper
case key -- and a second chance.
If he misses again, the BigBox cycles through to another
lower case letter.
If the player matches the letter successfully, he'll receive
an audible award -- plus a "ticky" mark in a tote box on the
screen. He gets two ticky marks on a successful first guess
and one for a successful second guess.
Once the player fills his tote box with ticky marks, the
BigBox breaks away to a cartoon scene with dancing ...
little things. The BigBox then returns to lower and upper
case drilling.
Press a "+" or Escape at any point to quit this second game and
return to the main "BigBox" menu.
Game number three -- Game C
The third game is a memory / problem solving drill.
The BigBox displays a series of ten doors. They are number
"1", "2", "3", "4", "5", "6", "7", "8", "9", and "0". This
number sequence corresponds with the number keys on the top
of the alphabeteic keyboard.
The BigBox displays a picture of an object in the center of
the screen. The player tries to guess which door conceals a
matching object.
The player can open a door by pressing that door number. The
door opens for a moment, revealing the object behind the
door.
If the objects match, the player receives an audible award
and the door disappears. If the objects don't match, the
door closes.
In either case, another object appears on the center of the
screen. The matching process continues.
As the player remembers which doors conceal which objects,
the doors will gradually disappear. When the last door is
opened and matched successfully, the screen cycles through a
kaleidescope of colors while a siren wails.
The game then resets and another ten doors appear.
Press a "+" or Escape at any time to return to the main
BigBox menu.
Game number four -- Game D
Game number four is a counting game.
Players see a number of objects on the screen (between 1 and
9 objects will appear). They must press the number key that
describes the number of objects on the screen.
If they press the wrong key, they'll receive an audible
warning, a hint -- and a second chance.
If they guess wrong again, they'll recieve another audible
warning, plus a short repeating drill to reinforce the proper
number. A new set of objects then appear on the screen.
If the player selects the proper number, he's rewarded with an
audible trill.
Press a "+" or Escape at any time to return to the main
BigBox menu.
Game number five -- Game E
Game five is a numeric sequence game. Players are drilled in
number relationships on a number line. The numeric keys on
the top of the alphabetic help serve as a number line
mneumonic.
Players receive a starting number between 1 and 9. They must
first select the proper number just less than the given
number. They'll receive a hint if they guess wrong.
They must then select the next number greater than the given
number. Again, they'll receive a hint if they guess wrong.
When both lesser and greater numbers are selected, the rest
of the number sequence displays in a graphic manner that
reinforces the sequential number relationship.
Press "+" or Escape to return to the main BigBox menu.
Game number six -- Game F
Game number six is an addition drill.
Players first see an addition problem displayed in the form:
3
+ 4
------
?
They must try and select the proper answer.
If they're incorrect, the program displays graphic objects in
the amounts that correspond with the problem.
For example, the hint for the above problem may be three
sneakers displayed above four sneakers. The player may count
the objects to find the proper answer. This drills the
player in counting -- it also drills the player in
identifying patterns of numerical groups.
If the player misses the problem twice in a row, he'll
receive the correct answer. It will repeat several times as
reinforcement.
When the player selects the proper answer, he'll receive an
audible reward.
In both cases, the game then cycles with a new addition
problem.
Once the player correctly solves 12 problems, he'll receive a
flashy graphics reward.
Press a "+" or Escape to return to the main BigBox menu.
Games number seven through ten -- Games G through J
These four modules are sets of reading drills. Each of the
four modules contains 26 unique words. These drills should
be played with a monitoring helper (like Mom or Dad!), although
I've heard that many little users will honestly rate themselves
on whether or not they know the displayed word!
Just to keep the game fresh, you can add your own custom word
lists. See the section on "CUSTOMIZING WORD LISTS" later in this
document.
The player receives a word. If he reads the word properly,
then press the "+" key. The player receives an audible
award, plus a brightly colored object pops up on the screen.
If the player misses the word, press any other key. This
word goes back into a stack of missed words. It will not be
displayed again until the player goes through the list of all
26 words.
Once the player goes through all 26 words, the missed words
will begin to repeat. When the player successfully reads a
word, the word is dropped from the missed stack. If the
player misses a word again, it goes back into the stack.
However, it will not repeat until all of the other missed
words are displayed.
This process continues. Since missed words return to the
stack, players get the chance to drill on the words they have
the most problems reading. Since words don't repeat until
all of the other words have passed, players don't get bored
with the same words.
Once the player reads all 26 words (and fills the screen with
26 rewards), he's rewarded with flashing lights, a siren
wail, and a cartoon of dancing teddy bears. The game then
begins over again.
Press a "@" or the Escape key to return to the main BigBox
menu.
Games number eleven through fourteen -- Games K through N
These four modules contain reading and memory drills.
Each module contains 20 recommended "sight" words for pre-
primer through first grade. These drills can be monitored
or they can be played alone. (You can add your own custom
words -- see "CUSTOMIZING WORD LISTS")
Four boxes (numbered 1, 2, 3, and 4) flash on the screen.
Each box covers a word. One at a time, each box vanishes for
two seconds, revealing the word underneath.
The player then receives a word on the bottom of the screen.
This word matches one of the words behind the boxes. The
player must guess which box hides the matching word.
The player presses a number from 1 through 4. The matching
box vanishes and reveals its word.
If the words do not match, the computer buzzes and the box is
replaced. The drill chooses a new word for the player to
match (although it may be the same word).
If the words match, a siren wails for a moment. Both words
display for two seconds. Then both words disappear. The
vanished box is NOT replaced. The drill chooses a new word
for the player to match.
In this manner, each of the four boxes vanishes as the player
successfully matches words.
When all four boxes disappear, the drill "trills" and colors
flash on the screen. The four boxes reappear, with four new
words -- one behind each box. The game continues as above.
Each time the player clears the screen of boxes, a "ticky"
mark appears on the screen. There are twenty words to match.
The player matches four words per screen. Therefore, the
player must clear five screens to match all of the words.
The "ticky" marks help keep track of how many words remain.
Once the fifth screen of words is matched, the drill breaks
away to a Mardi Gras parade!
After the parade, the drill begins again with the twenty
words.
At any time, press the "+" or the Escape key instead of a
number key to return to the BigBox menu.
Game number fifteen - game "O"
This game starts off with a package, a laser matter
transmitter, a power requirement, and a destination state on
a map of the United States.
For example, it might take "25 pellets of power" to
transmit a package to Oklahoma -- and you start off with zero
pellets!
Every time you press the space bar, 2 power pellets are
added to your current power level. You must try and match
the required power rating to successfully transmit the
package.
When you're ready, press the "G" key to try and transmit
the package. (Note: There's no way to back up! If you pass
up the required power amount ... well, you'll just have to
take your chances!)
The package will successfully transmit if you're within
two pellets of the required amount. You'll see the package
load into the transmitter, you'll hear the matter transmitter
warming up, you'll see and hear the laser beam transmit the
package across the United States ... then you'll see your
package appear in it's destination state!
If you're over or below the two power pellet cushion,
you'll either fall short in the Atlantic Ocean or ... you
might BLOW UP the matter transmitter! (Not to worry --
there's plenty more where that came from!)
This module helps introduce the states of the U.S. and their
geographic position. It helps little users learn to count by
two -- and also to watch a target value and notice when
you're too low or too high! Finally, it introduces the
notion of vectors -- the concept that a line has a value
depending on its direction and length.
Press the "+" or the Escape key to return to the BigBox
main menu.
Game number sixteen -- game "P"
Game "P" is identical to game "O" except that you count
pellets by fives instead of by twos. Also, the power
requirements are higher (the packages are heavier!)
This game starts off with a package, a laser matter
transmitter, a power requirement, and a destination state on
a map of the United States.
For example, it might take "25 pellets of power" to
transmit a package to Oklahoma -- and you start off with zero
pellets!
Every time you press the space bar, 5 power pellets are
added to your current power level. You must try and match
the required power rating to successfully transmit the
package.
When you're ready, press the "G" key to try and transmit
the package. (Note: There's no way to back up! If you pass
up the required power amount ... well, you'll just have to
take your chances!)
The package will successfully transmit if you're within
four pellets of the required amount. You'll see the package
load into the transmitter, you'll hear the matter transmitter
warming up, you'll see and hear the laser beam transmit the
package across the United States ... then you'll see your
package appear in it's destination state!
If you're over or below the four power pellet cushion,
you'll either fall short in the Atlantic Ocean or ... you
might BLOW UP the matter transmitter! (Not to worry --
there's plenty more where that came from!)
This module helps introduce the states of the U.S. and their
geographic position. It helps little users learn to count
by five -- and also to watch a target value and notice when
you're too low or too high! Finally, it introduces the
notion of vectors -- the concept that a line has a value
depending on its direction and length.
Press the "+" or the Escape key to return to the BigBox
main menu.
Game number seventeen -- game "Q"
Game "Q" differs from game "O" in that YOU pick the state!
When the game begins, the state of "Washington" is the
selected state. Every time you press the spacebar, the
selected state will advance (roughly north to south, west to
east). Once you get to Maine, it will cycle back to
Washington.
When you're satisfied with the state, press the "G" key.
The game will now operate just like game "O".
After you mail your package (either successfully or
unsuccessfully), you'll again select a state. Your
beginning choice will be the state you just used.
Press the "+" or the Escape key to return to the BigBox
main menu.
Game number eighteen -- game "R"
Game "R" differs from game "P" in that YOU pick the state!
When the game begins, the state of "Washington" is the
selected state. Every time you press the spacebar, the
selected state will advance (roughly north to south, west to
east). Once you get to Maine, it will cycle back to
Washington.
When you're satisfied with the state, press the "G" key.
The game will now operate just like game "P".
After you mail your package (either successfully or
unsuccessfully), you'll again select a state. Your
beginning choice will be the state you just used.
Press the "+" or the Escape key to return to the BigBox
main menu.
Game number nineteen - Game "S"
This is an extension of the popular "Doors" game in menu
pick "C".
Instead of 10 different surprises behind the doors, there
are five pairs of surprises -- you have to try and pick
which two doors hide the same surprise.
The player can open a door by pressing that door number. The
door opens for a moment, revealing the object behind the
door. The player then picks a second door.
If the objects match, the player receives an audible award
and the doors and objects disappear. If the objects don't
match, the doors close after a short buzzing sound. The
player then tries again for a match.
As the player remembers which doors conceal which objects,
the doors will gradually disappear. When the last two doors
match successfully, the screen cycles through a kaleidescope
of colors while a siren wails.
The game then resets and another ten doors appear.
Press a "+" or Escape at any time to return to the main
BigBox menu.
Game numbers twenty through twenty-two - Games "T","U","V"
The next three games introduce the concept of a matrix --
a table made up of rows and columns.
Game T is a 2 by 8 table of doors; game U is a 3 by 8 table
of doors; game V is a 4 by 8 table of doors.
In each game, half of the doors hide surprises that match with
the remaining doors. Just like game "S", the player tries to
find which doors hide the matching figure pairs.
The main difference is that each door is identified by a ROW
and a COLUMN. The ROW is an alphabetic character: A,B,C, or D
-- depending on which game you're playing. The COLUMN is a
number from 1 to 8. You're prompted on the bottom of the screen
for your choice. You cannot choose a ROW while you're prompted
for a COLUMN.
If you press the escape key or "+" while entering a ROW, the program
terminates. If you press the escape of "+" while entering a
COLUMN, the program backs up and lets you re-enter the ROW.
As the player identifies each door, the door opens to reveal the
surprise figure.
If the two objects match, the player receives an audible award
and the doors and objects disappear. If the objects don't
match, the doors close after a short buzzing sound. The
player then tries again for a match.
As the player remembers which doors conceal which objects,
the doors will gradually disappear. When the last two doors
match successfully, the screen cycles through a kaleidescope
of colors while a siren wails.
The game then resets and another matrix of doors appear.
Press a "+" or Escape while entering a ROW to return to the main
BigBox menu.
Game number twenty-three - Game "W"
To play "Buggy Path", you'll use the arrow keys to move "Buggy"
around the screen. The counter in the top corner shows you how
many more steps you need to move.
When the counter hits zero, "Buggy" takes off in a hilarious dance
that traces the path you've defined. When the dance is over, you
can optionally repeat the same dance or define a new one.
"Buggy" defaults to 400 dance steps -- this sounds like a lot, but
if you hold the arrow keys down and keep them down the dance steps
will move quickly.
When you begin "Buggy", you can increase the dance steps up to 1000
by pressing the "+" key. Decrease the steps down to 100 by pressing
the "-" key.
Press a "+" or Escape while tracing Buggy's path to return to the
main BigBox menu.
Game number twenty-four - Game "X"
"Speed Read" has a list of 330 words suggested for pre-schoolers to
2nd graders. The words lists randomly on the screen for the user
to read.
Each word displays for 2 seconds. You can speed this up by pressing
the "+" key. You can slow things down by pressing the "-" key. If
you know the word and want to move the next word, press the Enter
key.
Press an Escape to return to the main BigBox menu.
Game number twenty-five - Game "Y"
"Sizes" displays a list of 10 balls of varying sizes. The idea is
to rearrange these balls in order of ascending size -- from smallest
to greatest.
You do this by moving the red "underline" from one ball to another.
Use the right and left arrow keys for this. Press the spacebar to
swap the underlined ball with the ball to its right.
When you arrange the balls in proper order, you'll receive a
"surprise visit" as a reward!
Press the ESCAPE key or the "+" to return to the main menu.
Game number twenty-six - Game "Z"
"Gone Fishin'" is just for fun.
Pick a number from 1 to 100. You'll receive a graphics screen
showing a fisherman in a boat. You'll also see a lake churning with
the number of fish you select. The fish move randomly about the lake.
Kids have fun watching the fish swim, plus they'll also have fun
trying to count the fish ("But they won't stay still!") to see if
their number selection matches up.
Press the ESCAPE key or the "+" to return to the main menu.
**NEW ** Customizing Word Lists
This version of BigBox gives you the ability to customize
the word lists. You must run the standalone utility,
WORDLIST.
WORDLIST lets you select whether you want to customize
one of the four 20 word lists or one of the four 26 word lists.
You can re-select several times to alter every one of the
lists.
Make sure you are in the subdirectory containing your copy
of BigBox. Then type WORDLIST at the DOS prompt and
press the Enter key.
You're prompted for either the 20 word list, the 26 word list,
or you can quit. Enter a 1 to select the 20 word lists, enter
a 2 to select the 26 word lists, or enter a 3 to quit and
return to DOS. Press the Enter key after you type the proper
number.
Once you've selected either 1 or 2, you must identify which
of the four possible word lists you wish to change. If you
want to back without changing anything, enter a 0 to return
to the previous selection.
Otherwise, enter either 1, 2, 3, or 4 and press the Enter key.
You now will see each of the words in the current list.
You'll run through the words one at a time. At each word,
you're prompted for a Y or an N -- do you want to change the
word? If you press N, you continue on to the next word.
If you press Y, you're prompted for the new word. Type the
new word and press enter. You'll then continue on to the next
word.
Once you've cycled through the possible words, WORDLIST
will save the word list. You'll return to the menu where you
can select the 20 word list, the 26 word list, or exit to DOS.