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Text File | 1993-03-04 | 76.1 KB | 2,178 lines |
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- NOTICE
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- Pencil and Paper Activity Maker program files and documentation:
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- (c) Copyright Stephen D. Groll, 1993
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- BRUN45 (c) Copyright Microsoft Corporation, 1982 - 1988
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- Portions ADVBAS v99, (c) Copyright Thomas Hanlin III, 1985 - 1988
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- DEDICATION
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- PAPAM is dedicated to my beautiful wife Paulette who
- patiently encourages me in all that I do.
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- CONTENTS
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- 1. Hard Drive Installation and Update . . . . . . . . . . . . . . 1
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- 2. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 2
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- 3. Activities You Can Create . . . . . . . . . . . . . . . . . . 3
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- Hidden Messages . . . . . . . . . . . . . . . . . . . . . . . 3
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- Shadow Messages . . . . . . . . . . . . . . . . . . . . . . . 3
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- Hidden Pictures . . . . . . . . . . . . . . . . . . . . . . . 4
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- Color By Numbers . . . . . . . . . . . . . . . . . . . . . . . 4
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- Dot to Dot Puzzles . . . . . . . . . . . . . . . . . . . . . . 5
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- Silly Pictures . . . . . . . . . . . . . . . . . . . . . . . . 5
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- Crazy Messages . . . . . . . . . . . . . . . . . . . . . . . . 5
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- Missing Letters . . . . . . . . . . . . . . . . . . . . . . . 5
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- Acrostic Puzzles . . . . . . . . . . . . . . . . . . . . . . . 6
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- Word Crossover Puzzles . . . . . . . . . . . . . . . . . . . . 7
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- Word Search Puzzles . . . . . . . . . . . . . . . . . . . . . 7
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- Decoding Puzzles . . . . . . . . . . . . . . . . . . . . . . . 7
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- Unscramble Words . . . . . . . . . . . . . . . . . . . . . . . 8
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- Unscramble Verses . . . . . . . . . . . . . . . . . . . . . . 8
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- Matching Puzzles . . . . . . . . . . . . . . . . . . . . . . . 9
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- Math Puzzles . . . . . . . . . . . . . . . . . . . . . . . . . 9
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- Mazes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
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- Other Puzzles and Activities . . . . . . . . . . . . . . . . . 10
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- 4. PAPAM's Functions and Controls . . . . . . . . . . . . . . . . 11
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- F1 = Type/Edit . . . . . . . . . . . . . . . . . . . . . . . . 12
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- F2 = Keyboard Draw . . . . . . . . . . . . . . . . . . . . . . 14
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- F3 = Large Type . . . . . . . . . . . . . . . . . . . . . . . 16
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- F4 = Type Graphic Shapes . . . . . . . . . . . . . . . . . . . 17
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- F5 = Dot to Dot Letters . . . . . . . . . . . . . . . . . . . 19
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- F6 = Create Activities . . . . . . . . . . . . . . . . . . . . 20
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- Fill/Remove/Acrostic . . . . . . . . . . . . . . . . . . 20
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- Word Search Puzzles . . . . . . . . . . . . . . . . . . . 23
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- Code/Scramble Words . . . . . . . . . . . . . . . . . . . 24
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- Verse Scrambler . . . . . . . . . . . . . . . . . . . . . 25
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- Math Puzzles . . . . . . . . . . . . . . . . . . . . . . 26
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- Mazes . . . . . . . . . . . . . . . . . . . . . . . . . . 26
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- F7 = Print Work . . . . . . . . . . . . . . . . . . . . . . . 27
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- F8 = Save Work . . . . . . . . . . . . . . . . . . . . . . . . 28
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- F9 = Get Work . . . . . . . . . . . . . . . . . . . . . . . . 29
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- 5. Error Messages . . . . . . . . . . . . . . . . . . . . . . . . 30
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- 1
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- Pencil and Paper Activity Maker Hard Drive Installation and Update
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- Make sure the PAPAM (Pencil and Paper Activity Maker) disk is
- in the appropriate drive. Type the drive letter followed by a colon.
- For example, if the PAPAM disk is in drive A, you will type A: and
- press ENTER. Now that your current drive is A, type INSTALL, your
- hard drive letter followed by a colon, and press ENTER. For example,
- INSTALL C: will install PAPAM on drive C. The drive letter can be a
- letter from C to F.
- If PAPAM is already installed on your hard drive in a directory
- named PAPAMAKE go ahead and follow the install instructions given
- above. Your existing directory will be updated with the new files.
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- 2
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- INTRODUCTION
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- With the help of Pencil and Paper Activity Maker you can create
- dozens of exciting puzzles, activities, and projects. Parents can
- use PAPAM to create activities that will amuse and educate their
- children. Teachers can use PAPAM to create powerful teaching tools
- for students of all ages. Newsletter publishers can use PAPAM to
- create fillers. Puzzle lovers can create puzzles for their own
- enjoyment. Those who would like to try their hand at selling puzzles
- for magazine fillers and puzzle books can use PAPAM to make some
- extra money. PAPAM has been used to create and sell puzzles for
- hundreds of dollars.
- PAPAM will work on IBM/clones, XT or better, but 286 or better
- is recommended. It will work with color or monochrome monitors. And
- since it uses only keyboard characters it will work on most any
- printer even lasers.
- PAPAM is flexible, easy and fun to use, and capable of creating
- a large variety of pencil and paper activities. Some of the puzzles
- that PAPAM can create are mazes, decoder, word search, matching,
- acrostic, word crossover, hidden message, hidden picture, dot to dot,
- unscramble verses, unscramble words, math puzzles, and more! Not
- only does PAPAM have the capacity to create a large variety of
- puzzles, it can usually create several variations of each puzzle.
- PAPAM creates activities in a half sheet format. This means
- that what you create on the scrolling puzzle screen will print out
- to half of an 8 1/2 by 11 sheet of paper, (5 1/2 by 8 1/2). This
- makes it easy to work puzzles into newsletters, create children's
- newsletters, or cut-and-paste activities together to create
- fold-in-half activity sheets that fit nicely into text books and
- Bibles. Churches will find the half sheet format great for creating
- bulletin inserts for children, children's bulletins, or to create a
- puzzle for the cover or back of the adult bulletin to go with the
- message theme.
- Even though many of PAPAM's functions are easy to follow, it is
- important to read the documentation. It is especially important to
- read the section entitled Activities You Can Create. This section
- tells you how to create activities that are not easily apparent. For
- example, it is obvious how to create a maze. You just press F6 =
- Create Activities, press 7 = Maze Maker, and press C = Create Maze.
- That's all there is to it. However, even though creating a hidden
- message puzzle is very simple it is not that obvious.
- Activities You Can Create begins on page 3. As you read and
- follow directions on how to create the activities described in this
- section you will begin to learn how to use the various functions of
- PAPAM. For a detailed discussion on how the functions and their
- controls work, you will need to read the section entitled PAPAM's
- Functions and Controls.
- As you become familiar with the many functions and abilities of
- this program, you will come up with your own ideas of puzzles and
- activities you can create. Have fun creating and experimenting with
- this exciting tool.
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- Activities You Can Create
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- HIDDEN MESSAGE:
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- To see an example of a hidden message puzzle, press F9 = Get
- Work, type DEMO1.HDM, and press ENTER. Print the puzzle using F7.
- The top half of the page is a hidden message puzzle. Take a pencil
- and draw bold lines over the capitol letters hidden among the
- numbers. The message, HIDDEN MESSAGES ARE FUN, will appear.
- To create this type of puzzle start by typing a message using
- F3 = Large Type. Be sure and leave room at the top and bottom of
- your page if you plan to type instructions and/or place a border
- around your puzzle. Type your message and then move to F1 =
- Type/Edit to center your work. To do this, move the cursor to the
- top of your work and press CTRL + A = Center Align as many times as
- it takes to do the job.
- Next, press F6 = Create Activities, press 1 =
- Fill/Remove/Acrostic, press F = Fill, and press 2 = Random Numbers.
- If your puzzle is larger than what appears on the puzzle screen,
- press T = 4 Way Type/Acrostic. Then move the cursor with the arrow
- keys to scroll the screen so that the unfinished portion of your
- puzzle is exposed. Press ESC to exit the 4 Way Type/Acrostic. Now
- repeat the steps given above to fill the rest of your puzzle with
- random numbers.
- When this is finished press ESC to exit Fill/Remove/Acrostic.
- The puzzle is basically done. The large letters of your message are
- hidden among random numbers from 1 to 9.
- You can use CTRL + L = Line Out from F1 to remove any extra
- lines of random numbers at the top or bottom of the puzzle screen.
- Place the cursor on the line you wish to erase and then press CTRL
- + L. Then type instructions and/or move to F2 and place a border
- around your work.
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- SHADOW MESSAGE:
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- Creating shadow messages is similar to creating hidden message
- puzzles. The file DEMO1.HDM has an example of a shadow message on
- the bottom half of the page.
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- Use F3 = Big Type to type a message. Use Type/Edit to center
- your work. Press F6 = Create Activities, press 1 =
- Fill/Remove/Acrostic, press F = Fill, press 3 = Specific Character,
- and type a large character such as #. After all the blank areas of
- your puzzle are filled, press uppercase R = Remove, (when you press
- uppercase R or uppercase F this tells PAPAM you want to remove or
- fill with uppercase letters) and press 1 = Letters. Once all the
- letters of your message are removed you have a shadow message.
- You will notice that a shadow message is rather elusive and hard
- to read if you look directly at it. But, if you hold it at a
- distance or if you slant the top of the printed page back beyond a 45
- degree angle, you can easily read the message.
- Of course when you are done creating your hidden message or
- shadow message, you can use F1 = Type/Edit to type instructions
- and/or use F2 = Keyboard Draw to draw a border around your work.
- When you are finished you can use F8 to save and/or F7 to print your
- work.
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- HIDDEN PICTURE:
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- To see an example of a hidden picture puzzle load DEMO2.HPC into
- PAPAM and print it out. Use colored pencils and color the lettered
- areas as indicated in the instructions. If you do it right, you will
- see a butterfly appear.
- Use F4 = Type Graphic Shapes to create the bulk of your picture.
- Use CTRL + K to change the letters that make up the graphic shapes to
- correspond with the colors each area will be made of. For example,
- if you are going to draw a tree and G is going to equal green, use
- CTRL + K to change the graphic shapes so that they are made up of G.
- Then create the tree top. When you are ready to create the tree
- trunk, let's say that you want B to equal brown, press CTRL + K, type
- B, and now create the trunk using the graphic shapes.
- For details and little touches, F2 = Keyboard Draw will finish
- things off nicely. This function allows you to place characters one
- at a time.
- When you are finished with your picture, you can fill the empty
- spaces and hide your picture by using the Fill function. To do this
- press F6, press 1, press F, and press 2; this will fill the spaces
- with random numbers.
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- COLOR BY NUMBERS:
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- A color by number picture is created much like a hidden picture
- puzzle. The difference is that you will use numbers instead of
- letters to create your picture. And you will not make an attempt to
- hide the picture by filling the blank areas. See DEMO3.PIC for an
- example.
- Each number you use will represent a color. For example, press
- F4, press CTRL + K, and type 1. We will let 1 stand for yellow. If
- you are going to draw a yellow flower you can create the yellow parts
- of the flower typing the appropriate graphic shapes. If 2 were to
- equal green, you would press CTRL + K, type 2, and then create the
- leaves and stem out of the number 2.
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- When you are finished, be sure and go to F1 = Type/Edit and type
- in the instructions which tell what color each number stands for. A
- border is always a nice touch.
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- DOT TO DOT PUZZLES:
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- To create a quick and easy dot to dot message puzzle, just press
- F5 and type your message. Space limits you to five letter words or
- less. But there are lots of things you can do with this function.
- To create a simple dot to dot picture puzzle is more involved,
- but not difficult. Use F4 = Type Graphic Shapes and create a simple
- graphic picture. Create the picture using a single keyboard symbol
- which you will remove after the numbers and dots (periods) are
- placed.
- Once you have drawn your picture press F1 = Type/Edit and then
- press INSERT so that the large cursor appears on the puzzle screen.
- Use the arrow keys to move the cursor around the picture placing dots
- and number them sequentially at each corner or turn. It is a good
- idea to use a 1* for your starting location. Keep in mind that once
- the character that makes up the picture is removed, the picture needs
- to be recreated by drawing a line from one numbered dot to the next.
- When you are ready to remove the character that you used to create
- the picture, move to Fill/Remove/Acrostic. Press F6, press 1, press
- R, press 3, and type the character to be removed.
- Load DEMO4.DDP to see an example of a dot to dot picture. The
- top half of the page shows the picture after the cross was drawn and
- the dots and numbers were placed, before the character #, which made
- up the picture, was removed. The bottom half of the page shows the
- finished puzzle.
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- SILLY PICTURES:
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- You can have a lot of fun just creating silly pictures using
- keyboard characters. F4 = Typing Graphic Shapes and F2 = Keyboard
- Draw makes it easy to create fun pictures that children can color or
- add to as they wish.
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- CRAZY MESSAGES:
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- It can be fun trying to read messages that are typed backwards,
- up and down, and so on. Press F6 = Create Activities, press 1 =
- Fill/Remove/Acrostic, press T = 4 Way Type/Acrostic. Press CTRL + T
- to change the typing direction and you can lead your readers on a
- merry chase around the page trying to follow your message. See
- DEMO5.MSG for a sample of what you can create with this function.
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- MISSING LETTERS:
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- Here is simple and fun activity with all sorts of possible
- variations. One example of what you can do is to replace all the
- vowels in the words of a message with spaces _. The object of the
- puzzle is to fill in the missing vowels so that the message can be
- read. Here is an example: M_ss_ng l_tt_r p_zzl_s c_n str__n y__r
- br__n! The solution is: Missing letter puzzles can strain your
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- All you have to do is type a message using F1 = Type/Edit. When
- you are finished, press F6 = Create Activities, press 1 =
- Fill/Remove/Acrostic, press C = Change Character, type the letter you
- want replaced, and then type the space character _ that will replace
- the letter. Press C = Change Character, type another letter to be
- replaced with a space, and then type the space character. Just keep
- doing this until all the letters you wish replaced are converted to
- spaces.
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- ACROSTIC PUZZLES:
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- DEMO6.ACT has an example of an acrostic puzzle on the top half
- of the page and an example of a word crossover puzzle on the bottom
- half of the page. You create these puzzles from T = 4 Way
- Type/Acrostic. To create the box around the letters you type, press
- CTRL + B = Box.
- Acrostic puzzles are a little easier to create than the word
- crossovers, though neither are difficult to make. Position the box
- cursor at the top center of your puzzle screen. Press CTRL + T until
- the arrow to the right of CTRL + T = Typing indicates that the typing
- direction is down. Press Caps Lock so that you are typing in caps.
- Now type the core word or words. In DEMO6.ACT the core word is
- ACROSTIC.
- As long as CTRL + B = Box is ON, your puzzle screen will not
- scroll. If your core word will not fit on the puzzle screen, press
- CTRL + B so that the box turns OFF. Use the arrow keys to scroll the
- puzzle screen and then place the cursor over one of the letters in a
- box. Press CTRL + B = Box to turn the box back ON and then you can
- move the box cursor to where you left off and finish the core
- word/words.
- The next step in creating an acrostic puzzle is to press CTRL +
- T = Typing until the indicator arrow shows that the typing direction
- is from left to right. Turn the Caps Lock off so that you can type
- in lowercase. Move the box cursor so that you can type words running
- horizontally that will share a letter with the core word. When you
- come to the shared letter, use the arrow keys to skip over the
- uppercase letter in the core word. You are going to remove all the
- lowercase letters after you are finished making the puzzle. You want
- the core word to remain, so do not type over the shared letter or it
- will become a lowercase letter.
- When you are finished making the puzzle grid, type a list of the
- words, that run horizontally and share a letter with the core word,
- outside of the puzzle grid in uppercase. Type your list in
- alphabetical order or just mix them up. After you are finished with
- the list, move to Fill/Remove/Acrostic. Press lowercase R = Remove
- [This is important. If you press uppercase R = Remove you will
- remove the wrong letters.] and press 1 = Remove Letters.
- This portion of PAPAM is written to read the characters you
- type, and place boxes in relation to other boxed characters. This
- means that if you remove the characters from the boxes and then
- attempt to edit your work with the box cursor, you may cause damage
- to the surrounding empty boxes.
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- WORD CROSSOVER PUZZLES:
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- Word crossover puzzles can be created by typing words in
- lowercase and having them crossover where they share a letter. As
- you can see from the example in DEMO6.ACT, words run vertically and
- horizontally. The key to a good word crossover is that a box never
- comes into contact with any other box, except where letters are
- shared to make words found in the word list. You cannot run words
- side by side as you do in the acrostic puzzles unless the boxes that
- touch make a word from the word list both vertically and horizontally.
- After you have finished creating the puzzle grid, type the word
- list and any clues in the puzzle grid in uppercase before you remove
- the lowercase letters. There are different ways to handle clues for
- the puzzle. You will notice in DEMO6.ACT, every shared letter is
- given in the grid in uppercase. Sometimes you will want to give one
- word in the puzzle grid and that will be the starter. Just type over
- the appropriate letters in the grid in uppercase before you remove
- the lowercase letters.
- When you are finished, you can move to F1 = Type/Edit to center
- your work. Next you may want to move to F2 = Keyboard Draw to draw
- a border around your puzzle.
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- WORD SEARCH PUZZLES:
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- Use arrow keys to scroll the screen where you want the puzzle
- located. Press CTRL + E = Erase to clear the screen, press F6 =
- Create Activities, and press 2 = Word Search Puzzles. You are now in
- the Word Search Puzzles function. Select one of the listing options,
- [See section PAPAM's Functions and Controls for a discussion on each
- option.] press P = Proceed, and you are ready to type the words that
- will be hidden in the puzzle grid. If you want the solution to the
- word search puzzle to appear at the bottom of the page, you must
- press CTRL + S = Solution before you press P = Proceed.
- The cursor box at the lower right-hand corner of your screen
- will tell you how many words you can enter. Also notice the arrow
- pointing up at the bottom of the box. This shows you the length of
- your words. Any letter past the arrow will not be included in the
- puzzle. If you finish before you reach the maximum number of words,
- just press ENTER without typing a word.
- [Impact also has a program called Word Search Puzzle Maker which
- can make 24 variations of word search puzzles. It comes with over
- 100 word lists and allows you to create and save your own word lists.
- The documentation also includes several suggestions how to use WSPM
- to create group games, educational tools, and more. Best of all it
- is FREE to everyone who registers PAPAM.]
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- DECODING PUZZLES:
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- To create a decoding puzzle you will need to type a message from
- F1 = Type/Edit. Your messages must be at least double spaced and
- preferably triple spaced. Code/Scramble Words will take letters
- typed in lowercase and move them down one row, convert them into the
- selected code, and place a line over the code to write the decoded
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- Code/Scramble Words gives you a choice of three different types
- of code you can convert lowercase letters into. Symbol Code uses
- keyboard symbols and numbers as code. When using this option you may
- want to type your messages (while in Type/Edit) by first pressing
- CTRL + T = Type Gap. If Type Gap is ON when you type your message,
- letters will have spaces between them. Having a space between the
- symbols and numbers makes decoding symbol code less confusing.
- ABC Before, Code and ABC After, Code does not need the spaces
- between each letter unless you prefer it. ABC Before and After, Code
- simply places uppercase letters that come alphabetically before or
- after lowercase letters in the format described above.
- Before you move to Code/Scramble Words, by pressing F6 = Create
- Activities and pressing 3 = Code/Scramble Words, you will want to
- place the character ~ where you want the decoding instructions to
- start. The instructions take up 4 rows.
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- UNSCRAMBLE WORDS:
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- Use F1 = Type/Edit to type a message, double or triple spaced.
- When you are finished with your message press F6 = Create Activities,
- press 3 = Code/Scramble Words, and press 4 = Scramble Words. Words
- over one letter long that are in lowercase will be moved down one
- row, have their letters scrambled, and a line will be placed above
- the letters where the unscrambled letters are to be written.
- If a word contains both uppercase and lowercase letters, only
- lowercase letters in groups of more than one will be scrambled.
- This allows considerable control over the way words are scrambled.
- Suppose you want to create an activity where you give the first
- and/or last letters of the scrambled words as clues. All you have to
- do is type the words in lowercase, except that you will capitalize
- the first and/or last letters of each word before they are scrambled.
- Another example of what you can do is type words with a letter in the
- center or say every fourth letter is capitalized. Each section of
- the word will be scrambled as a separate word.
- Please note that since the words being scrambled are scrambled
- by the computer reordering letters at random, it is possible that
- smaller words may randomly fall into their correct spelling. You
- might have to manually rearrange a few words in your puzzle.
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- UNSCRAMBLE VERSES:
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- Verse Scrambler will scramble one or more sentences up to 160
- characters long. Your computer screen is 80 characters across, you
- can type up to two full lines across your computer screen and Verse
- Scrambler will scramble the words. This means that you can create
- exciting activities for unscrambling Bible verses, lines of poetry,
- famous quotes, or any sentence that will fit.
- Use the arrow keys to scroll the screen to where you want the
- puzzle located. Press F6 = Create Activities, press 4 = Verse
- Scrambler, press P = Proceed, type a verse, press ENTER when you are
- done, follow the prompts, and press ESC when you are ready to exit.
- That's all there is to it. Draw a border around your work and you
- have a great educational activity.
- Be sure to see the section on PAPAM's Functions and Controls for
- a description of the Verse Scrambler options.
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- MATCHING PUZZLES:
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- You can create all sorts of matching puzzles and activities
- using Matching Puzzles. Use the arrow keys to scroll the screen to
- where you want the puzzle located. Press F6 = Create Activities,
- press 5 = Matching Puzzles, and press P = Proceed. You will be
- allowed to enter two columns of as many as 10 words or phrases per
- column. Each word/phrase in the columns can be as long as 20 letters
- and spaces. The idea is to type a word/phrase in one column that
- will have something to do with a word/phrase in the other column.
- When the puzzle is worked, a line is drawn from the word/phrase in
- the left column to the matching word/phrase in the other column.
- You can make matching puzzles where you match synonyms,
- antonyms, homonyms, rhymes, definitions, states to capitols, first
- names to last names, and much more. The Matching Puzzles controls
- suggest other ways to use this function.
- As you type the first set of words/phrases in the cursor box,
- each time you press ENTER the word/phrase will be placed in a column
- on the left side of your puzzle screen. If you finish before 10,
- press ENTER without typing another word. You will then be allowed
- to type the words/phrases that make up the right column.
- When you are finished entering the words/phrases you will be
- allowed to shuffle one or both columns. Press L = Shuffle Left
- and/or press R = Shuffle Right. Press ESC to exit when you are
- finished.
-
- MATH PUZZLES:
-
- Creating math puzzles is a snap with PAPAM. Use the arrow keys
- to scroll the screen to where you want the puzzle located. Press F6
- = Create Activities, press 6 = Math Puzzles, type in a "secret" word
- or phrase up to 20 letters and spaces long. Press ENTER and then
- type your math problems. The number of math problems you can enter
- depends on the number of different letters in your "secret" word or
- phrase. The maximum you will be allowed to enter is 9 problems per
- puzzle. If your "secret" word/phrase has more than 9 different
- letters, the extra letters will appear at the bottom of the puzzle
- where spaces are created to write the letters of the "secret"
- word/phrase.
- You can enter addition +, subtraction -, multiplication *, and
- division / problems. For example, to enter a multiplication problem
- you would type something like this, 3*8, and then press ENTER. Since
- each answer of a math problem stands for a letter of your "secret"
- word/phrase you will want to be careful that the solutions to your
- math problems are all different. You will not want to enter, for
- example, 100-50 and then in the same puzzle enter 25+25. If you do
- you will have the same answer, 50, representing two different
- letters.
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- The puzzle is solved by finding the answer to each math problem
- and then seeing what letter the answer represents, as shown in the
- right column of the puzzle. Next, the letter is placed on each line,
- at the bottom of the puzzle, that has the problem's number under it.
- For example, if problem number 1 is 35 + 5 = 40 and if in the right
- column we find that 40 = M, M will be placed on each line at the
- bottom of the puzzle that has a 1 below it. If problem 2's answer
- equals A, A will be placed over every line that has a 2 under it.
- This is continued until the "secret" word/phrase is revealed.
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- MAZES:
-
- Creating a maze with PAPAM is a simple matter of pressing 3
- keys. PAPAM randomly generates fun, challenging mazes. The tedious
- time consuming job of thinking through and drawing a maze is
- eliminated.
- Press F6 = Create Activities, press 7 = Maze Maker, press C =
- Create Maze. That's it. In a matter of seconds you will have a true
- maze ready to print out. Each maze is created from scratch and is
- randomly generated with only one correct way through it.
- Mazes fill the entire page. Any work on the page will be lost
- once the maze is created.
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- OTHER PUZZLES AND ACTIVITIES:
-
- There are many other exciting puzzles and activities you can
- create using the software produced by Impact D. Publishing! In the
- registered package of PAPAM you will receive, absolutely free, a
- fully registered version of Word Search Puzzle Maker. This exciting
- program can create several variations of the popular word search
- puzzle. It comes with over a hundred word lists, the capability of
- creating and saving your own word lists, and a special customizing
- editor which allows you to shape and edit your puzzles before saving
- or printing them. This program also comes with a list of creative
- ways to use WSPM to make party games, teaching tools, group
- activities, and more.
- The registered version of PAPAM comes with supplemental
- documentation containing an expanded list of suggested activities,
- puzzles, and projects along with more example files. See the exit
- screen, as you leave PAPAM, for registration information. All files
- come on 5 1/4" disks.
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- PAPAM's Functions and Controls
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- As the functions and controls are discussed, some terms will pop
- up that need clarifying. Below is a list of these terms and their
- meanings:
-
- CONTROL COLUMN refers to the portion of your screen to
- the right of the puzzle screen which lists
- the controls and functions.
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- CURSOR WINDOW refers to the boxed window which appears,
- when needed, at the bottom right-hand
- corner of your screen that allows you to
- input requested information.
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- DIRECTORY WINDOW refers to the special window that pops
- up when the DIR command is used to list
- a directory of files.
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- PAGE refers to the entire scrolling screen where you
- create your puzzles and activities.
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- PUZZLE SCREEN refers to just that portion of the page
- which is visible on your monitor.
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- F1 = Type/Edit
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- When you start PAPAM you are automatically in F1 = Type/Edit.
- Many of your activities will begin and or receive their final touches
- here.
- Type/Edit works with one line at a time as you type. That is,
- you can insert letters and spaces within the line you are presently
- working on without disturbing the rest of the page. If you press the
- INSERT key and turn insert off, you can type over letters and spaces,
- within the line.
- When you type you will hear a beep as you near the end of a
- line. This beep is similar to a typewriter bell that lets you know
- that you only have a few more spaces left before you need to press
- ENTER. When you press ENTER the cursor will move to the next line.
- Type/Edit has an automatic TAB which places the cursor under the
- first character of the previous line. You may need to reposition
- your cursor before you begin typing again.
- This one line control is very important for editing the type of
- work you will be doing with PAPAM. Once you have created your
- activities and have them positioned where you want, you will be able
- to type instructions and make corrections without disturbing the rest
- of the page.
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- Typing Controls:
-
- BACKSPACE moves the cursor back one space erasing the character at
- the cursor's new location. If INSERT is on, all text on
- the line to the right of the cursor will move over one
- space. If INSERT is off, the text to the right of the
- cursor is unaffected.
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- ENTER moves the cursor down to the next typing row and places
- cursor under the first character in the previous row.
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- INSERT will insert text and spaces as you type, moving text to
- the right of the cursor ahead in the line. When INSERT is
- off, existing text that is typed over will be replaced
- with text being typed.
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- CAPS LOCK will type uppercase letters.
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- CTRL + S = Space changes the number of rows down the cursor will move
- when ENTER is pressed. You have the option of typing
- SINGLE, DOUBLE, or TRIPLE space.
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- CTRL + A = Center Align centers the text that is already typed on the
- line where the cursor is located. The cursor can be
- anywhere on the line and will automatically move to the
- next line. This allows you to center as many lines
- of text as you desire simply by repeatedly pressing CTRL +
- A. Large Type and Dot to Dot Letters can be centered by
- placing the cursor on the line which makes up the top of
- the letters and pressing CTRL + A five times.
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- CTRL + U = Work Up moves the work on the puzzle screen up one line.
- Work that moves off the puzzle screen is lost. Work on
- the unseen portion of the page is unaffected.
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- CTRL + D = Work Down moves work on the puzzle screen down one line.
- Work that moves off the puzzle screen is lost. Work on
- the unseen portion of the page is unaffected.
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- CTRL + T = Type Gap will leave a space between letters as you type
- text. When Type Gap is ON, the cursor will type over
- characters only. The insert function is canceled.
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- CTRL + L = Line Out will erase the line where the cursor is located.
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- CTRL + E = Erase will erase the work on the puzzle screen.
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- CTRL + C = Clear Page will erase the entire page and place the cursor
- at the top, ready to start work over again.
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- Cursor Controls:
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- ARROW KEYS move the cursor in the direction arrows point.
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- HOME moves the cursor to the beginning of the line of text.
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- END moves cursor to the end of the line of text.
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- PAGE UP moves cursor to the top of the puzzle screen.
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- PAGE DOWN moves cursor to the bottom of the puzzle screen.
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- CTRL + HOME moves cursor to the top of the page.
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- CTRL + END moves cursor to the bottom of the page.
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- F2 = Keyboard Draw
-
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- This function is great for drawing borders, boxes, mazes,
- pictures using keyboard characters, and adding details to pictures
- and activities created using Type Graphic Shapes.
- After you press F2 = Keyboard Draw, you will see listed at the
- bottom of the column of function commands a list of the special
- controls for Keyboard Draw. Below are descriptions of each of these
- controls.
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- KEYS select the keyboard character you wish to draw with. For
- example, pressing the letter W will change the default
- "brush" * to the letter W. This is your new "brush."
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- ENTER places a character at the location of the "brush."
-
- BACKSPACE gets the eraser. Place the eraser over a character you
- wish to erase and press ENTER.
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- SPACE BAR turns the Arrow Draw on and off. When the Arrow Draw is
- ON, using the arrow keys will leave characters wherever
- you move the "brush." It will also erase characters
- wherever you move the eraser.
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- CTRL + D = Double Brush allows you to draw lines, borders, and boxes
- using two characters which appear alternately. Once you
- press CTRL + D you will be asked to type a character.
- After you type the first character you will be asked to
- type a second character. When this process is finished,
- move your cursor where you want to begin drawing and then
- press the SPACE BAR to turn Arrow Draw ON. Wherever you
- move the cursor the two characters you typed will be
- placed alternately. For example, if you type < as the
- first character, and then > as the second character, when
- you turn Arrow Draw ON and press the ARROW KEYS to move
- the "brush", a line like this <><><><><><><> will appear.
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- CTRL + E = Erase will erase the work on the puzzle screen.
-
- CTRL + C = Clear Page will erase the entire page and place the cursor
- at the top, ready to start work over again.
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- Cursor Controls:
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- ARROW KEYS move the cursor in the direction the arrows point.
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- HOME moves the cursor to the left side of the puzzle screen.
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- END moves the cursor to the right side of the puzzle screen.
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- PAGE UP moves cursor to the top of the puzzle screen.
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- PAGE DOWN moves cursor to the bottom of the puzzle screen.
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- CTRL + HOME moves cursor to the top of the page.
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- CTRL + END moves cursor to the bottom of the page.
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- F3 = Large Type
-
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- Large Type allows you to type large capitol letters of the
- alphabet. The large letters are made out of the capitol letters of
- the letter typed. The large letters are five rows high by five
- columns wide. This function is used for typing big titles, creating
- hidden message puzzles, creating shadow messages, and more. Below is
- a list of typing and cursor controls along with descriptions of how
- they work and what they do.
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- Typing Controls:
-
- BACKSPACE moves the cursor back one large space erasing the
- character at the cursor's new location. The text to the
- right of the cursor is unaffected.
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- ENTER moves the cursor down one Large Type row and places cursor
- at the far left side of the puzzle screen.
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- CTRL + E = Erase will erase the work on the puzzle screen.
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- CTRL + C = Clear Page will erase the entire page and place the cursor
- at the top, ready to start work over again.
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- Cursor Controls:
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- ARROW KEYS move the cursor in the direction the arrows point one
- regular space at a time.
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- HOME moves cursor to the left side of the puzzle screen.
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- END moves cursor to the right side of the puzzle screen.
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- PAGE UP moves cursor to the top of the puzzle screen.
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- PAGE DOWN moves cursor to the bottom of the puzzle screen.
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- CTRL + HOME moves cursor to the top of the page.
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- CTRL + END moves cursor to the bottom of the page.
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- CTRL + F moves cursor forward one large space.
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- CTRL + B moves cursor back one large space.
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- CTRL + U moves cursor up one large space.
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- CTRL + D moves cursor down one large space.
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- F4 = Type Graphic Shapes
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- Type Graphic Shapes allows you to create simple pictures and
- graphics. Using the keyboard to place a variety of graphic shapes
- made out of keyboard characters, of your choosing, you will use these
- shapes like building blocks to create lots of fun activities. Some
- of the activities you will use this function for are hidden pictures,
- dot to dot pictures, and color by numbers.
- Be sure and see F10 = See More Commands, and CTRL + K = Key
- Brush below. These two functions are unique and very important to
- this capability.
-
- Typing Controls:
-
- F10 See More Commands is a special function that allows you to see
- what shapes each key on your keyboard will type. There
- are 3 sets of 8 shapes for a total of 24 different shapes.
- Keep pressing F10 to see all the shapes and to return you
- to the regular command list.
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- CTRL + K = Key Brush allows you to change the keyboard character that
- makes up the shapes.
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- BACKSPACE moves the cursor back one large space erasing the graphic
- shape at the cursor's new location. Material to the right
- of the cursor is unaffected.
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- ENTER moves the cursor down one graphic shape row and places the
- cursor at the far left side of the puzzle screen.
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- CTRL + E = Erase will erase the work on the puzzle screen only.
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- CTRL + C = Clear Page will erase the entire page and place the cursor
- at the top, ready to start work over again.
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- Cursor Controls:
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- ARROW KEYS move the cursor in the direction the arrows point one
- regular space at a time.
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- HOME moves cursor to the left side of the puzzle screen.
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- END moves cursor to the right side of the puzzle screen.
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- PAGE UP moves cursor to the top of the puzzle screen.
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- PAGE DOWN moves cursor to the bottom of the puzzle screen.
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- CTRL + HOME moves cursor to the top of the page.
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- CTRL + END moves cursor to the bottom of the page.
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- CTRL + F moves cursor forward one large space.
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- CTRL + B moves cursor back one large space.
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- CTRL + U moves cursor up one large space.
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- CTRL + D moves cursor down one large space.
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- F5 = Dot to Dot Letters
-
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- Dot to Dot Letters allows you to create quick, fun, dot to dot
- message activities. All you have to do is type a short message or
- statement, and dot to dot puzzles of the capitol letters you type
- will be placed on the puzzle screen.
- The starting point for each letter is an asterisk. Draw lines
- to each dot in numerical order. Some letters have alphabetical
- sequences. Start with A and draw a line to B and so on.
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- Typing Controls:
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- BACKSPACE moves the cursor back one large space erasing the dot to
- dot letter at the cursor's new location. Material to the
- right of the cursor is unaffected.
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- ENTER moves the cursor down one dot to dot letter row and places
- cursor at the far left side of the puzzle screen.
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- CTRL + E = Erase will erase the work on the puzzle screen only.
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- CTRL + C = Clear Page will erase the entire page and place the cursor
- at the top, ready to start work over again.
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- Cursor Controls:
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- ARROW KEYS move the cursor in the direction the arrows point one
- regular space at a time.
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- HOME moves cursor to the left side of the puzzle screen.
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- END moves cursor to the right side of the puzzle screen.
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- PAGE UP moves cursor to the top of the puzzle screen.
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- PAGE DOWN moves cursor to the bottom of the puzzle screen.
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- CTRL + HOME moves cursor to the top of the page.
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- CTRL + END moves cursor to the bottom of the page.
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- CTRL + F moves cursor forward one large space.
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- CTRL + B moves cursor back one large space.
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- CTRL + U moves cursor up one large space.
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- CTRL + D moves cursor down one large space.
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- F6 = Create Activities
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- F6 = Create Activities is the heart of PAPAM. When you press
- F6, a list of seven activity areas will appear at the bottom of the
- control column. Each of these areas will either create activities or
- allow you to convert what you have prepared, from the other functions,
- into activities. To choose one of these areas, type a number from 1
- to 7.
- Once an activity area is selected, the controls for the activity
- will appear in the control column. Below is a description of each
- activity area and its controls.
-
-
- FILL/REMOVE/ACROSTIC
-
- Fill/Remove/Acrostic is an activity area which is used to
- convert material, you have created, into many exciting activities.
- For a discussion on the types of activities this area can help to
- create, see the section entitled Activities You Can Create. This
- area is also used to create acrostic, word crossover puzzles, and
- more.
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- Fill/Remove/Acrostic Controls:
-
- F = Fill Screen will fill all the empty spaces on the puzzle
- screen with either random lowercase letters, random
- uppercase letters, random numbers from 1 to 9, or a
- specific character. When F is selected, three FILL
- controls appear at the bottom of the control column which
- allows you to chose what the spaces will be filled with.
-
- 1 = Random Letters will fill the spaces on the puzzle
- screen with random lowercase letters if F =
- Fill Screen was selected with a lowercase f.
- If when you selected F = Fill Screen you typed
- an uppercase F, the spaces will be filled with
- random uppercase letters.
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- 2 = Random Numbers will fill the spaces on the puzzle
- screen with random numbers from 1 to 9.
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- 3 = Specific Character will fill the spaces on the puzzle
- screen with a keyboard character of your
- choosing. Once 3 is pressed, you will be
- asked to type the character you want the
- spaces of the puzzle screen filled with.
- Type a selection and that's all there is to it.
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- R = Remove from Screen will remove from the puzzle screen all
- lowercase letters, all uppercase letters, all
- numbers from 1 to 9, or a specific character.
- When R is selected, three REMOVE controls
- appear at the bottom of the control column
- which allows you to chose what shall be
- removed from the puzzle screen.
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- 1 = Letters will remove from the puzzle screen all
- lowercase letters if R = Remove from Screen
- was selected with a lowercase r. If when you
- selected R = Remove from Screen you typed an
- uppercase R, all uppercase letters will be
- removed from the puzzle screen.
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- 2 = Numbers will remove from the puzzle screen numbers 1
- through 9.
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- 3 = Specific Character will remove from the puzzle screen
- a keyboard character of your choosing. Once 3
- is pressed, you will be asked to type the
- character you want removed. Type a selection
- and that's all there is to it.
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- U = Lower to Uppercase will convert every letter on the puzzle screen
- to uppercase.
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- L = Upper to Lowercase will convert every letter on the puzzle screen
- to lowercase.
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- C = Change a Character allows you to change any character on the
- puzzle screen to another character of your choosing.
- Once C is pressed, you will be asked to type the old
- character. That is, type the character on the puzzle
- screen that is to be changed. After the old character
- has been typed, you will be asked to type the new
- character. That is, type the character which will replace
- the old character. Once that is done the conversion will
- take place.
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- T = 4 Way Type/Acrostic is actually an activity area within an
- activity area. When T is pressed, the controls for 4 Way
- Type/Acrostic appear in the control column and a cursor
- appears on the puzzle screen. Be sure and see the
- section, Activities You Can Create, for a discussion of
- how to use this function to create puzzles.
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- ESC = Exit will return you to Fill/Remove/Acrostic.
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- Typing Controls:
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- CTRL + T = Typing allows you to type in four different
- directions. The arrow in the box to the right
- of Typing tells you which direction you are
- typing. Press CTRL + T and the typing
- direction changes. As long as the Box
- function is OFF, the puzzle screen will scroll
- as you type.
-
- BACKSPACE moves the cursor back one or two spaces
- (depending on where the Space option is set)
- erasing the character at the cursor's new
- location. The text to the right of the
- cursor is unaffected.
-
- ENTER moves the cursor down one or two spaces
- (depending on where the Space option is set)
- and places the cursor under the first
- character of the previous line.
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- CAPS LOCK will type uppercase letters.
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- CTRL + S = Space allows you to change the number of spaces
- (1 to 2) the cursor will move as you type.
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- Cursor Controls:
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- ARROW KEYS move the cursor in the direction the
- arrows point.
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- HOME moves cursor to the left side of the
- puzzle screen.
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- END moves cursor to the right side of
- the puzzle screen.
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- PAGE UP moves cursor to the top of the
- puzzle screen.
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- PAGE DOWN moves cursor to the bottom of the
- puzzle screen.
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- CTRL + B = Box will place a box around characters you
- type. This allows you to create acrostic
- puzzles and word crossover puzzles quickly and
- easily. The puzzle screen will not scroll
- while Box is ON. All you have to do is turn
- Box OFF, use the arrow keys to scroll the
- puzzle screen, and then turn Box ON. To make
- sure that the box will be aligned correctly
- when you turn it back ON, place the cursor
- over a boxed character first.
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- This portion of PAPAM is written to read the
- characters you type, and place boxes in
- relation to other boxed characters. This
- means that if you remove the characters from
- the boxes and then attempt to edit your work
- with the box cursor, you may cause damage to
- the surrounding empty boxes.
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- Typing Controls:
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- CAPS LOCK will type uppercase letters.
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- BACKSPACE moves the box cursor back one space
- erasing the character and box at
- the cursor's new location.
- Text to the right of the box
- cursor will be unaffected.
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- SPACE BAR moves the box cursor forward one
- space erasing the character and the
- box at the cursor's new location.
- Text to the left of the box
- cursor will be unaffected.
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- Cursor Controls:
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- ARROW KEYS move the box cursor in the
- direction the arrows point.
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- CTRL + E = Erase Screen will erase the work on
- the puzzle screen only.
-
-
- WORD SEARCH PUZZLES:
-
- Word Search Puzzles will create simple puzzles which are perfect
- for fun activities which almost anyone can do. Words are hidden in a
- 15 by 15 grid one at a time as you type and enter them. The hidden
- words will run horizontally reading from left to right and vertically
- reading from top to bottom. Word Search Puzzles gives you several
- options on how words can be listed.
- [Everyone who registers PAPAM will receive a free copy of Word
- Search Puzzle Maker. WSPM allows you to create two sizes of puzzles.
- It hides words in 8 different directions and allows you to create
- and save your word lists so that you can make an unlimited number of
- puzzles with the same list. WSPM also comes with a list of ideas how
- to create group games, teaching tools, object lessons and much more!]
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- L = Words Listed will list as many as 15 words in the order and way
- that you type them. Words or phrases may be up to 13
- letters and spaces in length. The arrow at the bottom of
- the cursor window points to where the last letter in a
- word can be. If the list of words you are hiding is less
- than 15 words or phrases long, simply press ENTER without
- typing another word.
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- S = Scrambled will scramble the letters of each word as it is placed
- in the list. The words are not scrambled in the grid.
- You are allowed 15 words or phrases up to 13 letters and
- spaces long. Press ENTER without typing a word if you
- finish before 15.
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- F = First/Blanks Listed will give the first letter of each word and a
- blank for each letter thereafter. This option allows you
- to enter 15 words or phrases up to 8 letters and
- spaces long. Press ENTER without typing a word if you
- finish before 15.
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- B = Blanks Listed will list blanks for each letter of your words.
- This option allows you to enter 15 words or phrases up to
- 8 letters and spaces long. Press ENTER without typing a
- word if you finish before 15.
-
- C = Prepare List for Code will double space the list of words, place
- letters in lowercase, and place a space between each
- letter in the list. When you are finished creating the
- word search puzzle you can go to the Code/Scramble Words
- area and convert the list to the code of your choosing.
- This option allows you to enter 8 words or phrases up to
- 8 letters and spaces long. Press ENTER without typing a
- word if you finish before 8.
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- CODE/SCRAMBLE WORDS:
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- Code/Scramble Words allows you to create 3 different types of
- decoding puzzles and it allows you to create word unscramblers.
- Start in F1 = Type/Edit and type a message. It is important to
- understand that Code/Scramble Words will scan the puzzle screen
- looking for lowercase letters to convert into code. Once it converts
- the lowercase letters into code it will move the code down one row
- and place lines over the code where the decoded or unscrambled words
- will be written. This means that when you type your message to be
- converted to code or to be scrambled, it will need to be double or
- preferably triple spaced.
- One other thing that you will need to do before you move from
- F1 = Type/Edit is to place the ~ character. This tells PAPAM where
- you want the decoding guide to start. The guide will take up 4
- rows. There is no decoding guide for Scramble Words.
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- 1 = Symbol Code converts any lowercase letters on the puzzle screen
- to keyboard symbols and numbers. It is less confusing if
- a space is left between each symbol. You may prefer to
- use T = Type Gap when creating text that will be
- converted to symbol code.
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- 2 = ABC Before, Code will convert any lowercase letter to the
- uppercase letter that comes before it in the alphabet.
- In the case of the letter a, it will be replaced with Z.
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- 3 = ABC After, Code will convert any lowercase letter to the
- uppercase letter that comes after it in the alphabet. In
- the case of the letter z, it will be replaced with A.
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- 4 = Scramble Words will scramble the letters of words from 2 to 20
- letters long. If the first letter of a word is
- capitalized, Scramble Words will scramble only that
- portion of the word that is in lowercase.
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- VERSE SCRAMBLER:
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- Verse Scrambler will scramble the words of any sentence (up to
- 160 characters long). That is, you can type a sentence that is two
- full lines across your computer screen and Verse Scrambler will mix
- up the words. Then it will place the proper number of spaces for the
- letters of each word in the proper order at the bottom of the puzzle
- screen.
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- B = Blanks Only is the default option. It places one blank line per
- letter for each word at the bottom of the puzzle in the
- correct order of the sentence. Of course the purpose of
- the lines is to provide a place to write the words in the
- proper order of the sentence. The lines also give a clue
- by indicating the number of letters in each word by the
- number of lines provided for each word.
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- F = First Letters will place the first letter of each word and blank
- lines for each letter thereafter at the bottom of the
- puzzle.
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- L = First/Last Letters will place the first and last letters of each
- word and blanks for the remaining letters at the bottom
- of the puzzle.
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- P = Proceed moves you to the verse typing area. Type your sentence
- using punctuation, lowercase, and uppercase letters. You
- can type your sentence up to two lines across the screen.
- When you are finished typing the sentence, press ENTER.
- You will be given the option of typing a Scripture
- reference or title. Press ENTER when finished. Then you
- will be given the option of having the correct reading of
- the sentence or verse show at the top of the page. When
- the verse is finished being scrambled you will have the
- option of rescrambling it. When ready, exit by pressing
- ESC.
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- MATH PUZZLES:
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- With Math Puzzles you can create fun educational puzzles and
- activities using basic math problems. The first thing you will do in
- Math Puzzles is type a "secret" word or phrase up to 20 letters and
- spaces long. When you are done, press ENTER and you will then be
- allowed to enter up to 9 math problems. The number of problems you
- are allowed to enter per puzzle depends on the number of different
- letters in the "secret" word/phrase. You will see the the number of
- problems you can enter given above the cursor window.
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- + = Add allows you to enter addition problems. Use this format, 2+2.
- That is all you need to type. Press ENTER and PAPAM
- will do the rest.
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- - = Subtract allows you to enter subtraction problems. Use this
- format, 2-2. Press ENTER and PAPAM will do the rest.
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- * = Multiply allows you to enter multiplication problems. Use this
- format, 2*2. Press ENTER and PAPAM will do the rest.
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- / = Divide allows you to enter division problems. Use this format,
- 2/2. Press ENTER and PAPAM will do the rest.
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- Math Puzzles will automatically print 2 lines of instructions at
- the top of the puzzle when you enter your last math problem. The
- puzzle is solved by finding the solutions to the math problems.
- Next, find the letters that the solutions represent in the right
- column of the puzzle. And finally, place the letters on each line at
- the bottom of the puzzle with the problem's number under it. For
- example, if the solution to problem number 1 represents the letter A,
- you will put an A on each line with the number 1 under it.
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- MAZES:
-
- PAPAM's Maze Maker will automatically create randomly generated
- mazes ready for you to print out and solve. The maze will take up
- the entire page, so if you have any work on the page it will be
- replaced by the maze.
-
- W = Change Maze Walls allows you to change the keyboard character
- which makes up the walls of the maze. The default
- character is the percent sign %.
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- C = Create Maze tells Maze Maker that you want it to create a maze.
- As the maze is being created in the computer's memory, you
- can see how it is progressing by the Maze Completed = 0%
- indicator that will appear in the control column. When
- the maze is completed it will appear on the puzzle screen
- ready to be printed, saved, and/or edited.
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- F7 = Print Work
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- When you are ready to print your creation, press F7. Make sure
- your printer is turned on. Type a number from 1 to 999, and press
- ENTER.
- The 5 1/2 by 8 1/2 page will print approximately equidistant
- between the top and bottom of your paper. The page will also be
- located to the far left side of the sheet.
- PAPAM allows you to control how far to the left or right of the
- paper the work will be printed. For example, let's say that you want
- one copy of your work printed with the page in the center of the
- paper. You would press F7, type 14/1, and press ENTER. The slash /
- tells PAPAM that you want the page moved. The number to the left of
- the slash tells PAPAM how many columns from the right you want the
- page printed. The number to the right of the slash indicates how
- many copies you want printed. You can move the page a maximum of 29
- columns. This will place the page on the right side of an 8 1/2 by
- 11 sheet of paper.
- Once the printing location is entered, your work will continue
- to be printed at that location each time you press F7 and print out
- work. That is, of course, unless you change the location by using
- the slash.
- One way that this control can be helpful is to increase the size
- of your printed puzzle. Suppose you do a large word crossover puzzle
- that takes up the whole page and there is no room to type your word
- list. Save the puzzle grid, clear the page and type the word list
- on the far left side of the page. You can type your words in a list
- that does not exceed 30 columns across. When you are done, save the
- word list. Now load the puzzle grid, press F7, type 29/1, and press
- ENTER. Next, line up the paper, that now has the grid on it, for a
- second run through the printer. Clear the page, load the word list
- file, press F7, type 0/1, and press ENTER. You will have a puzzle
- that is almost the size of a full sheet of paper.
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- F8 = Save Work
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- Save Work saves the page in an ASCII file. There are two ways
- you can save your work. One is to simply type a file name and press
- ENTER. If you want your file saved to a path other than the one
- shown above the cursor window, type the new path and file name before
- you press ENTER.
- If the file is for export to a wordprocessor or another editor,
- it is necessary to tell PAPAM by putting EX: and a space before you
- type the path and file name. Files saved for export may not load
- back into PAPAM properly. Files not saved with the EX: before the
- path and file name may not load into other editors properly.
- If you wish to see a list of files on the path shown above the
- cursor window, type DIR and press ENTER. If you wish to see a list
- of files in another path, type DIR, leave a space, and then type the
- path using *.*.
- The wild cards will work for listing a specific set of files.
- For example, if you want to see only files with the .MAZ extension;
- type DIR *.MAZ. If there are more files than will fit in the
- directory window, use the PAUSE key to stop and start the listing.
- If you are about to save a file over an existing file with the
- same name, PAPAM will warn you and allow you to either proceed or
- abort.
- It is also possible to delete files by typing DEL and a space
- before the name of the file you wish to delete. Type the path, if
- the file you wish to delete is in another path than the one shown
- above the cursor window, and the file name.
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- F9 = Get Work
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- Get Work loads a file, saved by PAPAM, onto the scrolling screen
- for editing or to be printed. Just type the file name and press
- ENTER. If you want a file from a path other than the one shown above
- the cursor window, type the new path and file name before you press
- ENTER.
- Please note that if the file you are loading was saved using
- EX:, for export to a wordprocessor or another editor, it may not load
- or respond correctly to the PAPAM editor.
- If you wish to see a list of files on the path shown above the
- cursor window, type DIR and press ENTER. If you wish to see a list
- of files in another path, type DIR, leave a space, and then type the
- path using *.*.
- The wild cards can be used to see a specific set of files. For
- example, if you want to see only files with the .MAZ extension, type
- DIR *.MAZ. If there are more files than will fit in the directory
- window, use the PAUSE key to stop and start the listing.
- It is also possible to delete files by typing DEL and a space
- before the name of the file you wish to delete. Type the path, if
- the file you wish to delete is in another path than the one shown
- above the cursor window, and the file name.
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- Error Messages
-
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- Below is a list of possible error messages you might run into
- while running PAPAM. If an error is encountered, the error number
- will appear on your screen. Find the number listed below and read
- the error, given to the right of the error number.
-
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- 7 Out of memory
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- 11 Division by zero
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- 24 Device timeout
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- 25 Device fault
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- 27 Out of paper
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- 53 File not found
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- 57 Device I/O error
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- 61 Disk full
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- 62 Input past end of file
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- 64 Bad file name
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- 68 Device unavailable
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- 70 Disk copy protected
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- 71 Disk not ready
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- 72 Disk-media error
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- 75 Path/File access error
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- 76 Path not found
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-
- TO REGISTER PAPAM AND RECEIVE A FREE WORD SEARCH PUZZLE MAKER PROGRAM:
-
- Send $25 along with your name and address to:
-
- Impact D. Publishing
- P.O. Box 1596
- Palm Desert, CA 92261
-
- See PAPAM exit screen for more details.
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