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- Master Type
-
- Contents
-
- ONE
- GENERAL INSTRUCTIONS 5
- Required Equipment 5
- Backing Up Your Program Disk 6
- Loading the Program 6
-
- TWO
- CONTROLLING MASTERTYPE AND THE TRAINING GROUND 7
-
- THREE
- GETTING SET--THE MASTERTYPE LESSONS 10
-
- FOUR
- GETTING READY--COME TO THE TRAINING GROUND 14
-
- FIVE
- READY FOR ACTION? THEN LET'S PLAY MASTERTYPE! 24
- Playing the Game--The Control Panel 24
- Game Rules 26
- Creating Your Own Lessons 29
-
- Index 31
-
- 3
-
- ONE
-
- GENERAL INSTRUCTIONS
-
- Welcome to New Improved MasterType for the Amiga, a typing instruction game
- in which letters, numbers, and words are your enemy and are trying to
- destroy your spaceship. Fortunately, you have help in this battle--from
- the legendary figure of the MasterType.
-
- REQUIRED EQUIPMENT
-
- For the game you will need:
-
- 1. An Amiga with a minimum of 512K of memory and one disk drive.
- 2. An Amiga color monitor.
-
- 5
-
- BACKING UP YOUR PROGRAM DISK
-
- Your MasterType disk is not copy-protected. To make a backup of it, use
- the DISKCOPY utility on your Workbench. However, copying MasterType for
- purposes other than making your own backup copies (such as to sell, give to
- someone else, or distribute within schools or clubs) is against the law.
-
- LOADING THE PROGRAM
-
- 1. Boot up your Amiga Kickstart disk and then insert your Workbench
- disk when prompted.
- 2. Remove the Workbench disk and insert your MasterType disk into
- the drive, label side up.
- 3. You will see the MasterType disk icon in the upper right-hand
- corner of your screen. Double click on it. You can also get
- into the program from the command line interpreter by typing
- the file names MT for the MasterType Game and TG for Training
- Ground.
- 4. You will see the MasterType window open up, with two icons
- inside: one for Training Ground, which will have the name TG
- under it, and one for the MasterType Game, which will have MT
- under it. Double click on the one you want. Both games have a
- "quit" function which will take you back to this window, so you
- can switch options anytime you want.
-
- If you are a novice at typing, you may want to use the Training Ground
- exercises before beginning to play the MasterType Game. When to use the
- different options in the MasterType Game and the Training Ground is
- discussed in the chapter on the Training Ground.
-
- For now, before deciding what to play first, we suggest you go to the next
- chapter and learn how to operate the controls of MasterType.
-
- 6
-
- TWO
-
- CONTROLLING MASTERTYPE AND THE TRAINING GROUND
-
- Although MasterType is a "typing game" and tied to the keyboard, you will
- get around primarily by way of your mouse. The Amiga mouse is a two button
- mouse, but all of your clicking will be done with the left button.
-
- There are several different kinds of objects on the control panels and
- option screens you will encounter:
-
- Action Take you to the option indicated on them. The
- Buttons most common action buttons are:
-
- PLAY Play - allows you to begin whatever option you
- have chosen.
-
- HELP Help - takes you to a series of help screens on
- your option.
-
- 7
-
- QUIT Quit - usually takes you back one level to the
- previous control panel or option choice.
-
- O.K. OK - is used to indicate that you are satisfied
- with the lesson you have chosen on the Lesson
- Choice Page, or after you have read the
- instructions to the lesson.
-
- CANCEL Cancel - the opposite of OK, and will take you
- back to a control panel.
-
- Exit Help - go back to where you were when you
- asked for help.
-
- Options These look like a button with an "X" next to it.
- The MasterType Game Control Panel and the Skill
- Commander Test Control Panel have options you can customize;
- X Beginner for example, you can play the MasterType Game in
- Shift Key Beginner Mode or Commander Mode (these will be
- X Sound explained later) by turning on one of these options
- on the control panel. Activating an option marks
- it with an "X"; the option is deactivated by
- clicking on it again (the "X" will disappear).
-
- Speed These look like big right and left arrowheads with
- Controls a window in the middle, and the letters WPM (for
- words per minute) appearing over it. The right
- WPM and left arrowheads control the speed. Clicking on
- << 15 >> the right arrow will increase your speed, and
- clicking on the left arrow will decrease your
- speed. If you hold the mouse down, the speedometer
- will accelerate.
-
- When you are in the MasterType Game itself or any of the Training Ground
- options, you will have your hands on the keyboard. So you won't have to
- take your hands off the keyboard and reposition them, the controls you need
- while on these pages are available from the keyboard.
-
- 8
-
- ESC The ESC key lets you leave any game or exercise
- page and return to its Control Panel.
-
- RETURN The RETURN key is used between waves of the
- MasterType Game to signal your readiness to
- continue.
-
- HELP The HELP key (not to be confused with a picture of
- a help button, although they perform the same
- function) is used while working on the Training
- Ground options to request help.
-
- 9
-
- THREE
-
- GETTING SET - THE MASTERTYPE LESSONS
-
- Whether you are learning new skills or are an experienced typist
- fine-tuning your particular skills, you need to understand the lessons
- available to you in New Improved MasterType. The lessons are the heart of
- both the Training Ground and the MasterType Game itself. They control how
- easy or hard a game or drill is and which fingers are being used.
-
- The standard MasterType lessons are designed to take you through a
- progression from the first keys you need to learn to the last. When you
- choose a lesson in MasterType, you will see the following information.
-
- 1-3 HOME ROW
- 4-5 QWERTY ROW
- 6-8 QWERTY & BOTTOM ROWS
- 9-13 WORDS USING ALL LETTERS
- 14-17 NUMBERS AND SYMBOLS
- 18 C PROGRAMMING LANGUAGE
-
- 10
-
- This is the short version of the information you need to choose a lesson.
- The numbers here are lesson numbers (when you request lessons, they will
- have names like Lesson 1, Lesson 2, Lesson 3, etc.) Beside the numbers are
- brief descriptions of the contents of those lessons. Here is a more
- detailed explanation.
-
- LESSON 1 A S D F J K L ; make up what is called in typing "the home
- row." Your fingers rest on these keys; your left hand on
- the A S D F keys, and your right hand on the J K L ; keys.
- Your thumb is used to press the Spacebar. Use whichever
- thumb is more comfortable; most right handed people use
- their right thumb. These keys are the basis for all
- typing; you have to be able to type the home row without
- looking to be a really good typist.
-
- LESSON 2 One-, two-, and three-letter words on the home row. These
- words will include the G and H keys, and also the ; key.
- You reach for the G key from the F, and you reach for the
- H key from the J. Remember after you move to the G or the
- H key or any other key to return your fingers to the home
- position.
-
- LESSON 3 Three-, four-, five-, six-, and seven-letter words on the
- home row. This is the final lesson on the home row alone.
- It is a good lesson to practice on for building up speed
- once you can find the home keys without looking.
-
- LESSON 4 Q W E R T Y U I O P is the top row of letters. These are
- reached by using the corresponding key from the home row -
- A to Q, S to W, D to E, F to R, F to T, J to Y, J to U, K
- to I, L to O, and ; to P. You will practice these top row
- keys and the reaches from the home row.
-
- 11
-
- LESSON 5 Short words using the top row of letters and home row
- mixed. Remember to return your fingers "home" after each
- stretch to the third row.
-
- LESSON 6 Harder words on the home and top row of letters. A few
- words at the end of this lesson use the letters on the
- bottom row.
-
- LESSON 7 Z X C V B N M , . / are the bottom row of the keyboard.
- These are reached by using the corresponding key from the
- home row: A to Z, S to X, D to C, F to V, F to B, J to N,
- J to M, K to comma (,), L to period (.), and ; to slash
- (/). You will practice these bottom row keys and the
- reaches from the home row.
-
- LESSON 8 Moving from the home row to all the other rows except the
- number row. This lesson practices all of the letters on
- the keyboard. When you finish this, you will be ready for
- some real typing.
-
- LESSON 9 Three- and four-letter words using all the letters.
- Remember to type at a steady pace and always return to the
- home row.
-
- LESSON 10 Common five-letter words using all the letters.
-
- LESSON 11 Five- and six-letter words.
-
- LESSON 12 Six- and seven-letter words.
-
- LESSON 13 Eight- and nine-letter words. This is the last lesson
- with words alone. These longer words can be difficult, so
- take your time at first and build up speed gradually.
-
- 12
-
- LESSON 14 1 2 3 4 5 6 7 8 9 0. Letters and the corresponding
- numbers in the "number row". Once again you use the
- corresponding key from the home row: A to 1, S to 2, D to
- 3, F to 4, F to 5, J to 6, J to 7, K to 8, L to 9, and ;
- to 0.
-
- LESSON 15 Three-, four-, and five-digit numbers.
-
- LESSON 16 Numbers, letters, and shifted symbols.
-
- LESSON 17 Difficult numbers and symbols.
-
- LESSON 18 Words in the C programming language.
-
- As you can see, the lessons build in intensity, first on the regular part of
- the keyboard and then in numbers and special symbols. Lesson 18 is a
- special lesson for programmers who want to sharpen their skills on those
- often typed C and DOS words.
-
- NOTE: Some lessons are difficult in both of the main Training Ground
- options. Timed Finger Practice and Word and Sentence Practice. In Timed
- Finger Practice, lessons 16 and 17 concentrate on abbreviations, decimals,
- and punctuation, such as periods, commas, semi-colons and slashes. In Word
- and Sentence Practice, the lessons 14-17 contain actual sentences.
-
- This guide to the lessons is an important part of using the MasterType
- Game. Timed Finger Practice, and Word and Sentence Practice in the
- Training Ground. Feel free to refer to it often to decide what to tackle
- next when learning how to type.
-
- 13
-
- FOUR
-
- GETTING READY - COME TO THE TRAINING GROUND
-
- There is no right or wrong way to use the Training Ground and the
- MasterType Game. You have come to this program with a unique set of typing
- skills and deficiencies. Very few people are complete novices to
- keyboards.
-
- Training Ground focuses on several key essentials: which fingers to use for
- which keys; learning to type at a smooth, steady rhythm; practice in typing
- words and complete sentences; and testing your skill and reflexes on
- individual keys.
-
- If you really are a beginning typist, Training Ground is for you. Even if
- you have never used a keyboard before, you will soon feel at home with one.
- You will be surprised by the steady and fast progress you will make, from
- learning the location of the keys and which fingers to use with them to
- developing the kind of rhythm and flow that is essential to really fast
- typing. Training Ground will also prepare you for your battles in the
- MasterType Game.
-
- 14
-
- Read over the descriptions of the four options in Training Ground and then
- look over the suggested uses at the end of this chapter. Then make your
- own decisions about how you will use the Training Ground.
-
- The Training Ground Option Page gives you the four activities to choose
- from:
-
- MasterType Fingering Chart
- Timed Finger Practice
- Word and Sentence Practice
- Training Ground Skill Test
-
- Click on any one of these action buttons to choose that option. There is
- also a Help button and a Quit button. The Help button will take you to the
- beginning of a help sentence about 14 pages long covering all the Training
- Ground options. On each help screen there will be a Next Page and Previous
- Page button as well as an Exit Help button. Use these to move through the
- help or to return to the program.
-
- MasterType Fingering Chart. When you select this, a keyboard with a pair
- of hands superimposed on it will appear on your screen, showing you the
- correct placement for your fingers. The fingers are on the HOME ROW (A S D
- F for the left hand and J K L ; for the right hand). When you have placed
- each finger on its proper key, press any key on that row and look at the
- screen. Now try pressing some of the other keys. Study the screen to
- learn which fingers to use with which keys. Study the screen to learn
- which fingers to use with which keys. Remember that to learn good typing
- you must not look down at your hands and you must return your fingers to
- the home row after each key press.
-
- NOTE: The fingering chart only includes the alphabet, ordinary punctuation
- such as comma, period, and semi-colon, and the
-
- 15
-
- number keys. Shifted keys are not shown separately, nor are little used
- symbols such as {}, [], \ (backward slash), and the shifted symbols on the
- number keys. fingering for all shifted keys is the same as for their lower
- case equivalents; the MasterType Game itself will let you practice shifted
- keys. Not all the keyboard symbols will be shown on the screen.
-
- Timed Finger Practice. The purpose of Timed Finger Practice is to teach
- you to type at a steady, rhythmic speed. If you are an average typist, you
- will find this very frustrating at first. If you type for example, at 50
- words per minute, what this probably means is that you type most letters
- faster than 50 words per minute and a few uncommon letters more slowly. In
- this option, type to type all the letters for a particular lesson at the
- same speed. Choose a speed that is about half of your measured typing speed
- to start, and pick
-
- 16
-
- an early lesson with keys you are comfortable with. When you get the hang
- of it, gradually try harder lessons. You will see that this option, if
- practiced diligently, will develop smooth even typing on keys on which you
- are currently weak.
-
- When you click on Timed Finger Practice from the Options page, the next
- screen you will see is the Timed Finger Practice Control Panel. The panel
- will show you the current lesson (defaulted to Lesson 1 if you have not
- previously chosen a lesson), and the current speed.
-
- If you click on the Change Lesson button, you will go to the Lesson Choice
- Page. Remember that on this page you can choose any of the lessons that
- come with MasterType or any one you've created in the MasterType Game.
- Lessons you've created will be down at the bottom of the list. Remember to
- consult Chapter 2 to find the best lesson for you to work on.
-
- 17
-
- Training Ground Skill Test. Knowing the keys without looking at your hands
- or having to "think" about what finger to use is at the heart of speedy,
- error-free typing. The skill test is designed to measure just how well,
- and at what speed, you "know" the keys.
-
- In this option, keys circle over two wizards, the wizard of the right hand,
- and the wizard of the left hand. As a key drops into position, it will
- either light up or pass by. If it lights up, try to press the key as fast
- as you can. If you do, it will be "zapped". If you press the "wrong" key,
- it will be scored as "missed"; if you don't try at all, it will be marked
- as "not tried" and you will lose twice as many points.
-
- When you select Training Ground Skill Test, you will come to the Skill Test
- Control Panel. The panel will display six options on the right; you must
- choose one of these options for your skill test.
-
- Home Row only
- Home Row and Top Row
- Home Row and Bottom Row
- Home Row and Number Row
- Letters and Punctuation only
- All Characters
-
- Make your choice based on which keys you are ready to be tested on. These
- categories roughly correspond to the lessons you have been working on.
- Then pick a speed appropriate to the option you picked, slower for harder
- options and faster for easier ones. Press the Play button to start the
- test.
-
- Scoring begins in the Skill Test as soon as you press the first key. At
- the end of a Skill Test you will be given information on how many letters
- were zapped, attempted, presented and missed. Remember, if a skill test
- isn't a challenge, you are playing at too low a speed. Move on to a harder
- option or a faster speed. You can press the ESC key off the Skill Test to
- go back to your Control
-
- 20
-
- Panel, or press your HELP key for help pages specific to the Skill Test.
-
- The higher the speed you choose, the more points you get for each "zap".
- Of course, when you miss, you lose more points too. Here is how the
- scoring works:
-
- ----------------------------------------------------------------------------
- (Words/Minute)
- Speed Hit Missed Not Tried
- ----------------------------------------------------------------------------
- 4 100 -50 -100
- 6 120 -60 -120
- 8 140 -70 -140
- 10 160 -80 -160
- 12 180 -90 -180
- 14 200 -100 -200
- 16 300 -150 -300
- 18 400 -200 -400
- 20 500 -250 -500
- 25 600 -300 -600
- 30 700 -350 -700
- 35 800 -400 -800
- 40 900 -450 -900
- 45 1000 -500 -1000
- 50 1200 -600 -1200
- 60 1400 -700 -1400
- 70 1600 -800 -1600
- 80 1800 -900 -1800
- 90 2000 -1000 -2000
- ----------------------------------------------------------------------------
-
- Here are some suggested starting places for people with different skill
- levels. You can mix and match these options to fit your particular need.
-
- 21
-
- For the Complete Novice: Begin in the Training Ground looking at the
- Fingering Chart. When you are comfortable on the home row, try out lessons
- 1-3 in Word and Sentence Practice. After mastering the home row keys, test
- yourself on the home row in the Skill Test. How fast can you do the Skill
- Test and still get a high score? Then move on to the ultimate test, the
- MasterType Game itself.
-
- For the Intermediate Typist: Most typists come with a variety of strengths
- and weaknesses. You can pinpoint these weaknesses in the Training Ground
- Skill Test. Try each row combination at a little more than half of your
- measured typing speed (if you need a way to measure your speed, use the
- measurement in World and Sentence Practice, but correct it by subtracting 5
- words per minute for each error you make). For example, if you get around
- 50 words per minute in Word and Sentence Practice, try the Skill Test at
- half your measured speed. If not, you know you need more practice on these
- keys. See Chapter 2 in this manual to look up which lessons drill on the
- keys you need. Then you take your choice; either the Timed Finger
- Practice, or Word and Sentence Practice, or the MasterType Game.
-
- For the Experienced Typist: You probably know all the keys and should
- begin with one of the later lessons in the MasterType Game which practice
- words using all the letters of the keyboard. If you spot some particularly
- weak keys, you can come back to the Training Ground and try and practice
- them. A special challenge for good typists is to try out the Timed Finger
- Practice at a higher than comfortable speed to see where your weak keys
- are.
-
- 22
-
- For the Person Who Primarily Wants to Have Fun: The MasterType Game is for
- you. If you are getting blown up too much there, try getting your speed up
- by practicing in the Skill Test. The Skill Test is fun if you play it at
- faster speeds.
-
- The MasterType Game and the Training Ground can accommodate all styles and
- speeds of typists. Use them to make your own customized typing world.
-
- 23
-
- FIVE
-
- READY FOR ACTION? THEN LET'S PLAY MASTERTYPE!
-
- PLAYING THE GAME - THE CONTROL PANEL
-
- After you have double clicked on the MasterType Game icon from the
- MasterType Game window, and you have seen the title screen, you will see
- the MasterType Game Control Panel:
-
- The MasterType Game Control Panel is similar to all the other control
- panels, but it has the most features on it. Let's go over it in detail.
-
- The highlighted part of your Control Panel contains the three main action
- buttons you use to "operate" the MasterType Game.
-
- Play: Begin the game. Put your fingers on the home row, because the game
- will start within a few seconds of your clicking on Play.
-
- 24
-
- Demo: Start a self-running demonstration of the MasterType Game.
-
- Quit: Return to the MasterType window on the Workbench.
-
- The four option buttons on the right-hand side of the panel give you four
- options for customizing your MasterType Game.
-
- Commander: Play the MasterType Game without seeing the words as you type
- them (for advanced players only).
-
- Beginner: Each "word" is only one letter long and you do not have to press
- the SPACEBAR between words. This option is particularly useful for Lesson
- 1 (which has only single letter words).
-
- Shift Key: Use this for practicing the Shift Key. If you choose this, you
- will have to type in upper and lower case in the game. This option is also
- for advanced players.
-
- 25
-
- Sound: Use this to turn the sound on and off. You can make the sound
- louder or softer with the volume control on your monitor or amplifier.
-
- At the top of the panel is an area telling you the current lesson, and two
- buttons which will take you off to choose a different lesson (Choose
- Lesson) or make one of your own (Create Lesson).
-
- On the bottom left of the Control Panel is your speed control. The current
- speed in the MasterType Game tells you how fast you must type to keep the
- space invaders from blowing up your space station.
-
- Above the speed control, you have a Hall of Fame action button that will
- let you look at the records of the highest space ever for your disk on each
- lesson. You best scores will be saved on your disk, along with the date
- you set when you boot up.
-
- NOTE: If you have "write-protected" your MasterType disk, you will need to
- remove the write-protection for this feature to work.
-
- GAME RULES
-
- The object of the MasterType Game is to prevent the enemy from destroying
- your ship. Letters, words, punctuation marks, and/or symbols will appear
- in the four corners of the screen. These letters or words will shoot
- missiles, killer satellites, and atomic fireballs at you. You must quickly
- type in the letters before the missiles or fireballs reach you. If you
- type too slowly, the missiles will keep coming.
-
- When a missile successfully reaches your command ship, it will destroy one
- of the four shields. Shields protect your command ship. If a missile
- destroys one of your shields and then penetrates your command ship on that
- side, the ship will be destroyed and the "words" will win.
-
- 26
-
- The game is divided into four "waves" of 10 words each, a total of forty
- words per game. In between waves you will be presented with your average
- speed, and other statistics. You will also be given an opportunity to
- increase your speed goal if your average speed is running significantly in
- excess of your goal.
-
- At the end of each way the following information will be presented to you:
-
- You have successfully
- completed Wave 1
- Average Speed 65
- Speed Goal 25
- Press RETURN to Continue
- Press ESC for Control Panel
-
- If your speed is significantly above the goal, you will see this additional
- information:
-
- Your speed is well above the speed goal.
-
- Nice going!
- If you like, the program
- will increase your speed goal
- for you.
- Speed Goal 25
- Proposed Goal 45
- Press ESC for Control Panel
- Press F1 to retain initial goal
- Press RETURN to accept proposed goal.
-
- Here are some game rules and suggestions for playing:
-
- 1. You may type the letters or words you see on the screen in any order you
- wish, but your first priority should be to hit the
-
- 27
-
- missiles that are most threatening to your command ship - the ones that are
- the closest.
-
- Next, try to get those missiles that are just starting toward you. If you
- blow up a missile when it is right next to the word itself, the explosion
- will hit the word and blow it up as well. This will give you a lot of
- extra bonus points.
-
- 2. If you are not in Beginner mode, you must press the SPACEBAR after
- typing each "word". This tells the program that you have finished.
-
- 3. If you make a typing mistake and fail to destroy the enemy missile on
- the first try, press the SPACEBAR and try again. Or you can correct your
- mistake by backspacing with the computer's BACKSPACE key (top row, right
- side) and retyping.
-
- 4. You must type the letters quickly in order to blow them up. If you type
- slowly, they will keep shooting at you.
-
- 5. To improve your scores you must change to higher speeds and move up in
- lesson difficulty. To change speeds or lessons, go to the MasterType Game
- Control Panel.
-
- 6. If you have typed faster than your speed goal, you will be offered the
- opportunity to adjust the speed the words come at you in each wave. This
- is a good opportunity to make the game more challenging.
-
- If you challenge yourself in this way and find the words are too fast for
- you, try the lesson again, but this time, don't accept the new proposed
- speed or type more slowly in the early waves of the lesson.
-
- 7. Don't leave the home row. Always begin typing with your fingers
- correctly placed on the home row keys (A S D F and J K L ;).
-
- 8. Put your best finger forward. To type accurately and quickly, you must
- not only press the correct key, you must also use the correct finger.
-
- 28
-
- 9. Try to use your shields to maximum advantage. You are allowed one hit
- on each side before your ship is destroyed. By sacrificing one or more
- shields you can get through the most difficult parts of the lesson.
-
- CREATING YOUR OWN LESSONS
-
- The MasterType program encourages you to create your own lessons. Parents
- and teachers find this feature especially useful for giving grade-school
- children practice with spelling words. Adults can create lists of commonly
- used words in areas of personal interest.
-
- To create a lesson, press the Create Lesson button on the MasterType Game
- Control Panel. This places you in the lesson-creation system. You will
- see three areas of the screen: a place to type the lesson name, a place to
- type the lesson introduction, and forty spaces for the forty words you need
- to make a lesson. You can move through using the RETURN key, or you can
- use your mouse to go to any particular word to enter or change it. To
- change the introduction, BACKSPACE and retype.
-
- 1. The box for the name of the lesson is on the top left of your screen.
- Make up a name that begins with a letter and has twelve or fewer characters
- in it. (Try to pick a "mnemonic" name, one that lets you remember what the
- lesson is about. For example, if you write a lesson for someone named
- Linda, you can name the lesson LINDA.) Now type the name and press RETURN.
-
- 2. The space for the introductory text is in the middle of the screen.
- There is room for you to type 10 lines of 40 characters each. You do not
- need to type something on each line.
-
- 29
-
- 3. Next, you need to type in the words you want to use in the lesson. Each
- lesson must contain forty words. Each word should be between 1 and 12
- characters long and may contain no spaces, since MasterType uses a space to
- mark the end of a word.
-
- 4. Press the RETURN key after each word you type in. If you make a mistake
- in typing a word, you can use the computer's backspace or delete key to
- correct it.
-
- 5. When you have everything finished, click on the OK button. Your lesson
- will be saved on disk with the name you gave it. If you change your mind
- about creating a lesson, just click on the Cancel button. Remember, you
- can use the mouse to change any one of the forty words, the lesson name, or
- the introduction before saying OK or Cancel.
-
- To play a lesson you have created, you must first get to the Lessons Choice
- page from the Control Panel. (If you are in the middle of a game, hit ESC
- to go to the Control Panel). You will see the name of the lesson you
- created in with the standard MasterType lessons. All your lessons must be
- saved on the program disk. You cannot save lessons on a separate disk.
-
- 30
-
- INDEX
-
- Action buttons, 7, 15, 24
- Backspace key, 28, 29
- Backup copies, 6
- Beginner mode, 8, 25, 28
- Bottom Row, 12, 20
- programming words, 13
-
- Cancel button, 8, 18, 30
- Change Lesson button, 17
- Choose Lesson, 26
- Commander mode, 8, 25
- Control Panel, 7-9, 17-21, 24-26, 28
- Copy-protected, 6
- Create Lesson, 26, 29-30
-
- Demo, self-running, 25
- DISKCOPY, 6
-
- Equipment, for game, 5
- Errors, 18, 19
- recording, 19
- ESC key, 9, 18, 20
- Exit Help button, 8, 15
- Experienced typist, 22
-
- Fingering Chart, 15
- Fun, playing for, 23
-
- Game rules, 26-28
-
- Hall of Fame button, 26
- Help button, 7, 15, 19
- HELP key, 9, 18, 21
- Home Row, 11, 15, 28
- mastering, 22
-
- Intermediate typist, 22
- Introductory text, 29
-
- Kickstart disk, 6
-
- Lesson Choice Panel, 17
- Lessons, 11-13
- changing, 16-18, 28
- choosing, 10-11
- contents of, 11-13
- creating, 29-30
- introduction, 29, 30
- saving, 30
- Lesson Choice, 30
- Loading the program, 6
-
- MasterType Game, 5
- controlling, 7-9
- options for customizing, 25
- object of, 26
- playing the game, 24
- required equipment, 5
- MasterType Game Control Panel, 24-25
- options, 8
- Mnemonic name, 29
- MT (MasterType), 6
-
- Name of lesson, 29
- Next Page button, 15
- Novice, typing, 6, 22
- Number row, 13, 20
- Numbers and symbols, 13, 16
-
- OK button, 8, 18, 30
- Option buttons, 8, 25
- Options, 8
-
- Play button, 7, 18, 20
- Previous Page button, 15
- Program disk
- backing up, 6
- write-protected, 26
- Programmers, lesson, 13
-
- Quit button, 8, 15
- Quit function, 6
- QWERTY row, 11-12
-
- RETURN key, 9, 27, 29
- Rhythm, 18
-
- Score, improving, 28
- Scoring, Skill Test, 20
- Sentence practice, 13, 18-19
- Shift Key, 25
- Skill Test Control Panel,
- options, 8, 20
- Sound button, 26
- Speed
- adjusting, 18
- changing, 28
- choosing, 16, 21
- controlling, 8
- steady, 16
- Speed control, 8, 26
- Speed goal, 27, 28
- Spelling words, practice, 29
- Starting places, skill levels, 21
- Suggestions for playing, 27
-
- Timed Finger Practice, 13, 15, 16-18, 22
- Timed Finger Practice Control Panel, 17
- TG (Training Ground), 6
- Training Ground, 6, 14-23
- controlling, 7-9
- four options, 15
- key essentials, 14
- Top Row, 11, 20
- Training Ground Skill Test, 15, 20
- Typing
- accuracy, 28
- Home Row, 11
- mistakes in, 28, 30
- weaknesses, 22
- Typing rhythm, 14, 18
- Typing speed, 19, 22
- Typist
- beginning, 14
- experienced, 22
- intermediate, 22
- novice, 6, 22
-
- Write-protection, 26
- Words commonly used, creating list of, 29
- short, 12
- using all letters, 12-13, 17
- Words per minute (WPM), 8, 19
- Words and Sentence Practice, 13, 15, 18-19
- control panel, 19
- Workbench disk, 6
-
- 31
-
- ============================================================================
- DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.
- ============================================================================
-