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1993-01-18
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MONDO MATH - by Dan Illowsky - Copyright (c) 1993
-------------------------------------------------
Mondo Math is an arcade-style game which teaches arithmetic.
This version teaches several levels of addition. You may use
and copy this version without payment. If you would like a
version which teaches subtraction and multiplication -- as well
as addition -- please send $20, along with your name, address
and preferred diskette size to:
Dan Illowsky
21363 Dexter Drive
Cupertino, CA 95014-1316
OVERVIEW
--------
Mondo Math is especially well suited for young children (3
and up), and for people with disabilities of movement.
Some of the features are:
1] A single key or mouse button is all that
is needed to play the game.
2] There are no frustrating time limits.
3] You have control over speed of play, problem generation,
and advancement criteria.
4] The program will keep track of a nearly unlimited number
of students' setups and achievement levels.
KEYS USED TO CONTROL THE GAME
-----------------------------
ESC - hitting this key suspends the game until it or any
other key is pressed.
ENTER - brings up the Main Menu used for setting a level or
customization.
X - hitting the "x" key will exit the game.
SPACE BAR - used to fire a bullet.
ARROW KEYS - the left and right arrow keys can be used to
change the direction of the equation. The up and down
arrows will cause the equation to stop.
GAME DESCRIPTION
----------------
In this shooting gallery simulation, common objects,
such as eggs, space ships, clouds and balloons, each
carrying individual digits, are animated across three rows at
the top of the screen. Objects in each row move in the
opposite direction from those in adjacent rows. The player
need simply "press a button" when the correct digit lines
up with the current column of a math equation at the bottom
of the screen. At the button press, a bullet resting on top
of the current equation column is launched vertically. If
the bullet hits an object carrying the digit which is the
correct answer digit for that column, then a metamorphosis
of the object occurs. Also, the correct digit shows up at
the bottom of the equation column. For example, if the
equation at the bottom of the screen is 4 plus 5 and an egg
carrying a 9 is hit, then a "QUACK" sound is heard, the egg
hatches into a flying duck, and the 9 appears under the 4
plus 5's column in the equation. If an object containing an
incorrect answer digit is hit instead, a buzzing sound
occurs while the equation displays an "X" where the correct
answer digit should go at the bottom of the equation column.
When the buzzing stops, the "X" turns back into a "?"
indicating that the answer digit is still needed. Once
hit, digit carrying objects either disappear in a burst of
animation (e.g. the balloon pops) or turns into an animated
object that does not contain a digit (e.g. the flying duck).
After a bullet has hit an object or disappeared off-screen,
a new bullet is moved from the bullet supply shown at the
bottom of the screen into position at the current column of
the equation. Each time an equation column is correctly
answered (by hitting the digit), the column to the left
becomes the new current column. If there is no column to
the left, then a new equation appears.
The object of the game is to clear the screen of all
objects and to accumulate points. Non-digit carrying objects
(which result from having hit a digit carrying object) can
be hit at any time, and simply disappear when hit. The gaps
left by hit objects make it increasingly easy to hit objects
on the second and top rows. The game ends if you run out of
bullets before clearing the screen of all numbered objects.
If you are successful at clearing the screen, then you enter
a bonus round in which up to ten ducks fly around on the
screen. Hitting the ducks with your remaining bullet supply
is a good way to gain more points. Scoring is very simple.
You earn one point for each object hit (except, of course,
incorrect digit carrying objects which remain intact when
hit). After you hit all the ducks or run out of bullets in
the bonus round, play begins again with a new set of
equations. The program keeps track of the percentage of
correct digits hit, and indicates when it is time to move on
to a more advanced math level. Available levels range from
single digit no-carry addition to multiple digit
multiplication.
CONTROLS/SPEED CONTROL
----------------------
Mondo Math is not intended to be a test of physical
dexterity. The objects move relatively slowly past the
equation, and players need only worry about which objects
they want to hit. Once a player masters the math involved
for a level she should be able to play indefinitely at that
level (alternately clearing the screen and entering the
bonus rounds). To insure that this is the case, many
aspects of the game can be customized. The equation on the
bottom of the screen automatically moves back and forth
across the bottom of the screen by default, but can be made
to stay fixed in the middle. The initial number of bullets
can also be set, as can the overall animation speed.
This program is designed to be played using just one key.
The space bar is pressed to fire the bullets.
Alternatively, the left mouse button can also be used
(provided the software mouse driver provided with the mouse
was installed before starting Mondo Math). If the waits
involved in playing become distracting, then the cursor keys
may be used to control the direction of the equation's
movement. If the player has trouble hitting the intended
objects, then try adjusting the speed from the main menu.
If the player stills has trouble, use an up or down arrow
key to stop the equation from moving.
Another key attribute of this program is the elimination
of time limits. Most math games involve some kind of time
limit. For example, the answer must be typed in before an
asteroid crashes into you. These limits often prove
frustrating to young children who know the answer, yet
still fail by not typing in the answer in time. In this
game, there are no such time limits. In fact, a player can
walk away at any time during play, come back the next day,
and still not be at any disadvantage.
HOW TO GET STARTED- THE PARENT'S/TEACHER'S ROLE
-----------------------------------------------
Before a child plays the game for the first time, you should
start the game by typing MONDO followed by the child's name
(e.g. MONDO MATT). Then show the child how to play. Once
the child has a basic understanding, adjust the speed and
bullet supply, if necessary, so that it is not difficult for
the child to hit intended objects All the settings you make,
including speed, bullet supply and level, are saved for each
child. The next time you start the game by typing MONDO on
the DOS command line, all the settings will remain intact.
If more than one child uses the game,then the game should
always be started by typing, MONDO followed by the child's
name (e.g. MONDO MATT) so that the individual child's settings
will be used.
Before a child starts playing for the first time, it may
help for you to explain a few details:
1] The three rows of digit carrying objects are one
continuous strip. Thus, objects disappearing at the end of
a row soon reappear at the beginning of the next row.
Objects that go off the bottom row on the right, reappear
shortly at the left side of the top row.
2] The object of the game is to clear the screen of all the
digit carrying objects. Once they are all gone, there will
be a special bonus round.
3] Objects without digits can be hit at any time. Although
it is not necessary to hit these to get to the bonus round,
points are awarded for such hits, and clearing these objects
leaves holes convenient for shooting through to get to
objects on the top two rows.
4] Unless it is turned off using the main menu, the word,
"READY!" will appear at the top of the bottom right box once
the game decides that the player has mastered a level. The
game never automatically advances levels. When READY is
displayed the main menu should be used to select a new
level. Usually, you will want to select the GO TO NEXT
LEVEL option.
Whenever you select a new level you should explain any new
math concepts and watch the child play for a few minutes to
insure that the basic math skill required is clear. Note
that at the lower addition levels counting markers are
displayed in a box at the bottom right. These can be used
by children in place of counting on their fingers. The
markers highlight one at time to make it easy for the child
to keep track while counting.
KEEPING TRACK OF PLAYERS
------------------------
Mondo Math keeps track of all the players' individual
settings in files in the current directory. Each child's
file has the child's name and the extension ".PLY".
Erasing these files using DOS commands will eliminate the
child's settings. These files are very small, so you
needn't be concerned about using up too much disk space,
even if you are keeping track of entire classrooms of
settings.
HARDWARE REQUIREMENTS
---------------------
Any speed IBM PC compatible with a CGA,EGA or VGA graphics adapter