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- Sounds Like A... (Deluxe)
- Copyright (c) 1994 KidStuff Software
- 6490 Dubois Rd. Lewis Center, OH 43035
- 614-548-5043 Compuserve 71043,3706
-
-
-
- "Sounds Like A..." is a unique and entertaining game for children
- ranging in age from 1 1/2 to 7 years of age. The program uses
- colorful graphics, high-quality sounds, and MIDI music in four
- entertaining activities. In the first activity the child must find
- the picture which matches a sound. Your child may hear, for example,
- a cow "mooing". He will then click on a square containing the picture
- of a cow. A game consists of 12 sound/picture pairs. As each picture
- is matched with the accompanying sound, parts of a larger underlying
- picture are revealed. The second activity uses the same concept with
- songs. Your child will match a picture to the song being played. There
- are 36 songs included - 12 children's songs, 12 Bible songs, and 12
- Christmas songs. The third activity is a matching or memory game with
- a slight twist. The child must match a picture with the appropriate
- sound. For example, if the child clicks on a block revealing a picture
- of a donkey, he must find the block which contains the "Hee Haw" sound
- in order to make a match. In the last activity, your child can
- manipulate an on-screen tape recorder to play any of the sounds or
- songs in the program.
-
- The program does not require any keyboard input - all activities
- may be performed entirely with a mouse. A Sound Blaster, Adlib, or
- compatible sound card is required. If you do not have a sound card,
- a separate version of Sounds Like A... which includes sounds only,
- is available.
-
-
- Shareware Registration Form - SLA 3.3
-
- Benefits Of Registering:
- All registered users receive 18 extra picture/sound pairs, 18
- extra picture/song pairs and 8 additional background files. You
- will also have access to support via phone or mail, and will be
- notified of any program upgrades or new programs. The initial
- shareware screen is removed from the registered version.
-
- [ ] $10.00 "Sounds Like A..." registration fee
- [ ] $2.50 shipping & handling for orders outside the U.S. or Canada
-
- [ ] Sound Blaster/Adlib Version Disk Size: [ ] 3 1/2"
- [ ] PC Speaker Version [ ] 5 1/4"
-
- (Shareware versions of the following programs are available.
- See descriptions of these programs at the end of this file.)
- [ ] $3.00 "Masterpiece Menu" [ ] $3.00 "Talking Number Machine"
- [ ] $3.00 "Preschool Pack" [ ] $3.00 "Ms. Piggy Bank"
- [ ] $3.00 "Talking Time Tutor" [ ] $3.00 "U.S. Geography"
- [ ] $3.00 "Kinder-Carton" [ ] $3.00 "My Reading List"
-
- Payments may be made by VISA, Master Card, check or money
- order (checks must be for U.S. funds on a U.S. bank) to:
- KidStuff Software
- 6490 Dubois Rd.
- Lewis Center, OH 43035
-
- Credit Card Information:
-
- [ ] VISA [ ] Master Card
-
- Credit Card Number: ___________________________
-
- Expiration Date: ______________________________
-
- Signature: ____________________________________
-
-
- Name: _________________________________________
-
- Address: _________________________________________
-
- _________________________________________
-
- Phone: ________________________
-
-
- I received the shareware disk from: ________________________
-
- Comments or suggestions:
-
- _____________________________________________________________
-
- _____________________________________________________________
-
- DISTRIBUTION
- "Sounds Like A..." is a shareware product and may be freely copied
- and shared with other computer users. Continued use beyond a
- reasonable evaluation period requires registration. SLA may be
- copied and distributed by shareware distributors or posted to
- Bulletin Board systems. Distributors, please include all
- files listed below when distributing this product.
-
- PROGRAM REQUIREMENTS
- "Sounds Like A... (Deluxe)" requires a 286 or higher system,
- 640K RAM, a hard drive, VGA color monitor, mouse, and a Sound
- Blaster, AdLib, or compatible sound card.
-
- *** The program is not compatible with Microsoft Windows.
- SLA must be run strictly from DOS.
-
- INSTALLATION
- Type A:INSTALL (or B:INSTALL).
- Once installed, you should have the following files:
- SLA.EXE * executable program
- SLA.DOC * documentation file
- SLA.GXL * graphics library
- SLA.RSC * sound/song library file
-
- RUNNING "SOUNDS LIKE A..."
- Change to the "Sounds Like A..." directory and type SLA.
-
- CD \SLA
- SLA
-
- SOUND CARD PROBLEMS
- The following applies only if you experience a conflict with your
- sound card. (no sound, sporadic lockups when sounds are played, etc.)
- In that case you will need to run the SLA program one time passing
- the address and interrupt number used by your sound card. These numbers
- should be found in a line similar to the Set BLASTER line below in your
- AUTOEXEC.BAT file (the autoexec.bat file should be found at the root
- level of your C drive).
-
- SET BLASTER=A220 I5 D1 T4
-
- The A220 gives you the I/O address for your card, the I5 is the
- interrupt number. Your numbers may vary from these, so use whatever
- numbers are listed after the 'A' and 'I'. When calling SLA use
- only the numbers, not the letters. To tell SLA which numbers are
- used by your sound card, run the program by typing the above numbers
- after the program name, as in:
-
- SLA 220 5
-
- Again, notice that you use the numbers only, not the letters,
- (** replace the numbers above with your numbers if they are
- different **). The Address or 'A' number must be typed first, then
- the interrupt or 'I' number, separated by spaces. This only needs
- to be done one time as the settings will be saved to a file SLASND.CFG.
- After that you can run the program by typing SLA only.
-
- "SOUNDS LIKE A..." INSTRUCTIONS
- Click on STOP, or press ESC, to exit a screen or the program.
-
- Graphics/Sounds Used in "Sounds Like A...":
-
- Shareware Version: Available By Registering:
- ------------------ -------------------------
- Violin Dog Wolf Lion
- Horse Frog Turkey Person Laughing
- Clock Trumpet Baby Crying Baby Cooing
- Duck Rooster Monkey Hammer
- Donkey Cow Guitar Goose
- Cat Phone Crow Cash Register
- Bee Elephant Police Car Motorcycle
- Owl Pig Drum Seal
- Bird Sheep Train Piano
-
-
- Graphics/Songs Used in "Sounds Like A...":
-
- Shareware Version: Available By Registering:
- ------------------ -------------------------
- Old McDonald Had a Farm Hickory, Dickory Dock
- Jack & Jill Went Up the Hill London Bridge
- Row, Row, Row Your Boat Mary Had a Little Lamb
- Three Blind Mice Ten Little Indians
- Twinkle, Twinkle Little Star This Old Man
- Baa, Baa, Black Sheep Hey Diddle Diddle
-
- Jesus Loves the Little Children He's Got the Whole World
- This Little Light of Mine Down in My Heart
- The B-i-b-l-e Who did Swallow Jonah?
- Zaccheus Was a Wee Little Man Whisper a Prayer
- Father Abraham Jesus Loves Me
- Who Built the Ark? The Wise and Foolish Man
-
- Away in a Manger Silent Night
- O Christmas Tree Up on the Housetop
- We Three Kings of Orient Are Little Drummer Boy
- What Child is This? O Little Town of Bethlehem
- Here We Come A-Caroling Deck the Halls
- Jingle Bells The First Noel
-
-
- ACTIVITY 1 - SOUND LOTTO
- In this activity you will see 12 pictures on the screen. When you hear
- a sound, click on the picture which matches the sound. For example, if
- you hear a cow "moo", you would click on the picture of a cow. As you
- click on each correct picture, a portion of the larger, background image
- will be revealed.
-
- If you are not sure which picture matches the sound, you have two
- options. You may click on the lips to repeat the sound, or you
- may click on the Question Mark for help. This will display an
- arrow pointing to the correct block. You must then click on the
- correct block in order to go on to the next sound.
-
- When a game is completed, the underlying picture will be displayed
- until the mouse is clicked or a key is pressed. A new game will then
- be set up. You may continue this activity or click on STOP to return
- to the menu screen.
-
- ACTIVITY 2 - SONG LOTTO
- After clicking the Song icon (registered version), you will see 4
- icons representing the types of songs. Click the icon for the type of
- songs you would like to hear - children's, Bible, or Christmas. For
- a mixture of these songs, click the notes icon.
-
- You will then see 12 pictures on the screen. When you hear a song,
- click on the picture which matches the song. For example, if you hear
- "Jack and Jill Went up the Hill", you would click on the picture of the
- boy and girl with the pail of water going up the hill. As you click on
- each correct picture, a portion of the larger, background image will be
- revealed. You do not have to wait until the song is completed before
- clicking.
-
- If you are not sure which picture matches the song, you have two
- options. You may click on the lips to repeat the song, or you
- may click on the Question Mark for help. This will display an
- arrow pointing to the correct block. You must then click on the
- correct block in order to go on to the next song.
-
- When a game is completed, the underlying picture will be displayed
- until the mouse is clicked or a key is pressed. A new game will then
- be set up. You may continue this activity or click on STOP to return
- to the menu screen.
-
- ACTIVITY 3 - SOUND MATCHING
- The third game is an interesting variation of the "memory" or
- "concentration" game. In this game you must match a picture to its
- corresponding sound. Half of the 12 blocks in each game will contain
- pictures, half will contain sounds. For example your first click may
- reveal a picture of a rooster. Your next click should try to locate
- the block containing the sound of the rooster crowing. Clicking on a
- sound block will play the sound and display a "balloon" with the name
- of the sound or a question mark. For example the sound block for the
- cow will say "Moo". If a match is made the two blocks will display the
- same picture.
-
-
- A count of the number of blocks clicked will be displayed at the
- bottom of the screen, the goal being to find all matches with the
- fewest number of clicks. There is a help option available in this
- game also. Help is available only when you have clicked on the first
- block (of a possible pair) and are ready to click on the second. At
- this point you may click on the Question Mark, and an arrow will point
- to the matching block. Two points will be added for clicking the
- Question Mark. You must then click on the block to which the arrow
- is pointing. Therefore the use of the help option will result in a
- total of 3 points added to the score.
-
- When a game is completed, a new game will be set up. You may continue
- this activity or click on STOP to return to the menu screen.
-
- ACTIVITY 4 - TAPE PLAYER
- In the Tape Player activity any of the sounds or songs in the program
- may be played. The window in the center of the tape player displays a
- picture of the current sound or song. Use the buttons at the top of
- the tape player to play the picture or change to a new picture. The
- following operations are available on the tape player.
-
- Volume - The left volume control controls the volume for sounds.
- The right volume control controls the volume for songs.
- Click above the volume lever to move the lever up and
- decrease the volume. Move the lever down to increase
- the volume. Volumes set here will be saved and also
- used in the other activities of the program.
-
- Play - The dark green button is the play button. Click this to
- play the current sound or song.
-
- Stop - The red button is the stop button. Click this to stop
- playing a song.
-
- Reverse - The blue button is the reverse button. Click it to move
- to the previous sound or song.
-
- Forward - The light green button is the forward button. Click it
- to move to the next sound or song.
-
- Sounds - Click the ear button to quickly move to the first sound.
- Songs - Click the notes button to quickly move to the first song.
-
- The three buttons at the bottom of the tape player will continuously
- play all songs of the selected type. If you click the button with
- children on it, all of the children's songs will be played. The
- same applies to Bible, and Christmas songs. Click anywhere to
- interrupt the playing of the songs.
-
- Sound Blaster/Adlib or compatible versions of each of these
- programs area available to registered users.
-
- =========================================================================
- P R E S C H O O L P A C K
- =========================================================================
- The colorful graphics, songs, and speech of Preschool Pack will
- be sure to capture the attention of your preschooler. From the
- main menu screen, which contains a cat which meows and winks when
- clicked, to the bee which frowns when a mistake is made in the
- matching game, you and your preschooler will appreciate the
- careful design and attention to detail of Preschool Pack. Through
- six different and entertaining activities your preschooler will learn
- about counting, number recognition, the alphabet, colors, matching,
- classifying, and memorizing his name, address, and telephone number.
-
- The activities include: "Animal Homes", where animals must be placed
- in their appropriate homes - either farm, forest, or circus. Most of
- the animals have an accompanying animation and animal sound!
- "Balloons", where the user must click on a color block matching
- the color of a rising balloon before it pops; "Matching", a memory
- game with an animated bee rewarding the user who locates all
- matches; "Counting", where the user counts along with the computer
- as a variety of colorful images, from dinosaurs to dolls, are
- displayed; and "ABC's" where the user must find all letters which
- match a displayed letter. "ABC's" uses speech to pronounce each
- letter as it is selected. In the last activity the child will
- learn to spell his name, as well as learning his address and
- phone number. All activities are reinforced with cheerful music
- and animation sequences.
-
- =========================================================================
- M S. P I G G Y B A N K
- =========================================================================
- Ms. Piggy Bank provides an effective and entertaining way for
- children ages 6 to 10 to learn about money. Ms. Piggy Bank offers
- 6 different money activities, all using high quality speech and
- graphics, with full mouse support. The simplest activity teaches
- the names and values of coins and bills up to twenty dollars. Your
- child will quickly learn the value of each coin as they try to
- maneuver a piggy bank to catch falling coins. Your child will
- learn, for example, that two quarters are equal to a half dollar
- in the Money Equivalents activity. In the Total Money activity
- your child will enter the total of the displayed coins and/or bills
- on a cash register. The Select Money activity displays a total and
- your child selects the coins and/or bills which add up to that total.
- An entertaining board game for 1 or 2 players allows your child to
- put his newly acquired skills to work, earning money and an
- opportunity to visit the Toy Store where he can practice making a
- purchase and counting out the amount of change received. The program
- is easily configurable for children of various ages and skill levels.
-
- =========================================================================
- T A L K I N G T I M E T U T O R
- =========================================================================
-
- "Talking Time Tutor" will have your child telling time in no
- time! Your child will hear the time spoken using high quality
- digitized speech. TTIME provides a variety of different time
- activities each with three skill levels. Activities include
- setting the analog clock to match the digital clock, setting
- the digital clock to match the analog clock, setting the analog
- clock to the spoken or written time, and setting the analog clock
- to a future or past time. Additional features are provided to
- entertain your child as he/she learns. Each of 6 analog clocks has
- its own animation routine.
-
- Pocket Watch Display minute count by fives.
- Owl Eyes move left to right.
- Bear Honey bee flies around.
- Santa Christmas tree with blinking lights.
- Cat Eyes move up and down.
- Dinosaur Munches on grass.
- Cuckoo Clock Cuckoos
-
- The colors of the band on the digital wrist watch may be changed.
- A bear on the screen tells time-related jokes or asks your child
- questions about time. Isn't it about time you invested in
- "Talking Time Tutor" for your child?
-
- =========================================================================
- T A L K I N G N U M B E R M A C H I N E
- =========================================================================
- TNUM is designed to help children recognize, say, and write numbers
- from 1 to 9,999,999,999,999. TNUM uses high quality digitized speech
- to say the numbers which appear on the screen. Mouse and/or keyboard
- commands may be used. The program includes the following activities:
-
- Number Machine - Click on the Number Machine and the machine will
- produce an interesting fact containing a large number. The fact
- will be displayed in a frame, with the number highlighted,
- along with an accompanying picture. For example - "Americans
- eat 50,000,000 hot dogs a day." They may then choose to have
- the computer say the highlighted number, or have the computer
- display that number in words. The user may also choose to
- write the number in words by selecting from a list of number
- words (no typing is required). Help is available to display
- the next word if the user gets stuck. The registered version
- of the program contains 175 number facts.
-
- Enter any Number - The user may enter (calculator style) any number
- up to 13 digits. They may then choose to have the computer say
- that number or have the computer display that number in words.
- The user may also choose to write the number in words by selecting
- from a list of number words (no typing is required).
-
- Enter the Written Number - The computer will "think" of a large
- number and display that number in words, for example - nine
- million two hundred fifty one thousand three hundred seventy
- two. The user must enter the digits to make that number. Help
- is available to display the next digit if the user gets stuck.
-
- Count By - TNUM can also help your child learn to count (by
- increments of 1 to 10). If the user selects 2 the program will
- begin counting by 2's - 2, 4, 6, 8, etc. until you decide to stop.
-
-
- =========================================================================
- M A S T E R P I E C E M E N U
- =========================================================================
- Masterpiece Menu is a menu program designed specifically for children.
- Even the youngest children will be able to run their own software
- using Masterpiece Menu. The painter "paints" each program icon on
- the easel. Click the easel or press ENTER to run the displayed
- program. The large, colorful program icons are standard PCX files.
- Setup is a breeze, simply press F10 to enter your child's program
- information. You can even set up separate configurations so each
- child can have his/her own menu. Masterpiece Menu runs in EGA or
- VGA mode and includes a "screen saver", calendar, and animated
- clock.
-
-