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1992-03-10
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5bd00000fa00fe0367001c1afff
^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
^5 R I C K ' S R E V I E W S I I.
^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
^1 The following reviews are from Rick Corbett from Bristol. These are
^1taken from reviews he has written for MicroMart magazine.
^1 As most of you will know, we have titles on Deja Vu's Licensed
^1software range as well as one commercial release and other projects
^1which will be mentioned in future issues. We did not think it very
^1fair to write reviews on our own programs however much we like them,
^1but as Rick has written the following, we will include them - and no,
^1we did not bribe him to say what he has, the reviews are as he sent
^1them to us!! Also included are reviews of PollySoft's Licensed
^1Software.
^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
^5 AMOS Educational Licenseware
^5 Deja Vu Software.
^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
^7 Play It Safe (LPD14)
^6 This program was written by Len (aka Sparx) and Anne Tucker to teach
^6children about dangers they may come across at home, in the garden,
^6street, car and in the park.
^6 When the program loads there's an intro sequence which shows
^6"beasties" going into a house to make it unsafe. The purpose of the
^6game is to undo their foul deeds and make everything safe again. An
^6option screen follows where the child is asked to type his or her
^6name to be used later in a progress chart. There's a picture of a
^6house with various places labelled e.g. To the kitchen, to the
^6bathroom, to the park, etc. The program moves on to a location of
^6the child's choice and the mouse pointer changes to a teddy bear.
^6 In each location there are 5 dangers to be found. The child can
^6click on objects and areas in each location using the teddy pointer.
^6The teddy will nod or shake his head and a description will appear in
^6the window under the picture. If the child is right the teddy goes
^6to get a cage with part of a "beasty" inside it. When teddy is back
^6on the screen, the child can click on a down arrow to a reason the
^6situation was dangerous. The dangers are chosen at random from a
^6larger list so that the game is different each time it's played and
^6the child will learn about different dangers.
^6 Each location has option buttons below. WAY OUT lets the child
^6leave the room but this means the location cannot be entered again
^6until a new game. SCORE shows a progress chart to see how many
^6dangers have been found in each place and the overall score for the
^6current game. NEW GAME resets the score chart and restarts the game
^6without having to reload from the start while QUIT exits the program
^6completely.
^6 The entire program appears well written and bug-free. A lot of
^6effort has gone into making it informative, interesting and
^6child-friendly. The graphics are colourful, detailed and well drawn.
^6The animations are smooth and flicker free while the music, which can
^6be toggled on and off using the "M" key, is bright and cheerful.
^6Criticisms? I don't have any!
^7 Work & Play (LPD8)
^6 Work and Play is the title of yet another program by Len Tucker
^6using his pseudonym Sparx. The program contains 3 games:- Funtimes
^6table, Let's Go Shopping and Click Clock. The first game, Funtimes
^6Table is designed to teach children their multiplication tables by
^6means of a board game. The child chooses how many players (1 or 2),
^6enters the names of the player(s), then decides whether the game will
^6be easy or hard. A nice idea here is that the difficulty level can
^6be set differently for each player. After choosing which game piece
^6to use the player(s) move onto the game board.
^6 This looks similar to the familiar "Snakes 'n' Ladders" board with
^6100 numbered squares. Some of the squares are plain, others have
^6coloured stars on them. To the right of the screen is a set of dice,
^6a Start button and the playing pieces to be used.
^6 The dice are rolled by clicking on START and the game piece advances
^6up the board by the number that is thrown. If a game piece lands on
^6a coloured square then another screen slides smoothly into place
^6showing a professor in front of a chalkboard above a row of number
^6buttons.
^6 A maths problem appears on the board according to the level of
^6difficulty chosen and the colour of the square. It must be answered
^6by clicking on the numbers below. A "help" screen is available that
^6shows a number of multiplication tables. If the correct answer is
^6entered then the playing piece advances a number of squares. If the
^6answer is wrong then the player misses a go and stays where they are.
^6In either case the question screen slides out of sight again to
^6reveal the game board once more. Play continues until one player
^6reaches the last square. The game can then be played again or
^6another game chosen.
^6 The second game, Let's Go Shopping, takes place in a village shop
^6where the child can learn how to do simple sums by answering the
^6questions on the screen. The screen shows a cartoon character
^6tending a till on a counter surrounded by shelves of tins and
^6cartons. At the bottom of the screen is another set of number
^6buttons and three option buttons - NEXT SUM, HELP and EXIT.
^6 Click on the NEXT SUM button and a maths problem appears. The sum
^6is answered once more by clicking the number buttons. If you are
^6wrong, you can either try again or you can choose NEXT SUM to go on.
^6HELP gives you a screen with multiplication tables to help you if
^6you're really stuck while EXIT gives you your score and options to
^6play again or go to the main menu.
^6 Click Clock is the only game that doesn't try to teach
^6multiplication. Instead, as the name suggests, the object is to
^6teach children how to tell the time using either analogue or digital
^6clocks.
^6 The game screen shows both types of clock and the player is asked to
^6choose which one to use when setting the time. At the top of the
^6screen a piece of cheese appears, guarded by a sleeping cat. The
^6child is then asked to set their clock to the time shown at the top
^6of the screen by clicking on hours and minute buttons. The time on
^6the other clock changes as well so the child can compare the
^6different ways of displaying the same information.
^6 When the child is satisfied they can check their answer by clicking
^6on a SET TIME button. If they have set the clock correctly a mouse
^6appears, creeps past the sleeping cat and makes off with a portion of
^6cheese. If the time was set incorrectly the cat wakes up and
^6frightens the mouse away before returning to sleep. I was nice to
^6see that there was no violence, the cat merely frightened the mouse
^6away and did not kill it. After ten successful goes the mouse has
^6taken all the cheese so the game ends with options to play again
^6using the same clock or a new one or return to the main menu.
^6 This is a marvellous program and shows how well the Amiga's sound,
^6colour and graphic capabilities are suited to primary education.
^6However, it's up to the programmers to make the best use of these
^6facilities - as the saying goes "Garbage In, Garbage Out".
^6 Work and Play demonstrates not only the authors' programming and
^6graphics skills but also their understanding of children's
^6development. The maths problems are commensurate with the abilities
^6of children learning and practising their multiplication tables and
^6help is available at every stage of each game. I particularly like
^6the gentle encouragement throughout. Unlike many other games which
^6address the same educational themes there are no forfeits for wrong
^6answers which can lead to a child giving up too quickly.
^6 A small criticism is that if the child gets the answer wrong in
^6Click Clock it leads to a more entertaining sequence than getting it
^6right. I noticed Laura, my nine year old daughter, deliberately
^6getting the time wrong just to see the cat spring into action. She
^6said it was more interesting that way. Apart from this I cannot
^6fault any aspect of the program and look forward to more in the same
^6line of primary education.
^7 Big Top Fun (LPD29)
^6 This program was also written by Len and Anne Tucker. It comprises
^6a set of four educational games set in a circus for children with
^6varying reading abilities. When it loads, a title screen appears
^6followed by an options screen where the choice of circus act can be
^6made.
^6 The first act, WORD BALANCE, is suitable for children who are just
^6starting to learn how to read. A juggler on a unicycle rides into
^6the circus ring balancing a block with a word on it on his hand. The
^6purpose of the game is to match the word with one of the eight
^6pictures shown so that he keeps his balance. If a wrong choice is
^6made he loses his balance and drops the block. On the first level 3
^6to 4 letter words are used. On levels two and three the length of
^6the words are increased.
^6 The second circus act, MATCHPLAY, is a "match the pairs" game using
^6cards. Level 1 uses pictures on the backs of the cards, level 2 uses
^6words and level 3 uses a combination of words and pictures. When a
^6card is clicked on it turns over for a quick glimpse of the reverse
^6side. Each time a match is made, more of the circus audience
^6appears.
^6 The third act, SEAL-A-GRAMS, is intended for children who can
^6already read and is designed to help with spelling. A clown throws
^6balls, with letters on them, for the seals to balance on their noses.
^6The letters are in the wrong order so the child has to put them in
^6the right order to make a word by exchanging pairs of letters until
^6they are in the right order. Clicking on the heads of two seals make
^6the balls exchange places. Level one uses 3 to 4 letter words once
^6more. On levels two and three the length of the words are increased.
^6A "Show Me" button can be used to have quick look at a picture of the
^6mystery word.
^6 The last act, BALLOON BURST, is also intended for children who can
^6recognise words. In this game a clown has a pop gun and must shoot
^6lettered balloons to make a word shown in the picture. Fifteen words
^6need to be identified.
^6 The clown walks continuously across the screen while the coloured
^6balloons float up from the bottom of the screen and line up along the
^6top. The child has to burst the right balloons by clicking the mouse
^6when the clown is underneath the letter that is needed. The balloons
^6do not have to be burst in the order that the letters appear in the
^6word. Once again, level one uses 3 to 4 letter words and the lengths
^6of the words are increased on levels two and three.
^6 Every effort is made throughout the program to retain the child's
^6interest by imaginative use of colour and animation. Speech can also
^6be used during each act although this does have the effect of slowing
^6the game down. User friendly options offer opportunities to see a
^6score chart and show how many words are left in the game.
^6 In conclusion, this program has been well designed and does not
^6attempt to be too ambitious by introducing any words longer than 6
^6letters. It shows not only the programming skills of the authors and
^6their command of AMOS but also their understanding of how a child
^6learns. Len and Anne Tucker appear to have a great deal of talent
^6for producing programs aimed at teaching primary education skills and
^6I would be interested to see whether this can be extended to
^6secondary education. Their work does not address National Curriculum
^6themes directly and I wonder whether this is a reflection of the fact
^6that, unlike the ageing BBC, Amiga's are rarely to be seen in Primary
^6Schools (as yet).
^6 It's the old chicken and egg situation again - primary schools are
^6unlikely to choose Amiga's to replace BBC's when programs adhering to
^6National Curriculum guidelines are few and far between. (Yes, I know
^6BBC's and now Archimedes are subject to large educational discounts
^6but Commodore UK is trying to address that problem at the moment.) On
^6the other hand, authors are unlikely to write for what is such a
^6small market both in terms of subject and machine, especially those
^6who depend on wages from, or commissions by, major publishing houses.
^6 Education thus seems to remain the forté of smaller concerns,
^6including individuals releasing their products as licenseware or into
^6the public domain. High level BASIC interpreters like AMOS have
^6certainly helped many people put their ideas into practice fairly
^6easily (I'm struggling with AMOS myself so I know it's not THAT
^6easy!) and, as a parent, I appreciate many of the results.
^6 On the other hand - how did I end up with three hands? - the
^6Tucker's may well just be writing for their own children and
^6releasing the results for the benefit of others. Whatever the
^6reasons, their programs offer consistently high standards, excellent
^6value and real educational benefit.
^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
^1 PollySoft PD Education
^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
^6 Classroom Maths (PS014)
^7 Classroom Maths, written using AMOS, is a collection of 4 games -
^7Lift Off, Goal, Rescue and Classroom Maths - that share the same
^7table of maths problems. A front screen lets you read instructions,
^7set the level of difficulty, choose the theme and load, save or edit
^7the problems.
^7 Lift Off shows a launch pad where correct answers launch a rocket
^7while Goal shows a goalkeeper who misses or saves the ball depending
^7on a correct answer. Rescue involves saving people jumping from a
^7burning building. Correct answers let you position two firemen
^7holding a net by using a joystick. Classroom Maths shows a teacher
^7and a chalkboard where the problems appear. Answers are input
^7throughout the games using a mouse to click on numbers at the bottom
^7of each screen.
^7 My overall impression was not very favourable. I thought the
^7graphics were blocky and flickered, the animations were jerky, the
^7spelling mistakes throughout the program were annoying, the teacher's
^7pointer sometimes obscured the answer if it was a long number in
^7Classroom Maths, changing from mouse to joystick then back again in
^7Rescue was very awkward and it was impossible to change your answer
^7if you knew you had made a mistake.
^7 The two redeeming features were the good quality speech used
^7throughout the program and the ability to edit the problems supplied.
^7This made it easy to match the level of difficulty to a particular
^7age group. These edited problems can be saved to disc and recalled
^7when needed. Finally, the author asks you to send a contribution of
^7£4. In return you will receive an updated version. I hope it's
^7better than this one!
^6 Dizzy Funtime 1 (PS008)
^7 The other PollySoft product, Dizzy Funtime 1, is another collection
^7of 4 games written using AMOS - Shapes, Keys, Clock and Picture - and
^7introduces "Dizzy", a large colourful character resembling a giant
^7light blue Smartie. Shapes is a picture recognition game. On the
^7easy level a blue Dizzy stands on a ladder to one side of a large
^7blank picture frame with a blank space for a title at the bottom. A
^7picture appears in the frame and a word appears below. Using the
^7mouse the word must be moved towards the space for the title. The
^7word is automatically grabbed as it approaches the space and is stuck
^7in place while Dizzy advances up the ladder. On the hard level there
^7is a red Dizzy on the opposite side of the picture frame and a
^7selection of words appear below. Using the mouse the correct word
^7that describes the shape must be selected and moved towards the
^7space. Blue Dizzy advances up the ladder if it's the right word, red
^7Dizzy if it isn't.
^7 Keys has four levels, all set against a beautifully drawn backdrop
^7showing Dizzy stood in front of a wall next to an apple tree on the
^7top half of the screen while the bottom half shows a QWERTY keyboard.
^7The first level tests recognition of upper case (capital) letters
^7which slide along the top of the wall. If you press the right letter
^7key on the keyboard the letter shoots back again out of sight, Dizzy
^7grins and a caterpillar advances up the apple tree. If you press the
^7wrong letter or the right letter in the wrong case then a magnet
^7appears from the top of the screen and grabs the letter from the
^7wall. The caterpillar falls to the bottom of the tree and you have
^7to start all over again. Level two is the same format but adds lower
^7case letters. Beware level three! It goes back to testing upper
^7case recognition but this time the letters drop by parachute instead
^7and a red caterpillar is added to the green one in a race. If you
^7are not fast enough pressing the correct letter or press the wrong
^7letter the screen whites out in an explosion and the red caterpillar
^7advances. Fast correct answers advance the green caterpillar.
^7 Level 4 substitutes words in a mixture of upper and lower case
^7instead of single letters. A robot voice speaks the word as it falls
^7to the ground and the word must then be typed in using the correct
^7case. You must get it right first time because, surprisingly, there
^7is no backspace to erase mistakes.
^7 The purpose of Clock is to teach youngsters 12 and 24 hour time.
^7The screen shows a large analogue clockface and a keypad on which to
^7enter the time shown. The first level concentrates on using 12 hour
^7time and is very easy as it doesn't use any divisions of the hour.
^7The hands advance around the clockface. When they stop you have to
^7enter the corresponding time on the keypad. The second level
^7introduces the 24 hour clock and shows a demonstration before
^7beginning the test. Again, there are no divisions of the hour used
^7which should have made this level only slightly harder than the
^7first. In practise there is no indication to show whether the
^7program is expecting the time to be entered in 12 or 24 hour
^7notation. For example, I entered 1400 hrs when the clock hands stood
^7at 12 and 2 but was informed I should have entered 0200 hrs.
^7 Picture is a "match the pair" game where Dizzy, standing under an
^7apple tree, shows you a number of closed cupboards. Clicking on each
^7cupboard opens the doors for a second showing the shape behind them.
^7An apple falls off the tree for each pair of shapes discovered.
^7Three levels of difficulty control the number of cupboards that
^7appear, either 6, 12 or 14. A requester appears at the end of the
^7game asking if you want another go. It doesn't matter if you choose
^7Yes or No - in both cases you go back to the beginning of the same
^7game. I eventually found I could get back to the game choice screen
^7by pressing ESC. Whether a bug or deliberate, it's confusing.
^7Thorough testing at development stage or on-screen prompts would have
^7helped.
^7 In conclusion, the overall presentation is very good - screens are
^7beautifully drawn, animations are smooth and flicker-free, sound
^7effects are used throughout, levels of difficulty are reasonably well
^7thought out, keyboard response is excellent. The use of a colourful
^7central character and overall use of the same reward theme, i.e.
^7advancing upwards, to link the games has been used very effectively.
^7 The overall high quality of the program is slightly spoiled by the
^7poor speech and a lack of instructions and prompts, particularly
^7useful for younger children playing it. There is also an occasional
^7small screen glitch. However, in my opinion, it is still more than
^7worth the £3 purchase price AND the £5 contribution requested by the
^7authors, especially if this encourages them to write more of these
^7types of programs. I can imagine youngsters returning to this
^7program again and again and I am looking forward to seeing Dizzy
^7Funtime 2.
^4These 2 PollySoft titles can be obtained for £3 each inclusive of
^4post and packing from Unique Computing, 114 Salters Road, Gosforth,
^4Newcastle Upon Tyne NE3 3UP
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