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1994-02-19
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Ms. Piggy Bank 1.0
Copyright (c) 1994 KidStuff Software
Vicki Watson
6490 Dubois Rd. Delaware, OH 43015-8931
614-548-5043 Compuserve 71043,3706
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.
Shareware Registration Form - MSPIG 1.0
[ ] $15.00 Registration fee for "Ms. Piggy Bank"
[ ] $2.50 shipping for orders outside the U.S. or Canada only.
(Shareware versions of the following programs are available.
See descriptions of these programs at the end of this file.)
[ ] $3.00 "Sounds Like A..." [ ] $3.00 "Talking Number Machine"
[ ] $3.00 "Preschool Pack" [ ] $3.00 "Masterpiece Menu"
[ ] $3.00 "Talking Time Tutor"
*** Please indicate disk size and Sound Blaster or Speaker version.
Disk Size: [ ] 3 1/2" [ ] 5 1/4"
[ ] Sound Blaster/Adlib Version [ ] PC Speaker Version
Benefits Of Registering:
The registered version of Ms. Piggy Bank allows the use of
$5, $10, and $20 bills in activities 1 & 4, a total of 19 coins
or bills in activity 1, and totals up to $134.00 in activity 2.
Selection of the Sound Blaster, Adlib or compatible sound card
is enabled, The shareware screens are removed.
You will also receive the most current version at the time of
registration, support via phone or mail, and notification of
and substantial discounts on program upgrades or new software
from KidStuff.
Please send your check or money order (checks must be for
U.S. funds on a U.S. bank!) to:
KidStuff Software
6490 Dubois Rd.
Delaware, OH 43015-8931
Name: _________________________________________
Address: _________________________________________
_________________________________________
_________________________________________
Phone: ________________________
I received the shareware disk from: ________________________
Comments or suggestions:
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
PROGRAM REQUIREMENTS
Ms. Piggy Bank (MSPIG) requires a 286 12Mhz or faster computer, 640K RAM,
a hard drive, VGA color monitor, and a mouse. The speech works with
either the speaker or Sound Blaster, Adlib, or compatible sound
cards. Sound Blaster and Adlib support provided to registered users
only. MSPIG is not compatible with Microsoft Windows and must be run
strictly from DOS.
INSTALLATION
Insert disk 1 and type A:INSTALL (or B:INSTALL). After installation
you should have the following files:
MSPIG.EXE MSPIG.CRD
MSPIG.GXL MSPIG.DOC
MSPIG.RSC
Once installed, change to the MSPIG directory and type MSPIG to run
the program. From the main menu screen you may press F10 to set the
program options.
MS. PIGGY BANK INSTRUCTIONS
MAIN MENU OPTIONS
- Pig's Tail: exit MSPIG and return to DOS. You may also press
ESC to exit the program.
- Pig's head: the pig will oink and wink.
- 6 activity icons: begin one of the 6 activities. There are
five square activity icons at the top of the screen. The
sixth activity (coin catch) is activated by clicking the
area of the coins falling into the slot of the piggy bank.
The activities may also be activated by pressing the function
keys F1-F6.
- F8: Show the activity scoreboard.
- F10: Set the program options.
PROGRAM OPTIONS:
Press F10 from the menu screen for the Program Options window.
Use the ENTER key to move to the next field, or the Up or Down
arrow keys to move to the previous or next field. Press ESC when
you have entered all desired information. The options are saved
to disk. These options may be modified at any time.
Options for Activity 1: Total Money
You may select individually whether each of the coins or
bills will be used in this activity. For younger users,
you may choose to start by using only 1 or 2 types of coins.
Enter 'Y' for each of the coins or bills you would like to
use, 'N' for those you do not want to use. [The $5, $10,
and $20 bills are available only in the registered version
of the program].
You can control the total number of bills and/or coins
displayed in activity 1 by setting the Minimum and Maximum
Number of Coins/Bills fields. The minimum is 1 and the
maximum is [10 for the shareware version, or 19 for the
registered version]. For example - if you would like at least
5 coins/bills to be displayed, but not more than 10. Enter
5 in the minimum field and 10 in the maximum. If you enter
the same number in the minimum and maximum fields, the
same number of coins/bills will be displayed each time.
Options for Activity 2: Select Money
In activity 2 a random total is displayed at the bottom
of the screen. You may set the Maximum Dollar Amount used
for this total by entering a number from 0 to [10 for the
shareware version, or 134 for the registered version].
If you want only totals less than one dollar to be displayed,
enter a 0 in the Maximum Dollar Amount, and a value from 25 to
99 in the Maximum Cents Amount field. The value in this field
is ignored unless the Max. Dollar Amt. is set to 0.
The Show a Running Total? (Y/N) field controls whether the
total is updated and displayed each time a coin or bill is
clicked. Enter 'Y' to show the running total, 'N' otherwise.
Options for Activity 4: Money Equivalents
You may select individually whether each of the coins or
bills will be used in this activity. Enter 'Y' for each of
the coins or bills you would like to use, 'N' for those you
do not want to use. [The $5, $10, and $20 bills are available
only in the registered version of the program].
The Show a Running Total? (Y/N) field controls whether the
total is updated and displayed each time a coin or bill is
clicked. Enter 'Y' to show the running total, 'N' otherwise.
Options for Activity 5: Board Game
The option for activity 5 controls how the change is counted
when making change for the purchased toy. Enter an 'F' or
a 'B' for forward or backward. Assume you paid $5.00 for a
toy that cost $3.32. If this option is set to 'B', the change
will be counted back as: 3 pennies, 1 nickel, 1 dime, 2
quarters, and 1 dollar. If 'F' is selected the change will
be counted back as: 1 dollar, 2 quarters, 1 dime, 1 nickel,
and 3 pennies.
Options for Activity 6: Coin Catch
The option for this activity controls the speed of the
falling coin. This value can be set from 1 to 50, with 1 being
the fastest and 50 the slowest. Experiment with this value
based on the speed of your computer and the skill of the user.
Other Options:
Show Activity Instructions? (Y/N)
A 'Y' in this field will display an instruction window
each time an activity is entered. After reading the
instructions, click or press a key to remove the instruction
window. After you are familiar with each of the activities,
you can turn this feature off, by entering 'N' here.
Sound On? (Y/N)
A 'Y' here enables speech and sound effects. 'N' turns them
off.
Speaker (1) or Sound Blaster (2)
Ms. Piggy Bank provides support for either the PC speaker
or Sound Blaster, Adlib or compatible sound cards. Enter a
'1' to use the speaker, or '2' if you have a compatible
sound card. [Sound card support is enabled only in the
registered version].
PROGRAM ACTIVITIES:
There are 6 different money activities. The icons representing
them are found on the main menu. The squares at the top of the
menu screen are the icons for activities 1-5 (left to right).
The 6th activity (coin catch) is activated by clicking on the
coins falling into the slot of the piggy bank. The activities
may also be activated by pressing the function keys F1-F6.
See the program options section for information on how to control
the skill levels for activities 1, 2, 4, and 6. Most of the
activities will provide the icons listed below. Their general
function is described here. Specific details may be found in
the section describing each activity.
Icon Key Operation
------ ----- --------------------------------
Lips S Say the value of the money
Eraser DEL Erase money or total
? ? H Show the answer to the problem
Coins SPACE Display a new problem
Clicking the lips icon will say the value and display the value
in words. Click or press a key to remove the displayed value.
Help is activated by clicking the question mark icon or by
pressing either the question mark key (you do not have to use
the shift key), or the letter H. When help is used, the same
problem will remain on the screen. The user can erase the answer
and then try to answer the same problem on their own.
The number of correct answers for each activity is maintained
and will be displayed after each correct answer. If your answer
is correct, click or press a key to remove the displayed score.
Activity 1: Total Money
Click - Icon 1: Cash Register Key: F1
In this activity a number of coins and/or bills will be displayed
on the screen. Add up the total value of the money shown. Enter
this total on the cash register by clicking on the numbers of the
cash register, or by typing the numbers at the keyboard. When the
total is entered, click either the red open button on the cash
register or the calculator icon. You may also press the ENTER key.
If your total is correct, the cash drawer will pop open.
Activity 1 Icons
Icon Key Operation
------ ----- --------------------------------
Lips S Say the value of the coins/bills
Eraser DEL Erase the value on the register
? ? H Show the answer on the register
Coins SPACE Display a new problem
Activity 2: Select Money
Click - Icon 2 Key: F2
In this activity a total will be displayed at the bottom of
the screen (for example: $17.43). You will click on the
icons representing the bills and/or coins which will add
up to the displayed total. In this case you would click
on $10, $5, $1 twice, quarter, dime, nickel, and the penny
three times. As you click on the coin/bill icons, the
coin or bill will be displayed. If you have turned the
running total option on, your total will also be displayed
as you select items. If running total is not on, you can
click the calculator icon at any time to display your
total. Clicking the eraser icon with the left button will
erase your coins. Clicking it with the right button will
erase your bills.
Activity 2 Icons
Icon Key Operation
------ ----- --------------------------------
Calculator ENTER Total the displayed coins/bills
Lips S Say the total of the displayed
coins/bills
Eraser DEL Left button - erase coins
Right button - erase bills
DEL - erases both
? ? H Show the answer by displaying the
correct coins/bills
Coins SPACE Display a new problem
Activity 3: Money Names and Values
Click - Icon 3 Key: F3
This activity simply says and displays the names and values
of each coin and bill. Click on a coin or bill to see and hear
its name and value.
Activity 4: Money Equivalents
Click - Icon 4 Key: F4
In this activity a coin or bill will be displayed in the
lower right corner of the screen. Another coin or bill will
be displayed just to the left of it. You will determine how
many of the rightmost coin/bill are required to equal the
value of the coin/bill to its left. Click the rightmost
coin/bill that number of times.
For example a half dollar might be displayed, and a nickel
to the right of it. You want to show how many nickels are
required to equal the value of the half dollar. You would
click the nickel 10 times. Each time you click, a nickel
will be displayed. If you have turned the running total
option on, your total will also be displayed as you click.
If running total is not on, you can click the calculator
icon at any time to display your total.
Activity 4 Icons
Icon Key Operation
---------- ----- --------------------------------
Calculator ENTER Total the displayed coins/bills
Lips S Say the value of the displayed
coins/bills
Eraser DEL Erase the displayed coins/bills
? ? H Show the answer by displaying the
correct coins/bills
Coins SPACE Display a new problem
Activity 5: Board Game
Click - Icon 5 Key: F5
This activity is a board game for 1 or 2 players. When this
activity is selected you will see a square in which you will
enter the player name(s) and the number of the playing piece
for each player. If there will only be one player, leave the
information for player 2 blank. Press ENTER or the down arrow
to move to the next field, or the up arrow to move to the
previous field.
The next screen will display the playing board. The name and
current amount of money for each of the players will be displayed
in the upper left corner. Each player begins the game with
$5.00. You may exit the game at any time by clicking the Stop
sign or pressing ESC.
Player Moves:
If there are 2 players, an arrow will point to the name of the
player whose turn it is. Click on the spinner to show the number
of squares to move. Click the square that your playing piece will
land on. Your playing piece will then be moved to that location.
If you will land on a square that moves you forward or backward,
click on the square with those directions. The computer will then
automatically move you forward or backward the indicated amount.
Income or Expense Cards:
If you land on a square with a STAR, a card will be drawn from the
deck of Income or Expense cards. The text of the card will be
displayed indicating whether the current player has earned or spent
money. After reading the card, click, and the indicated amount will
be added to, or subtracted from that player's total. A player's
total will never go below 0.
Money Activities:
Squares with a dollar sign will enter into one of four money
activities. The current player will be given one problem in that
activity. Click the calculator or press ENTER when the activity is
completed. If the problem is answered correctly, $2.00 will be
added to your total. These activities are identical to activities
1, 2, 4, and 6 from the main menu. The only difference being
that you are given only one chance to answer a single problem.
Winning the Game:
The player reaching the last square first is the winner and will
be allowed to make a trip to the Toy Store where one toy may be
purchased. The lowest price for a toy is $.50. If the winner does
not have at least that amount the Toy Store will not be entered.
Selecting a Toy:
A picture of the outside of the toy store will be displayed. Click
or press a key to go into the store. The next screen will display
a variety of toys. The amount of money you have earned is displayed
at the top of the screen. Click on a toy to display a price tag. If
you would like to purchase that toy, click the [Buy] button on the
price tag, otherwise click anywhere outside the price tag and it
will disappear. If you click [Buy], but do not have enough money for
that toy, you will see a message indicating so. Click to erase the
message. When you have selected a toy to buy, you must pay for
the toy.
Paying for the Toy:
The toy you have selected will be displayed in the upper left
corner along with its price. The money you have earned will be
displayed in bills/coins on the screen. Click the bills or coins
you would like to use to purchase your toy. As you click, the
total will be displayed on the cash register. When you have
selected enough money to cover the cost of the toy, you will hear
a beep. You may continue to click additional coins or bills after
that if desired. When you have selected the amount desired for
your payment, click the [Open] button on the cash register or
the calculator icon, or press ENTER.
Payment Screen Icons
Icon Key Operation
---------- ----- -----------------------------------
Calculator ENTER Payment entered
Eraser DEL Erase payment and start over
? ? H Show the answer by displaying the
coins/bills for the payment
Counting out the Change:
In the next screen coins and bills will be displayed in a
cash register drawer. You will have a chance to count out the
change from your purchase based on the price of the toy, and the
amount of money you have paid. Your change will be counted back
either forward or backward as set in the program options. Forward
being the highest bill or coin amount to the lowest, and backward
being the lowest coin or bill amount to the highest. The change
must be counted back exactly in order.
Assume you have paid $5.00 for a toy that cost $3.32, and you have
set the Change Counting order to backward. You would click on 3
pennies, 1 nickel, 1 dime, 2 quarters, and 1 dollar. As you click
on the coins or bills your change is totaled and the amount displayed
at the top of the screen. If backward order is selected, the
"count back" total is also displayed at the bottom of the screen,
(ie. 3.33, 3.34, 3.35, 3.40, etc.) If forward order is selected the
change will be counted back in the opposite order, the change total
will be displayed, but there will be no "count back" total. The help
icon in this screen will display a single coin or bill at a time.
Click it repeatedly to display all of the change.
After your entire change amount is displayed, a piggy bank will be
displayed, coins will drop into it, and the pig will wiggle its
ears and tails. Click, or press any key at that point to return to
the menu screen. If the change amount is zero, the pig will be
displayed, but no coins will appear.
Activity 6: Coin Catch
Click - Coins falling into bank Key: F6
In this activity a coin will appear at the top of the screen and
begin falling toward the bottom of the screen. Click the icon on
the right side of the screen which matches the value of the
displayed coin. When the correct value is clicked, a piggy bank
will appear at the bottom of the screen. Move the piggy bank using
the left or right mouse buttons, or the left or right arrow keys.
Position the piggy bank under the falling coin and the coin will
drop into the bank. The speed of the falling coin may be set in
the program options window.
TROUBLESHOOTING GUIDE:
Ms. Piggy Bank will not run under Microsoft Windows. The speech
will not work on a system slower than 12 Mhz.
Programs using graphics and sound require large quantities of memory.
If you are having trouble with the program, please free up all
available memory. If you have any TSR's or memory resident programs
loaded, they should be removed from memory. MSPIG will access expanded
memory if available.
MSPIG requires a color VGA monitor/video card.
A mouse driver must be loaded via your config.sys or autoexec.bat
file before using MSPIG. See the documentation that came with
your mouse.
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.
=========================================================================
S O U N D S L I K E A . . .
=========================================================================
"Sounds Like A..." is a unique and entertaining game for children
ranging in age from approximately 1 1/2 to 7 years of age. The
program uses colorful graphics and a variety of high-quality sounds
ranging from a clock "ticking" to a dog "barking". In the first of
two games, the child must find the picture which matches a sound.
Your child may hear, for example, a cow "mooing". He/she 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 game 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.
*** An enhanced version of Sounds Like A... is available for Sound
Blaster or Adlib systems that provides 36 MIDI songs in addition to
the sounds of the standard program. Your child will hear a song and
match that song to its corresponding picture. There are 12 children's
songs, 12 Bible songs, and 12 Christmas songs. Also included in this
version is a "tape player" where your child can play any of the sounds
or songs in the program.
=========================================================================
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
=========================================================================
The inspiration for "Talking Number Machine" (TNUM) came from my
daughter Lisa, age 7. From the time she learned to read, she was
continually asking me, "Mom, what's this number?". At the time she
could not recognize numbers over about 999. After working with the
"Talking Number Machine" she is comfortable with numbers up to the
trillions. 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.
A utility program is included with TNUM which allows you to enter
your own number facts for use in the program.
=========================================================================
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.