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1994-02-19
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Preschool Pack 2.0
Copyright (c) 1994 KidStuff Software
Vicki Watson
6490 Dubois Rd. Delaware, OH 43015-8931
614-548-5043 Compuserve 71043,3706
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.
**** Enhancements to Preschool Pack version 2.0 include:
- sound card support (Sound Blaster, Adlib, or compatibles)
- improved and additional graphics
- improved music (sound card version)
- left or right mouse buttons supported
- Name, address, and phone number activity added
- Counting:
options to set the count start and/or stop number from 1 to 25
key press will also display objects in counting mode
updates the number display during the count
option to enter the number which matches the number of images displayed
press ENTER or SPACEBAR to display the answer in enter number mode
- ABC's:
click on the letter in the upper left corner to say the alphabet
from a-z (click or press a key to go to the next letter, stop
by pressing ESC)
A portion of the butterfly will be displayed for each correct
letter clicked
- Animal homes:
Animal sound effects and animations have been added
- Matching:
A matching game may consist of either 12 or 24 cards
Shareware Registration Form - PPK 2.0
All registered users receive over 100 extra pictures for use in
PPK, 12 or 24 cards in the matching game, count up to 25 in the
number game, 13 additional animal animations and sounds, support
via phone or mail, removal of the shareware screens, and
notification of and substantial discounts on KidStuff Software.
Disk Size: [ ] 3 1/2" [ ] 5 1/4"
[ ] Sound Blaster/Adlib Version [ ] PC Speaker Version
[ ] $10.00 (Standard Registration, includes the above benefits)
[ ] $20.00 (Personalized version, includes the above benefits
plus complete personalization for your child in the name,
address, and phone number activity. You may include the
first names of 1 to 3 children as long as they have the
same last name and address.)
Fill out the following for personalized versions only. Please
indicate proper pronunciations of anything unusual!!! Also
show how you would like numbers spoken. For example - 6490
could be either six-four-nine-zero, or sixty four-ninety.
Child's First Name: _______________________________________
Last Name: ________________________________________________
Street Address: ___________________________________________
City, State, Zip: _________________________________________
(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 "Ms. Piggy Bank"
[ ] $3.00 "Talking Time Tutor" [ ] $3.00 "Masterpiece Menu"
[ ] $3.00 "Talking Number Machine"
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
Preschool Pack requires a 12Mhz or faster PC, 640K RAM, a hard drive,
an EGA or VGA color monitor, and a mouse. Two different versions of
PPK are available. One works with Sound Blaster, Adlib, or compatible
sound cards. The other works with the PC speaker. Neither version is
compatible with Microsoft Windows. PPK must be run strictly from DOS.
INSTALLATION
Insert disk 1 and type A:INSTALL (or B:INSTALL). Once installed, change
to the PPK directory and type PPK to run the program. From the main
menu screen you may press F10 to set the program options.
PRESCHOOL PACK INSTRUCTIONS
F10 Program Options (from the main menu screen)
Press ENTER or use the arrow keys to move between option fields.
Press ESC when you have set all the desired options, to exit the
screen. The options are saved to disk. They may be modified at
any time. From the options window you may set the following:
Speech On (Y/N) - Y to turn speech on, N to turn it off. "Speech"
includes the animal sounds as well as voice.
Music On (Y/N) - Y to turn music on, N to turn it off.
Computer Speed - Slow, Medium, Fast (S/M/F)
This option primarily controls the timing of the animations
in the program. Set it according to the following guidelines.
You may need to adjust these for individual systems.
'S' - 286 computer 'M' - 386 computer 'F' - 486 computer
Music Volume (1-15)/Voice Volume (1-15)
These options allow you to control the relative volume levels
of the voice to the music in the Sound Blaster version of the
program. These options will have no effect on some sound cards.
They will work on Sound Blaster Pro or similar cards. They will
have no effect in the PC speaker version of the program. There
is no way to adjust the volume of the PC speaker.
Count From ?? to ??
In the counting game you may set a range of numbers to be used,
anywhere from 1 to 25. You may only want to work on the numbers
1 to 10, 10 to 20, 1 to 25, etc. [The shareware version allows
numbers 1-10.]
Enter Numbers?
Answer Y/N here to control how the counting game operates. If 'Y'
a number of objects will be displayed in the counting game and the
user will have to type in the number of objects. If 'N' a number
will be displayed and the user will count along with the computer
by pressing a key or clicking the mouse.
Matching Blocks (12/24)
This controls the number of blocks used in the matching game
(12 or 24). [The shareware version allows 12.]
Boy or Girl (1-6)
Enter a number from 1 to 6 to display the pictures of the 3 girls
(1-3) and 3 boys (4-6) used in the name, address, and phone number
activity. After pressing ENTER the new picture will be displayed.
Use the up arrow key to re-enter this field if you would like to
look at a different picture.
The remaining fields are used in the name, address, phone number
activity. Please type in the information for your child. If you
have ordered the personalized version of PPK, all of this information
will be spoken. If not, the first name will be spelled and the
telephone number spoken. All other information will be displayed
only. You may enter the first names for up to 3 children.
MAIN MENU MOUSE CLICKS
- Stop sign: exit PPK and return to DOS.
- cat's head: meow and wink.
- lower right corner of the screen: mouse runs across the screen.
- upper left corner of the screen: doll waves from corner of sack.
- 6 activity icons: begin one of the 6 activities.
PROGRAM ACTIVITIES:
COUNTING:
Click on 123 for the counting game. The counting game operates
in two different modes - counting mode, or enter the number
mode. Set the field Enter Numbers? in the program options
window to Y/N to set the mode. If this field is set to 'Y', a
number of objects will be displayed and the user will have to
type in the number of objects. If 'N' a number will be displayed
and the user will count along with the computer by pressing a key
or clicking the mouse.
Counting Mode:
A large number will be displayed in the upper left corner, and
that number will be spoken. For example the number 7 may appear.
You should then click the mouse anywhere on the screen, (or press
any key) 7 times. For each click a picture will appear on the
screen. The program will count as each item appears. When you
have clicked the correct number of times, the bear will dance and
a song will play. You may stop the song at any point by clicking
the mouse or pressing a key during the song. You may then continue
with the next number or click on STOP to end the game. The child
should be encouraged to count along with the program as the objects
appear.
Enter the Number Mode:
In this mode a number of objects will be displayed. The user should
type in the correct number of objects displayed. Do not press ENTER.
If the correct number is typed, the number will be displayed and
spoken, and the doll will dance and sing. You may stop the song at
any point by clicking the mouse or pressing a key during the song.
You may press the ENTER key or SPACEBAR to display the correct answer
automatically. There is no song or dance if this "Help" method is
used. After a brief pause the next set of objects will be displayed,
continue with the next set or click on STOP to end the game.
COLORS:
Click on the balloons for the color game. You will see two rows of
color blocks. A colored balloon will appear on the right side of the
screen and begin rising to the top of the screen. Click on the block
which is the same color as the balloon. If you click on the correct
block, that balloon will appear at the bottom of the screen and a
different colored balloon will appear. If you do not click the right
color before the balloon reaches the top of the screen, that balloon
will pop and a new balloon will appear. Play continues until the
display of correct balloons at the bottom of the screen is full. You
may click on the rabbit to speed up the balloon or on the turtle to
slow down the balloon. Each time you click on the speed icons, the
balloon will either speed up or slow down. A song will play when all
the balloons are collected. A new game will be set up allowing you
to play again, or click the STOP sign to return to the main menu.
ALPHABET:
Click on ABC for the alphabet game. You will see a letter in
the upper left corner, and the name of this letter will be spoken.
A grid containing various letters will be displayed on the right.
Click on each letter in the grid which matches the letter on the
left. As each letter in the grid is clicked on, the name of that
letter will be spoken. If a matching letter is clicked it will be high-
lighted. As each match is found, part of a butterfly will be displayed.
When all matching letters are found, the completed butterfly will
fly across the screen as a song is played.
Below the letter in the upper left corner, you will see a box with
[A a Aa]. Click on this box at any time to change the case of the game.
Click on the capital 'A' to change to all upper-case. Click on the
lower-case 'a' to change to all lower-case. Click on the upper/lower
case 'Aa' to change to a mixture of upper and lower case letters.
Click on the area between the Upper/Lower Case Block and the STOP
sign to hear the ABC song. Click on the letter in the upper left
corner to hear the entire alphabet spoken. Click the mouse or press
a key to advance through the letters from A to Z. Press ESC at any
time to end the speaking of the alphabet.
The ABC game will continue until you click on the STOP sign or press
ESC to return to the main menu.
MATCHING:
Click on the squares to play the matching game. Click on a square
to reveal a picture, then click on another to find it's match. The
bee will frown when a mistake is made and will smile when a correct
match is found. Clicking on the bee will make him fly over the screen.
The bee will fly and a song will play when all matches are found. A
count of the number of tries used will be displayed under the bee. A
new matching game will be set up allowing you to play again, or click
the STOP sign to return to the main menu. Set the Matching Blocks
field to 12 or 24 in the Program Options window to control the
number of blocks used for the Matching game.
ANIMAL HOMES:
Click on the elephant to play the animal homes game. The next screen
will display a barn, a circus tent, and a forest. In the lower,
right corner an animal will be displayed. Some of the animals will
have a sound effect, and/or animation associated with it. In the
Sound Blaster version the sound effects and animations are performed
simultaneously. Due to the limitations of the PC speaker, the speaker
version performs the animations after the sound effects. Click on
the displayed animal to repeat the animation. In the Sound Blaster
version, the sound effect will also be repeated. [The shareware
version provides one animated animal for each of the homes. The
registered version provides 16.]
After an animal is displayed, click on the picture that represents
the correct home for this animal. The animals may only be placed in
the correct homes. When the correct home is clicked, a full screen
picture of that home will appear. You may click anywhere to place
the animal on the screen. You may click repeatedly to move the animal
to different positions on this screen. When the animal is placed where
you want it, click STOP to return to the ANIMAL HOMES screen. A new
animal will appear and you can repeat the above process. When all
animals for a home have been placed, a song will play. When all
animals for the farm, circus, and forest have been placed you will
be returned to the main menu. You may also return to the main menu
before all animals are placed by clicking on the STOP sign, or pressing
ESC in the ANIMAL HOMES screen.
The animals included are listed below. Animations or Sound effects
are indicated by an A or S.
FARM CIRCUS FOREST
---------------------------------------------------------
Cow [AS] Seal [AS] Deer
Pig [AS] Tiger [AS] Skunk
Goat [AS] Lion [AS] Snake [AS]
Chicken [AS] Monkey [AS] Fox
Ducks [AS] Elephant [AS] Owl [AS]
Sheep [AS] Horse [S] Raccoon
Horse [AS]
Goose [AS]
NAME, ADDRESS, AND PHONE NUMBER:
Be sure you have entered the information related to this activity
by pressing F10 for the Program Options window (from the main menu).
NAME:
Click on the name bubble to hear the child's first name spelled.
If you have purchased the personalized version, the child's name will
be spoken also.
ADDRESS:
If you have purchased the personalized version, click on the mailbox
to hear the child's first name, last name, and complete address spoken.
Click on the dinosaur and he will mail a letter.
PHONE:
Click on the phone number displayed on the bottom of the phone to
hear the phone number spoken. "Dial" the displayed phone number by
clicking on the appropriate buttons, or by typing the numbers on
the keyboard. If the number dialed matches the number displayed on
the phone, the phone will ring and someone will say "Hello". If an
error is made while dialing, click on the receiver to get a dial
tone and start dialing over again with the first digit of the phone
number.
TROUBLESHOOTING GUIDE:
PPK 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. PPK will access expanded
memory if available.
PPK requires an EGA or VGA monitor/video card.
A mouse driver must be loaded via your config.sys or autoexec.bat
file before using PPK. See the documentation that came with
your mouse.
Sound Blaster/Adlib or compatible versions of each of these
programs area available to registered users.
=========================================================================
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 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.
=========================================================================
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.