101 DALMATIANS - ANIMATED STORYBOOK


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Start Programs Kid's World 101 Dalmatians - Animated Storybook

Ease of Use
Easy   l
íííí   Difficult              cdrom.gif (1240 octets)    Yes              Yes

GETTING STARTED
THINGS TO DO IN THE STORY
HOW TO PLAY

Welcome to a classic story of adventure, heroic rescue and puppy love. Based on Disney's movie, 101 Dalmatians - Animated StoryBook will warm hearts while sharpening learning skills.


 

 

1/3- GETTING STARTED

 

Disney's Animated StoryBook, 101 Dalmatians CD-ROM comes pre-loaded on your Packard Bell PC. Before playing it quit all other applications including screen savers.

note.gif (965 octets)  NOTE
Make sure that the Disney's 101 Dalmatians - Animated StoryBook CD-ROM is in your CD-ROM drive.

 

You can access the 101 Dalmatians - Animated StoryBook online manual by clicking here.

 

You make the action happen, bringing animation to life with every click of the mouse. There are four games with multiple skill Levels, six fun sing-along songs and a whole lot more to explore, play and learn.

A- Understanding the Icons

The doggie pawprint outline is your cursor. It turns into a solid black pawprint when there's something fun to click on. Try clicking around to see what pops up. Sometimes different things happen when you click the same object a number of times!
Click on the Narrator, to hear the paragraph read again.
To quit or jump to the Pick-A-Page screen, click the Dalmatian- spotted bone at the bottom of any story screen. You can also press the spacebar to go to Pick-A-Page.
When you move your cursor over a Sing-Along hot-spot you'll see musical notes. Click in that spot to sing a song with your favourite 101 Dalmatians characters.
When you move your cursor over a game hotspot, you'll see a Dalmatian-spotted border around that object. Click the object to play the game.
When you see this spotted arrow, click on the door or path next to it to move forward or backward in the story.
If you want to return to the previous story screen click on the fire hydrant icon. (You can do this from a Game, Sing-A-Long or Pick-A-Page.)

 

B- Keyboard Shortcuts

ESC In Read To Me mode, skips to "The End" screen.
Spacebar Leads to the Pick-A-Page Screen.
Right Arrow Moves ahead to the next story page.
Left Arrow Moves back to the previous story page.
Alt + F Quits and returns user to the Program Manager or Windows 95 Desktop.

 

C- How to play

 

Click on the doggy door on the title screen. Now you can read the story at your own pace, explore each page, play the games and activities.
After each page is read, a cursor appears. Now you are free to click on objects and explore the many surprises hidden in each scene.
Click on the red book from the title screen if you want to sit back and have the story read to you. Games and activities are not available in this mode. The story automatically advances to the next screen after each page is read.

 

 

2/3- THINGS TO DO IN THE STORY

 

A- Read Along

Each story screen begins with an opening animation in which the story is read aloud to you by your Dalmatian narrator Lucky.

If you want to skip past the opening animation, just click your mouse. Click again to skip past the narration. If you want to hear the paragraph read again, just click on Lucky the narrator.

 

B- Dictionary

Click on any word you see highlighted in red and Lucky will define the word with an easy-to-remember poem. To interrupt the poem and return to the story screen, just click your mouse.

 

C- Thesaurus

One word in the paragraph is framed in a red box. Click on the word to see another word that could be used instead. Keep clicking until you find a word you prefer, or return to the original word. Click on the narrator to have the paragraph read again with your new word in place. Your choice will remain in the story until you change it, even if you leave the screen and come back to it later in the story.

 

D- Panorama Screens

Three of the story pages are double-width "panorama screens" which you can explore simply by moving your cursor to the far right or far left of the screen. The cursor becomes a large, Dalmatian-spotted arrow, and the screen will pan (move across) in the direction the cursor is moving.

 

E- Sing-Alongs

Click on the Sing Along hotspot (stereo, radio tower, juke box, etc.) to sing a song with your favourite 101 Dalmatians. The lyrics to all the songs are in the user's manual starting on page 23.

 

F- Games

When you move your cursor over a game hot spot, you'll see a Dalmatian-spotted border around that object.

Click on the object to play the game.

 

G- Pick-a-Page 

Pick-A-Page lets you go directly to your favourite game or page in the story. You'll see a small Dalmatian-spotted bone in the bottom right hand corner of each story page. Click on the bone and a puppy will appear with two dog dishes: Pick-A-Page on the left and Quit on the right.

Click on any of the doghouse icons on the Pick-A-Page screen, to select the title screen, a story page, a game or the credits screen. Blue houses contain games, red houses contain story pages. The puppy sits and waits in front of the doghouse containing the screen you just came from.

 

H- Return to the Story

Simply click on the fire hydrant when you are playing a game, singing-along or in Pick-A-Page and you'll return to the story.

 

 

I- How To Move To The Next Story Page

You will find an exit or door on both sides of each story screen. When you click on an exit, a spotted arrow and puppy tracks will appear. Click on the left exit to move back a page. Click on the right exit to move forward. If you decide you're not quite ready to leave, just click anywhere else on the screen and the door will close.

 

J- Exit the Program

Click on the small Dalmatian-spotted bone, bottom right on each story page. A puppy will appear with two dog dishes; Pick-A-Page on the left and Quit on the right. If you want to leave the program, just click on the Quit icon.

 

 

3/3- HOW TO PLAY

 

A- Canine Commons

Ready, set, concentrate! Try to match all the dogs to their owners. To play, click on any two windows or doors and remember what you see.

Click on the left window of Roger's bedroom to find this game. Or choose the Canine Commons doghouse from the Pick-A-Page screen.

Level 1 = easiest

Level 2 = more difficult

Level 3 = most challenging

Click on the elevator on the outside of the building to change levels.

Level 1: Match dogs with lookalike owners.

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The matching pairs face the same direction.

Level 2: match dogs to owners using the dogs' names. Each owner holds a sign with his or her dog's name written on it. Each dog has its name on its bowl.

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Each dog's name begins with a different letter.

Level 3: match the names written on the dogs' bowls with the names called out by their owners.

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Click on an owner's window to hear the name again.

It takes good visual memory, initial letter matching and symbol-sound recognition skills to win this game, and the more you play, the better you'll get.

 

B- Break The Secret Code

A group effort is needed to rescue the puppies from the De Vil Mansion. The gate is locked with a security keypad, and only those who know the code may enter.

Fortunately, the neighbourhood animals can help... but they can't speak English! Once you've spelled three words correctly, the gate will open and you'll win the game.

You can reach this game by entering through the gate on the Vignettes screen shown, or choosing the Break The Secret Code doghouse from the Pick-A-Page screen. To change from levels 1, 2 or 3, use the level indicator buttons on the security box.

Level 1: each animal represents one letter. Listen to the animal sound (meow, cluck, moo, etc.) and check the code chart to see which letter it represents. Then using your cursor, click the letter on the keypad. Repeat this process until you've spelled out the three-Letter word that breaks the code.

Level 2: a series of three animal sounds represent a single letter in the code. Listen to the sounds and check the code chart to see which letter is represented by the sequence you heard. Then enter the Letter on the keypad. Repeat this process until you've spelled out the four-Letter word that breaks the code.

Level 3: a series of five animal sounds represent a single letter in the code. Listen to the sounds and check the code chart to see which letter is represented by the sequence you heard. Then enter the letter on the keypad. Repeat this process until you've spelled out the five-or six-letter word that breaks the code.

Even if you're not sure you remember a sequence, go ahead and guess or click on Kipper (the dog at the bottom of the page) to hear the sequence again. While you play, you'll sharpen your listening and recognition skills, and learn to solve problems using strategy and memory.

 

C- Find The Puppies

Ready, pet detectives? The action begins in the mansion's creepy old Library, then moves to the bedroom and the attic. Your goal is to click on certain objects to open secret doors leading to the puppies' hiding place. As you move the cursor around the room, each object's name is pronounced to help you identify it.

Each screen has a secret door that can be opened only with a three-part combination you can deduce from the three notes (clues) the puppies left behind.

You can enter this game from the top of the steps in the Mansion Foyer, or choose the Find The Puppies doghouse from the Pick-A-Page screen.

To change levels of difficulty, use the level indicator buttons on the notes.

Level 1: the clues show an outline of an object in the room. Find the object that matches the outline and click on it.

Level 2: the clue is a letter of the alphabet. Click on an object in the room that begins with that Letter.

Level 3: each clue is a riddle. Read the note and decide which object in the room answers the riddle.

Once you reach the attic, you're in for a big surprise. You'll have to 1ook around in the dark with your torch to find the puppies, and a few more surprises, too.

This game gives you many chances to sharpen visual, memory and language skills.

 

D- Roger Radcliff's Fetch!

It's a-maze-ing how much fun learning can be! In this game you're a puppy searching for objects beginning with a certain letter or blend of letters. Move around the maze picking up objects as you go: four objects for each of three goal letters or blends. By playing and winning, you can he1p the puppies win their spots and foil Cruella for good! (The police will even come and take her away in a Police Van!)

This game is on the last story page. Click on the game machine on the coffee table to start the game, or choose the Roger Radcliff's Fetch doghouse from the Pick-A-Page screen.

If you see Cruella De Vil in your maze, watch out! If you run into her she will take back one of the objects you have collected and you'll have to fetch it again! There is one way to foil Cruella's evil plans, however. When you pick up the Magic Bone (Levels 2 and 3 only), you acquire a secret weapon: Puppy Breath! Cruella hates Puppy Breath. If you chase her down and catch her while the Magic Bone is "active," she will buzz off for a brief period of time.

Whenever you want to pause the action, just click your mouse. The puppy will sit down during the time out. Click on the puppy in the maze to resume the action.

Level 1: your goal is to move through the maze collecting items beginning with the goal letter. Do this three times to win. Cruella is easy to avoid at this level.

Level 2: your goal is the same as Level 1, however Cruella is smarter. But, you can acquire Puppy Breath when you pick up the Magic Bone.

Level 3: your goal is to collect items beginning with a pair of consonants (i.e. br, th, sl, etc.) Cruella is more aggressive, and Puppy Breath Lasts for a shorter period of time.

This game is great for practising mouse navigation skills, and helps build visual and auditory discrimination, letter-sound recognition and vocabulary.