Welcome to Al Bunny's Typing Class

Version 2.0 for Microsoft Windows 3.1( Windows 95 compatible )

Contents

What is " Al Bunny's Typing Class" ?  What's new in version 2.0?

How to install "Al Bunny's Typing Class" ?

How to use "Al Bunny's Typing Class" ?

Can I redistribute Al Bunny's Typing Class ?

LICENSE & WARRANTY

REGISTRATION and REGISTRATION FEE

How to register ?

REGISTRATION FORM

Trouble Shooting

Questions or Comments ? You can send us an e-mail to

info@sunmoonusa.com or 74243.241@compuserve.com

We are preparing to launch our WEB site.  After January 1, 1997, you should be able to visit us at www.sunmoonusa.com.

Microsoft Windows and Windows 95 are trademarks of Microsoft. All other contents in this document are copyrighted materials of SunMoon USA.


What is " Al Bunny's Typing Class " ?

Al Bunny's Typing Class, as the name indicates, is essentially a typing tutor.  At  the same time,  however, it is also designed to be as interesting as a game.  For most people, the greatest difficulty they might encounter in learning to type is which finger should be used to press which key without looking at the keyboard.  One usually needs to switch his/her attention back and forth  between the monitor screen and keyboard.  This makes the learning process  inefficient and painful.   Some software publishers have created enjoyable typing tutors in the form of a game, but none of them could make the learning process of typing so quick, efficient, and enjoyable as Al Bunny's Typing Class does.  In fact, lots of our registered users have used other commercial typing-tutor software before they registered Al Bunny with joy.

What is NEW in version 2.0?

In version 2.0,  we added several new features to the already powerful program. Some of the most important improvements are listed bellow:

1. Al Bunny now supports almost all the keyboard layouts used in the world. Even the far east users( for example, Chinese ) can use Al Bunny to practice the input-methods associated with their native characters.  For details, please refer to the Picture-Font section in How to Use Al Bunny's Typing Class.

2. Now every user can have his/her own detailed learning history file for progress reviewing and the hints for improvement.  After each CLASS session, a detailed analysis is provided to the user.   In addition to the accuracy and speed, there is also information in the analysis report telling the user what are exactly the keys that need more practice.

3. Much More Fun!  After working hard in the class(maybe not hard at all with Al Bunny), you might want some entertainment.  Just click on the <Play Racing Game> menu item under the [GAME] menu and you are on the track.  Help Al Bunny win the race by clearing the obstacles in his way before his rival catches him up.  You will find that it is very easy to help Al Bunny by just using the skills you have learned in the class to enter the string under the obstacles correctly.

4. The user now can open a text file of his/her choice for exam.


How to install "Al Bunny's Typing Class" ?

First , make sure that you have ALL the files listed below

ALBUNNY.EXE

ALBUNNY.REC

ALBUNNY.HLP

AL_BUNNY.USR

REGISTER.TXT

USERS.REC

BOPOMO.KMP

CAN_ENG.KMP

CAN_FREN.KMP

DUTCH.KMP

FRENCH.KMP

GERMAN.KMP

ITALIAN.KMP

JAPAN.KMP

KANA.KMP

NORWEGIA.KMP

NUM_PAD.KMP

PORTUGUE.KMP

SPANISH.KMP

SWEDISH.KMP

UK_ENG.KMP

US_ENG.KMP

USDVORAK.KMP

PICTFONT.PFN ( Template for editing picture font )

BOPOMO.PFN	 ( Picture  font file for Chinese input method )

KANA.PFN	 ( Picture font file for Japanese Kana )

JAP_BKGD.BMP ( Custom background for Japanese keyboard )

NUM_PAD.BMP  ( Custom background for numerical key pad )

All the files with extension KMP are keyboard layout map files.  Al Bunny uses the keyboard layout map file to figure out where Al Bunny should show up for a given key associated with the keyboard layout being used.  In case you can not find the proper KMP file for the keyboard you use, you can create your own KMP.  Please refer to the How to use section for details.  All the files with extension PFN are basically BLACK-AND-WHITE Windows Bitmap files.  These PFN files are used as picture fonts for the special symbols used in the input methods associated with languages such as Chinese.  Those files with the extension BMP, of course, are in Windows Bitmap File format and can be used as custom backgrounds in Al Bunny for special needs.  Please refer to How to use section for more details.  To make Al Bunny work properly, all the files should be in the same directory.

Second, create a directory (you can call it any name you like) and copy all the above files into that directory.

Third, open File Manager (File Explorer  in Windows 95), double click on ALBUNNY.EXE and have fun!


How to use "Al Bunny's Typing Class" or How to play "Al Bunny's Typing Class" ?

It's pretty easy to use "Al Bunny's Typing Class".  After the program is opened, the user will see the <Select User> dialog box which asks the user to choose a user name.  If you use Al Bunny the first time, please click the <Add New User> button to open the <Add New User> dialog box to add yourself to the user-list.  In the <Add New User> dialog box, you will be asked to enter your name,  the password you want to use for accessing your user file, and the filename of the user file.  If your name is already on the list, just select it, enter the password and click OK button to close the dialog box.  If you click CANCEL instead, Al Bunny will automatically become the user and all the practice progresses will be written into AL_BUNNY.USR.

After the <Select User> dialog box closes, the user should see an array of holes in the middle of the screen. At the lower-left corner of each hole, there is a small tag which has two characters on it.  The arrangement of these burrows is designed to match the arrangement of the keys on the keyboard. The tag indicates to which key a given hole corresponds. Furthermore, these burrows are located in different color strips. Each strip corresponds to one finger which the player is suggested to use.  For example, if AL BUNNY shows up in the blue strip, the use of the left index finger is suggested.  The following table lists the color strips and the corresponding fingers.

Red strip	right index finger

Blue strip	left index finger

Light Blue strips	middle fingers

Magenta strips	ring fingers

Green strips	little fingers

Light Blue strip	thumb (only used to press SPACE bar)

Before you use the mouse to click on the <PLAY> button.  There are several choices  you can make from the MENU BAR:

SPEED  	The SPEED option determines how fast the next key will appear.  You can select from five predefined speeds, or  define your own speed by choosing the menu item <User Define> to open a dialog box.  In the dialog box, you can set your desired speed by sliding the scroll bar.  You are allowed to set the speed between 0.1 second to 10 seconds. To be even more flexible, you can select <Adaptive>, which gives you as much time as you need to enter the character.  In other words, Al Bunny will not change its position until you enter the correct character.

KEY SETS	You can choose the menu item <User Key Set> to input the keys you want to practice.  You also can choose any predefined key set in the sub-menu [Predefined Key Sets]. There are 18 predefined key sets in this sub-menu.  The key set in LEVEL 1 should be the easiest for a beginner to practice since only the index fingers are used. As the level increases, more keys are added to the key set and more fingers need to be used. On LEVEL 18, all the keys (except the function keys and the system keys on the keyboard) will be used. If you want to practice the numerical key pad, no problem, click on the <Numerical Key Pad> menu item to switch to the <Numerical Key Pad> mode.  Note that you have to re-open the keyboard layout map file and restore the default background bitmap if you want to switch back from the numerical-key-pad mode (please see the section OPTIONS for details).   If you want to test your real-world typing speed and accuracy, you can click on <Exam> to activate a sample document.  In this version (2.0 or above), you can also open a text file for exam by clicking on the <Open Text File> menu item.  Note that only four lines of text will be displayed on the screen.  After you enter all the text in these four lines, the next four lines will be displayed.  Currently,  one text file is limited to 100 lines (or 10K in size).  This limit is intended to prevent the user from giving up an exam.  This limit may change in the future upgrade.

DIFFICULTY	In the <Beginner> mode, the player has to reach 60% accuracy to obtain a bonus game.  There is no deduction in score if a wrong key is entered.  In <General Player> mode, the required bonus accuracy is 80%.  If the player enters a wrong key, there will be a 5 points penalty.  In <Skilled Player> mode, the required bonus accuracy is 95%. In addition to the penalty for wrong keys, every three wrong keys will cost a carrot.  The user can also check the option <Show hand >.  When this option is checked,  a hand-drawing will appear to help the player use the proper finger .

After you click the PLAY button, a dialog window with flashing text READY, SET, GO will appear.  This gives you a little time to put your fingers on the keyboard.  After this dialog window disappears,  a small Al Bunny will appear with a blackboard in front of him. The character you have to type is printed on the blackboard. Note that the hole where small Al Bunny appears is corresponding to the key on the keyboard you have to press. You can easily figure out which finger to use and which key to press.  If you press the correct key(of course, you also have to press SHIFT key for the uppercase characters ), you will see a small HAPPY AL BUNNY. If you press the wrong key, a SPLASH will appear at the corresponding hole on the screen.  With the help of this visual clue, you can adjust your finger positions to press the correct keys WITHOUT LOOKING AT THE KEYBOARD.

The rules of the game are as follows:

1.	Pressing the correct key, the player gets 5 points. In <Adaptive> mode,  the sooner the player enters the correct key, the more the points he/she obtains.

2.	Pressing the wrong key, the player loses 5 points (except for the BEGINNER).

3.	If the player fails to press the correct key before small AL BUNNY moves to another hole,  one  carrot will be lost. When all six carrots are gone, the game is over.

4.	If every key in the active key set is correctly pressed for four times, the player advances to the next level where a new key set is activated. If the starting key set is USER KEY SET, then the active key set will not be changed, but the SPEED will increase.

5.	During the game, the player's typing accuracy is also calculated in each level. If the accuracy is higher than bonus accuracy as that level is finished, the player will be offered a bonus game.  The bonus game is designed to enhance the typing speed of the player.  The player has to type in the string appearing in the CARROT PANEL correctly before 30 seconds run out.  Once the whole string is entered correctly, the timer will stop, and every second left  is worth 5 points.

As the player can see, there is a big AL BUNNY sitting on top of the carrot panel. The character that the player has to type is also shown on the blackboard that the big Al Bunny holds. The player is suggested to look at the big AL BUNNY'S blackboard after he/she can get high scores and high accuracy in a given key set.  If the player presses the wrong key, the big Al Bunny's ears will hang down.

OPTIONS	Under this menu, you can find functions to make Al Bunny work the way you want.

Sound	In this version, Al Bunny does not support the multimedia devices.  You can only turn the sound "ON" or "OFF".

Keyboard Layout Maps	 Al Bunny uses the keyboard layout map file (KMP file in short)  to determine where Al Bunny should appear for a given character in the Class session.  You should use a proper  keyboard layout map file for the keyboard you use.  For example, if you use a German keyboard, you should choose GERMAN.KMP  as the keyboard layout map file.  If you can not find the proper keyboard layout map file which goes with your keyboard, you can easily create one by following the directions below carefully.   The keyboard layout map file, for a given key on the keyboard, stores the following information:

upper case character,

lower case character,

suggested finger to use,

position where the small Al Bunny should appear

The key indexing convention used by Al Bunny is shown below:

If you plan to create a KMP file to be used with a PFN file, please do not change the key indexing.

Special Note for Japanese User: The KANA.KMP comes with this distribution is NOT complete.  We are not able to set up a Japanese system for editing the Kana KMP file.  If you want to use this KMP file, please load it in and edit it by following the direction in the next paragraph.

Create Key-Map   Click this menu item to create or edit a keyboard layout map file (KMP file).  After you click on this menu item, you should see a small Al Bunny appears on the screen.  The three control buttons should also change into Right-Arrow, STOP, and Left-Arrow.  Double clicking on the small Al Bunny will bring up a dialog box in which you can specify the properties of this key.  You may find that there is no field for filling out the position of Al Bunny.  The position where the small Al Bunny locates now is the same position that Al Bunny will locate in the Class session.  If you do not like this position, just use the mouse to click and drag Al Bunny to the position you like. The position information for this key will be updated automatically when the mouse button is released.  In the dialog box, you can enter the lower case character and upper case character associated with the key you are editing. If you check Disable this key check box, this key will not be used. If you want this key associated with the <ENTER> key, then check Use the ENTER key box.  If you have a PFN file with the same filename as the KMP file you are editing,  you might want to check Use Picture-Font File box to signal Al Bunny to load in both files at the same time.  If there is no upper case for this key, please do check Does NOT use shift-key box.  After you close the key-properties dialog box, you can click on the right-arrow button to edit the next key or the left-arrow button to edit the previous key.

Please note that the last-key field in the dialog box is the index of the last key used in this keyboard layout map file. Taking the above keyboard picture as an example, the last-key field should be filled with 49.  In the default US_ENG.KMP file, however, the last-key field is 47.  When you finish the editing, click the STOP button to bring up a Save-File dialog box.  If you do not want to save the change, just click the CANCEL button.  Otherwise, please enter the filename with extension KMP and click the OK button.  Again, if the KMP file you just created is meant to be used with a PICTURE FONT file, do not forget check the Use Picture Font File check box in the <Edit Key Map> dialog box and make the KMP file have the same file name as the picture font file ( for example, AAAAAA.KMP and AAAAAA.PFN) .

Custom Background	In case you have a special keyboard which Al Bunny's default background does not match,  you might want to create your own background bitmap file.  To do this, you can use any painting software which supports 256-color Windows Bitmap File.  The bitmap file you created will replace the lower portion of Al Bunny's application window.  If you are using a 256-color system, due to the limitation of the total colors can be displayed at the same time, we suggest you open the existing file JAP_BKGD.BMP and modify it to preserve the color palette.  Note that a KMP file may be necessary for Al Bunny to work properly with your custom background bitmap.  For a registered copy of Al Bunny, if the <Use as Default> menu item is checked,  the custom background bitmap file you just opened will be automatically loaded the next time Al Bunny runs.  In case you want to bring the system default background bitmap back, simply click on the <Restore Default Background> menu item.

Picture Fonts	For language such as Chinese, typing is a much more complicated issue.  Typically, an input-method is used to enter the characters.  For each input-method, there is a set of symbols which works like the Alphabets in English.  Taking Chinese for example, every character is associated with a sequence of these symbols.  Though Al Bunny can not help the user to memorize these sequences,  Al Bunny does help in making the user be familiar with the relation between the keys and the symbols for a given input-method.  To be as flexible as possible,  Al Bunny inputs these symbols from a black-and-white bitmap file and uses them to create a PICTURE FONT.  If you do not find the picture font file (with extension PFN) you need,  you might want to edit your own by following the instructions below.  You are suggested to open the file PICTFONT.PFN and modify it to suit your need.  Please note that the file must be saved in black-and-white Windows Bitmap format with extension PFN.  As using Custom Background, a KMP file may be necessary for Al Bunny to work properly with your new PFN file.  If you did edit a KMP file for the PFN file you created (make sure the Use Picture Font check box is checked),  please make them have the same filename(i.e. AAAAAA.KMP and AAAAAA.PFN).  If you choose to open a PFN file, Al Bunny will also try to open the KMP file with the same filename (and vice versa).  Please note that both the <Exam> and <Open Text File> in the [KeySet] Menu are disabled if the user uses the picture font.

You can select the font for displaying the characters in the Class session by clicking on the <Font for Typing Class…> menu item. You can also select the font for displaying characters in the Racing Game session by clicking on the <Font for Racing Game…> menu item.   If you are using a non-US keyboard,  the default background bitmap may not be suitable.  After you open a proper KMP file for your keyboard, you can either open a custom background bitmap file for it or just click on the <Use Custom Tag> menu item which will place tags with characters defined in the KMP file in front of the bunny holes.  You can also specify the color of the tag and the font to use by clicking on <Choose Tag Color…> and <Choose Tag Font…> respectively.

USER	In this menu, you can find the functions to add a user to the class, remove a user from the class, or select a user practice file to record the progress.  You are also able to review the user's progress you have selected or read a detail analysis report after you finish a practice session or exam.

Add User	You add your name to the class to have your progress recorded.  For the protection of your privacy,  you can enter a password for accessing your practice file.  Besides the password you just entered, the first eight characters in the registration password of a registered copy of Al Bunny can also be used to access your learning history file.

Select User	You select a user name from the list. All the progress you make will be record to the practice file associated with the user name you choose if you provide the correct password.  If you can not find the user name you want  or simply want to use another name, click on the Add New User button to bring up the <Add User> dialog box.  If you use multiple KMP files or PFN files, please use different user names for each KMP file or PFN file.  This will ensure the characters in the <View Class History…> dialog box and <View Analysis Report…> dialog box to be displayed properly.

Delete User	In case you want to remove a user name from the user-list, you can do so by selecting the user name from the list and then entering the correct password.

View Class History	In the Class History dialog box, you can see the progress made by the user.  Each line provides the date, time, speed (WPM, word per minute), accuracy (Accu.),  total number of target keys, total number of mistyped keys, the top 4 characters mistyped most (Top 4 errors),  and the keys which were practiced (Practiced keys).

View Analysis Report	In the Analysis Report dialog box, you can find how well you have done in the practice or exam you just finished.  You can know your average WPM, highest WPM, total characters practiced, total mistyped characters, and accuracy.  But this is not all.  You can also know exactly which keys need more practice.  For example,  you may find that for the target key t,  you typed it correctly for 5 times, mistyped r for 3 times, and mistyped g for 2 times.  Thus, you not only know t needs more practice, but you also know that you should pay special attention not to mistype r or g while practicing t.

Some words to the typing teacher

Al Bunny's Typing Class is your best assistant.  You can even use it to give the students an exam.  You simply choose the EXAM keyset or open a text file you have prepared, and let the student play. When the game is over, you can look at the Analysis Report. Not only can you know the speed and accuracy your student has achieved, but you can also know what kind of suggestions you can give to your student for improving his/her typing skills.

Some words to the parents

If you have young kids who are about to learn their ABC's, Al Bunny's Typing Class can help you teach them. You can choose the speed and the characters you want your kids to learn, and let your kids speak out the characters while they watch  Al Bunny bouncing around.


Can I redistribute Al Bunny's Typing Class ?

You are very welcome to redistribute Al Bunny's Typing Class if all the files listed in "How to install..." are included and without any modification.  Of course, you should not, either directly or indirectly, distribute the PASSWORD or the  REGISTRATION NUMBER in any way.  SUNMOON USA is very serious about fighting software piracy.


LICENSE & WARRANTY

LICENSE

SUNMOON USA hereby grants to the registered user of Al Bunny's Typing Class a non-exclusive, non-transferable license to use Al Bunny's Typing Class in accordance with the terms of this license agreement.  Without the permission of SUNMOON USA, you should not modify, alter, decompile or reverse engineer the software program, database or related materials in any way.  Under no circumstances, a registered copy of the software may be used on more than one computer at a time.

WARRANTY

Al Bunny's Typing Class provides absolutely NO warranty of any kind, either expressed or implied.  SUNMOON USA is not liable for any loss caused by USING or NOT USING Al Bunny's Typing Class. Before you run this software, you have to use your anti-virus software to check the copy of Al Bunny's Typing Class you get to make sure it's virus-free.


REGISTRATION and REGISTRATION FEE

Take advantage of our special offer for early registration (valid through June 30, 1997)!

 If you use this software and think it's useful, please register your copy.  The registration fee is only US$15 for the users in the United States.  With your registration, you can not only access the full power of the software, but you are also supporting SunMoon USA  to create more useful, enjoyable, and really affordable software.

[NOTE for upgrading fee]

If you have registered earlier version of Al Bunny's Typing Class for Windows (1.22 or earlier) BEFORE December 15, 1996,  you are eligible for FREE upgrade.  Please send us an e-mail or postal mail with your registration number.  We will issue you the new registration number and password. Otherwise,  US$5 is required for upgrade.  If the you need a disk with the newest version of Al Bunny's Typing Class, please add US$2 (US$3 overseas).

Home/Personal License Registration Fee:

< In USA or Canada>

$15 USD/$24 CAN  per home computer

< In Middle East >

SR60   per home computer

< In The United Kingdom >

 	stlg12  per home computer

< In The Netherlands >

 	30 Guilders per home computer

<In Japan>

2000 Yen per home computer

<In Taiwan>

NT$490 per home computer

Group Registration Fee:

You can enjoy a special discount if you and your friends register Al Bunny together.  If you can not find a local distributor near you,  you might find couple of friends who would like to register Al Bunny but do not like the huge charge for buying a money order.  The charge of the money order can be covered by the discount you get from the Group Registration.

3-5 users	$13 USD/per user

6-10 users	$12 USD/per user

11-15 users	$11 USD/per user

above 15 users 	$10 USD/per user

The registration number and password will be send to each user listed on the Group Registration Form individually.   You may also contact your local distributor for the Group Registration discount.

Public Computer Lab License Registration Fee:

This license applies to all the computers which are generally accessible by more than 5 people.  In case of the software is installed in the network, each networked terminal should have its own license to use this software.

SPECIAL OFFER TO THE ELEMENTARY/GRADE SCHOOLS

We have a very special rate for the elementary/grade school computer labs in the United States and CANADA:

US$5/CAN$8 per computer per year with US$50/CAN$80 minimum (10computers).

This special rate is valid until June 30, 1997.  In other countries, please contact your local distributor for the special rate.

The following are the regular site license rates

< In USA >

Up to 10 computers or terminals:

$20 USA/$80 CAN per computer per year

More than 10 computers or terminals:

please contact SUNMOON USA for discount

< In Saudi Arabia >

Up to 10 computers or terminals:

SR80  per computer per year

More than 10 computers or terminals:

please contact Bradley Swin for discount

< In The United Kingdom >

Up to 10 computers or terminals:

stlg20 per computer per year

More than 10 computers or terminals:

please contact C Blackburn for discount

 < In The Netherlands >

Up to 10 computers or terminals:

40 Guilders per computer per year

More than 10 computers or terminals:

please contact Rob Kouwenberg for discount

< In Japan >

Up to 10 computers or terminals:

4000 Yen per computer per year

Please contact your local distributor for a quotation.

< In Taiwan>

Please contact your local distributor for a quotation.


How to register ?

If you have a printer, please print out REGISTER.TXT and complete all the necessary information. Or simply click on the <Help/Registration Form> menu item to bring up the registration form dialog box.  Fill up all the fields and then click on the PRINT button.

If you do not have a printer, please write down the information listed in the <Registration Form>dialog box on a piece of paper as the registration form.  Please remember to indicate you are registering the Windows version.

< In USA or Canada>

Please mail your registration form along with cash, a money order, or a check payable to SUNMOON USA to :

SunMoon USA

P.O. Box 167

Drexel Hill, PA19026

USA

E-mail:	info@sunmoonusa.com

< In Saudi Arabia >

Please mail your registration form along with cash, a money order, or a check payable to   Bradley Swin to :

Bradley Swin

College of Computer and Information Sciences

King Saud University

Saudi Arabia

< In The United Kingdom >

Please mail your registration form along with cash, a money order, or a check payable to C Blackburn to :

Colin Blackburn

The Cottage, 6 Main Street,

Fulford, YORK, YO1 4PQ

United Kingdom

E-mail:	cgb3@york.ac.uk   or cgb5@tutor.open.ac.uk

< In The Netherlands >

Please mail your registration form along with cash, a money order, or a check payable to Rob Kouwenberg to :

Rob Kouwenberg

Gr. Adolfstraat 86

5616 BX Eindhoven

E-mail:	robk@stack.urc.tue.nl

< In Japan >

E-mail:	kappalab@avisnet.or.jp

< In Taiwan >

E-mail:	mingsbob@ms10.hinet.net

If there is no distributor in your country, please register directly with SUNMOON USA.  However, we only accept cash, money order or check that can be cashed in a bank located in the United States only.


REGISTRATION FORM  for  Al Bunny's Typing Class for Windows

          version 2.0

PLEASE PRINT CLEARLY

Last Name:______________________________________________________

First Name:______________________________________________________

Organization(School, Company, etc.):____________________________________

Address :________________________________________________________

  ________________________________________________________

  ________________________________________________________

If you want to receive the password via e-mail, please provide your Internet e-mail address.

Internet E-MAIL address: ___________________________________________

I'd like to register

_________ copy(copies) for Home License

total amount due: US$____________

I'd like to register

________  copy(copies) for Public Computer Lab License

total amount due: US$_____________

Please send your registration request  to your local distributor  or  to

SunMoon USA

P.O. Box 167

Drexel Hill, PA 19026

USA


GROUP REGISTRATION FORM  of  Al Bunny's Typing Class for Windows version 2.0

Total users:  _____________	Total amount due: US$_____________

========  List  every user's name and address === Please PRINT CLEARLY =======

******************************************************************************************************

Last Name:_______________________

First Name:_____________________________

Address:______________________________________________________________

  ________________________________________________________________

E-mail address: ___________________________________________________________

******************************************************************************************************

Last Name:_______________________

First Name:_____________________________

Address:______________________________________________________________

________________________________________________________________

E-mail address:

___________________________________________________________

******************************************************************************************************

Last Name:_______________________

First Name:_____________________________

Address:______________________________________________________________

________________________________________________________________

E-mail address: ___________________________________________________________

******************************************************************************************************

Last Name:_______________________

First Name:_____________________________

Address:______________________________________________________________

________________________________________________________________

E-mail address: ___________________________________________________________

******************************************************************************************************

Last Name:_______________________

First Name:_____________________________

Address:______________________________________________________________

________________________________________________________________

E-mail address: ___________________________________________________________

                            Page____


Trouble Shooting

Q:  After I open a KMP file,  I can not type certain characters on the keyboard.

A: 	If you have set  < Use Custom Tag >, you may find that some tags are blank. This indicates that the KMP file you just opened disabled certain keys.   Normally, this KMP file is for some special purpose (for example, used with the numerical key pad) and you should open another KMP file.

Q:  After I use Numerical_Pad keyset, I can not switch back to the original keyset.

A:	The correct procedures to switch back to the original keyset are as following:

  1.	Click on the <Restore Default Background> under the [Options] menu.  This will bring back the default background bitmap and set the keyset to Pre-defined Level 1.

  2.	If you have set a KMP file as the default keyboard layout key map (you can see the file name is printed on the left-bottom corner of the application window),  this KMP file will be reloaded. Otherwise, please open the KMP file you want to use.

Q:  I really do not like those dialog boxes which remind me to register.

A: 	We are sorry about this and we do not like this either. Unfortunately, we are, just like you, simply human beings.   Almost everything we need to keep continuing the development of shareware needs money.  Your support is highly appreciated and desperately needed.

Q:  I have tried all the above, but I still have trouble in using Al Bunny's Typing Class.

A: 	You may just find a bug we did not catch.  Please send us an e-mail with detailed description about the problem you found, the operating system you are running, and the hardware you have. Our e-mail address is:

info@sunmoonusa.com or 74243.241@compuserve.com

Q:  Do you have a Web site where I can find the most updated version of Al Bunny's Typing Class?

A: 	We are preparing to launch our Web site.  It is expected that  www.sunmoonusa.com will be available by January 1, 1997.