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HOW2PLAY.DOC
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1994-03-05
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8KB
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164 lines
---------------------------------------------------
| AMY'S FUN-2-3 ADVENTURE! (Shareware Version) |
| COPYRIGHT 1993 DEVASOFT ALL RIGHTS RESERVED |
---------------------------------------------------
This file is a brief look at how to use AMY'S FUN-2-3 ADVENTURE. For a more
detailed explanation, refer to the manual you get when you register.
--------------------
STARTING THE PROGRAM
--------------------
Type "FUN23" at the DOS Prompt. AMY'S FUN-2-3 ADVENTURE will now begin
to load.
If you haven't run the program before, it will prompt you to run the
CONFIG.EXE program to configure sound options for your computer setup.
Press F1 to run the CONFIG program, or ESC to exit to DOS.
---------------------------
MOUSE AND KEYBOARD CONTROLS
---------------------------
We recommend that your child use a Microsoft compatible mouse for easy
control of the Pointer's position on the screen. Throughout this tutorial,
we will assume that you have a mouse connected to your computer. If you
do not, simply substitute the instructions below for keyboard control
whenever we refer to using the mouse.
Mouse Control:
To move the pointer with the mouse, have your child move the mouse in the
direction he or she would like to move the pointer on the screen. To make
a selection, press either mouse button.
Keyboard Control:
To move the pointer with the keyboard, your child can press the up/down/
left/right arrow keys. To make a selection, press either the SPACE BAR
or the ENTER key.
Other Keyboard Controls:
Alt-S -- Turns the music and sound effects on or off. (Press the "Alt" key
and the "S" key at the same time.)
ESC -- Exits the program to DOS.
---------------
THE MENU SCREEN
---------------
The MENU SCREEN lets your child choose where he or she would like to go in
Amy's world.
In brief, the four destinations your child may choose from are: 1) AMY'S
DOGHOUSE where number recognition and basic counting skills take place;
2) MARTY THE MATCH MACHINE where Marty plays a matching game with your
child and Amy; 3) THE MUSIC MAGIC ROOM where your child can choose from 8
different children's songs to play; and 4) COOKIE CASTLE, where Amy and your
child help King Cookie rebuild a damaged castle wall.
More detailed information on each of the above destinations is given in the
following sections.
---------------
THE EXIT BUTTON
---------------
When your child makes a selection at the MENU SCREEN, he or she will be
transported to that destination. Once there, they can play and learn
until they would like to move on to another section in the program.
This is where the EXIT BUTTON comes in. The EXIT BUTTON is a convenient
way for your child to leave each section of the program. It is depicted
as a scrolling arrow in a box and is located at the lower left corner
of each section's screen. By clicking on it, your child will be brought
back to the MENU SCREEN, where another destination can be chosen.
--------------
AMY'S DOGHOUSE
--------------
This should be the first place your child visits. A visit to AMY'S DOGHOUSE
presents your child with a fun introduction to number recognition and count-
ing skills. At the top of the screen are the numbers 1 through 10. By
clicking on one of these ten numbers, your child will set into motion one
of an assortment of animations to show what the number clicked on represents.
For example, if your child clicks on the number "5", a voice will say "5"
to show your child how to pronounce the number. Then Amy might bounce a
ball on her nose 5 times, or jump over her doghouse 5 times, or do any one
of a variety of other examples to show how much "5" is. The voice counts
along with Amy's example, to reinforce the idea of how counting is done and
what it sounds like.
-----------------------
MARTY THE MATCH MACHINE
-----------------------
This section of the program will help your child further develop his or
her number recognition and counting skills. In addition, comparison
abilities come into play as Marty asks your child to count 2 sets of
shapes and then match one of them to a number he has chosen.
After Amy turns Marty on, Marty will generate a random display of shapes
and numbers. When Marty has chosen a final set of 2 shape sets and a
number, it is up to your child to match the number Marty has chosen with
one of the shape sets. Making a correct choice gets Amy a Doggie Treat
from Marty!
-----------
MUSIC MAGIC
-----------
In this part of the program, your child can make up songs of his or her own
design, or choose from 8 children's songs to play.
To play a song from Amy's selection of children's songs, move the mallet
all the way to the left past KEY 1. The mallet will turn into an arrow
which can then be used to click on the SONG CHOICE BUTTON (the treble clef).
The MUSIC MAGIC SCREEN will then be replaced by the SONG CHOICE SCREEN.
Choose a song by selecting it with the pointer. The MUSIC MAGIC SCREEN
will then come back on again, and the first note of the chosen song will
be displayed in the NOTE BOX at the upper right corner of the screen. Your
child should choose the key that matches the number in the NOTE BOX. After
the correct key is hit, another number will appear in the NOTE BOX. Hit
the correct key that matches that one, and then repeat the procedure until
the song is finished. Amy will dance as long as correct keys are hit in
a timely manner. If an incorrect key is hit, or the time between key hits
is too long, Amy will stop dancing and wait patiently.
Additional Keyboard Commands for this section:
In addition to the normal ARROW and SPACE BAR keys used to move the mallet
around, the number keys 1-8 (at the top of the keyboard) can be pressed to
hit the corresponding key on the xylophone.
-------------
COOKIE CASTLE
-------------
On a visit to COOKIE CASTLE, Amy notices that Danny Dragon has "accidentally"
knocked down one of the Castle walls. Being a helpful puppy, Amy decides to
help King Cookie repair the wall.
So begins your child's and Amy's job of rebuilding the wall. But Amy
decides to make a game out of it. The game starts out with four numbered
squares at the bottom of the broken wall. Amy will choose a number from
one of the squares to count out on her fingers. It is then up to your child
to count Amy's fingers and decide where to drop the new wall section. This
continues until the new wall is finished, at which point King Cookie will
give Amy a little reward!
---------------
ENDING THE GAME
---------------
You can exit AMY'S FUN-2-3 ADVENTURE at any time by pressing the ESC key
on your keyboard.
After the ESC key is pressed, a QUIT SCREEN will appear which asks you to
confirm your wish to leave the program.
-----------
FINAL NOTES
-----------
We hope that you and your child find AMY'S FUN-2-3 ADVENTURE to be a great
addition to your educational software collection.
Much care was put into its creation to help assure that your child would
obtain many hours of fun and creative learning from it.
If you like it, don't forget to register -- you'll get more of Amy's fun
software, plus manuals which cover the programs in greater detail. AMY'S
FUN-2-3 ADVENTURE is just the beginning of a great learning experience for
your child! (See the ORDER.FRM file and INFO.EXE for more information)