home *** CD-ROM | disk | FTP | other *** search
Text File | 1994-11-27 | 67.2 KB | 1,700 lines |
-
- ·
- : ¦ . _________ ________ _____________
- _____¦ | · __ / : ___________/ _ \ \ __ _ /
- | \ |____: : \_/ -A : \______ \ | \_ _: \_/ \_/
- | \ ¦ | ¦ \_ ··D_ / / _/ | / ___/ \_
- | : : | _______/ `N· _/ \ \_________/ | \________/
- ¦ _____ ¦ | : \__________/ \ ¦ \_
- : : \__________ R \___________/
- . · C A Y A G
- . Z G N
-
- PRESENTS MORE SHYTE FOR YOU ON THIS FINE BORING DAY
- ======================================================
-
- NODDY`S BIG ADVENTURE FULL DOC`S TYPED BY SHARD
- ================================== 03-11-93
-
- CONTENTS
- ========
-
- Introduction
-
- Section 1
- Loading and Using Option Screens
-
- Section 2
- Driving Menu
- Noddys House
- Noddys Scales
- Kitchen Fun
- Monkey Town
- Bert`s Scrapbook
- The Goblin Village
- Tricky Trees
- Can You Find Me
- The Beach
- Beach Sorter
- Picnic Attack
-
- Section 3
- Noddy`s Word Processor
-
- Section 4
- Parent/Teacher Section
- National Curriculum
- Reference Section
- Help Line
-
- INTRODUCTION
- ============
-
- Welcome to Toyland and Noddy's Big Adventure, a fun-filled educational
- package for young children! Noddy's Big Adventure contains no less than
- thirteen exciting programs which will inspire, delight and, most
- importantly instruct children in a range of different skills.
-
- Each of the activities contained in Noddy's Big Adventure have been
- carefully designed, within the framework of key stage 1 of the National
- Curriculum, to make learning an enjoyable process.
-
- The programs which make up this package can each be used, unaided, by very
- young children. At the lowest level of play (described throughout the
- package as "easy") there is little or no reliance upon the use of language.
- Many of the programs are controlled using colourful and simple to use
- icons.
-
- Noddy's Big Adventure contains:
-
- Seven educational and fun-to-play games:
-
- Kitchen Fun:
- search around the kitchen and help Noddy to make his friends a feast. On
- the higher levels children must follow simple pictorial or written recipes.
-
- Noddy's Scales:
- Help Noddy to tidy his garage by matching different weights and balancing
- the scales.
-
- Tricky Trees:
- Listen to sequences of notes and see if you can repeat them.
-
- Can You Find Me:
- Search for different shapes and objects in a variety of bright and
- colourful pictures.
-
- Bert's Scrapbook:
- Help Bert Monkey to sort out the pictures in his scrapbook and reveal
- different stories about Noddy and his friends.
-
- Beach Sorter:
- Match different shapes, decide where various animals come from and place
- animals into their correct groups.
-
- Picnic Attack:
- Use your skill to stop the naughty crabs and lobsters from stealing Noddy's
- picnic.
-
- A Junior Word Processor:
-
- A Driving Game:
- In which children can drive Noddy and his car around Toyland. Not only
- does this link each of the components of this package but it also forms a
- game in itself which children will want to return to time and time again.
- As children and Noddy drive around Toyland they will be able to pick up and
- drop off characters.
-
- Four different linking programs.
-
- Each of these are made up of fully-interactive scenes which are games in
- themselves!
-
- Program Help
-
- While each of the activities which make up this package has been designed
- to be as easy as possible to use, children may sometimes experience
- problems. If this happens Big Ears is always on hand to help. If children
- click on Big Ears he will offer a clue to help children complete the task
- in hand
-
- Controls
-
- The controls used in Noddy's Big Adventure are as simple as possible for
- children to use. Each of the activities can be controlled using the mouse,
- the keyboard or a joystick. Full details on how to operate each game can
- be found in Section 2 of this manual. The majority of the techniques used
- are the same for every activity:
-
- Mouse
- Each part of this package, except the Driving Menu and Picnic attack, can
- be controlled using the mouse. The left mouse button is used throughout
- this package to select items.
-
- Keyboard
- From the computer keyboard the on-screen cursor (or Noddy's car in the
- Driving Menu) can be moved around using the cursor or arrow keys. Enter or
- Return are used to confirm the currently selected choice.
-
- Joystick
- The joystick can be used instead of the mouse with the Fire Button
- confirming any currently selected choice.
-
- A number of operations are controlled in the same way regardless of which
- input method is used:
-
- To leave any game and return to the relevant linking screen, click on
- Noddy's car (which can be found in the bottom right of each games screen)
- or press Escape on the keyboard.
-
- To leave a linking screen and return to the Driving Menu again click on
- Noddy's car. In the case of these screens this can be found to the far
- right of the scene.
-
- To leave the Driving Menu and return to the Main Options Screen (see
- Section 2, below), press Escape on the keyboard.
-
- To change the level of play within any game (or when using the Word
- Processor) press F10 on the keyboard. You will see a Level Selection
- Screen from which you should select the level you wish to play.
-
- How to use this manual
-
- The remainder of this manual is laid out in four sections
-
- Section 1
- Describes how to load Noddy's Big Adventure and use the Options Screens.
-
- Section 2
- Describes each of the games within Noddy's Big Adventure along with Noddy's
- Driving Menu and the linking scenes which connect the Driving Menu with the
- games. This section is interspersed with a story which may be read aloud
- to children.
-
- Section 3
- Describes Noddy's Word Processor
-
- Section 4
- Explains how Noddy's Big Adventure responds to the early requirements of
- the National Curriculum.
-
- SECTION 1
- =========
-
- LOADING AND USING THE OPTIONS SCREENS
-
- Amiga Users
- Insert Disk 1 into Drive 0 and switch on the computer. After a short while
- you will see the Introductory Screen. Occasionally you will be asked to
- swop disks. Double drive owners may wish to boot up the computer with Disk
- 2 in Drive 1. When asked to swop disks it is suggested that Disk 1 is left
- in Drive 0 and Drive 1 is used for disk swops.
-
- HARD DRIVE INSTALLATION
-
- Noddy's Big Adventure can be installed to the hard drive of your Amiga.
- Due to the size of the program which make up this package, we strongly
- recommend that you only attempt to do this if you have at least 2 meg of
- RAM available.
-
- 1. Boot the Amiga without any disks in the floppy drives.
-
- 2. Insert disk 1 into any drive.
-
- 3. Double-click on the "nods" disk icon.
-
- 4. Click on your hard disk icon, then drag the "Install Noddy 2" icon from
- the Noddy disk drive into your hard disk window. Then double click on this
- icon The installation process will now proceed. You should swop disks as
- requested. Once installation is complete remove any disks from the floppy
- drive(s) and reboot the machine.
-
- IBM-Compatible PC Users
-
- MS-DOS version
- Noddy's Big Adventure must be installed on your hard drive before it can be
- used. To do this insert 1 into Drive A.
-
- Within MS-DOS activate Drive A by typing in:
-
- a: <Enter>
-
- Next, type in:
-
- install <Enter>
-
- The installation program will now proceed automatically. You should answer
- any questions about your system as they appear on the screen and swop disks
- as instructed by the on-screen prompts
-
- To run Noddy's Big Adventure once it has been installed you should change
- to the relevant directory. (the default directory is nod2) using the cd\
- command:
-
- cd\nod2 <Enter>
-
- Next, type in:
-
- Noddy <Enter>
-
- and the program will run.
-
- TO EXIT THE PROGRAM at any time hold down the Control key and press Break.
-
- MS-Windows version
- Load up Windows in the normal way. From the Program Manager select the
- File menu and click on Run. Type the following into the command line:
-
- a:\install
-
- Next, select OK.
-
- The installation program will now proceed automatically. You should answer
- any questions about your system as they appear on the screen and swop disks
- as instructed by the on-screen prompts
-
- To run Noddy's Big Adventure once it has been installed you should enter
- Windows and double-click on the Noddy icon.
-
- Acorn Archimedes users
- Insert Disk 1 into the floppy drive and double click select on the floppy
- disk icon. Next, double click select on the Noddy icon. After a short
- while you will see the Introductory Screen. Occasionally you will be asked
- to swop disks.
-
- Running Noddy`s Big Adventure
-
- Once you have followed the relevant loading instructions for your computer
- you will see a screen which introduces Noddy's Big Adventure. You can
- by-pass this at any time (and speed up the loading process) by pressing the
- Spacebar on your computer's keyboard.
-
- The Main Options Screen
-
- Shortly after seeing the Introductory Screen you will be presented with the
- Main Options Screen. This allows you to set the parameters which control
- how children play Noddy's Big Adventure:
-
- Easy, Harder or Hardest
-
- The seven games within Noddy's Big Adventure can be played at one of three
- levels. The easiest level ("easy") is designed for very young children or
- those unfamiliar with this package while the most difficult ("hardest")
- will tax even bright seven year olds.
-
- You can set the starting level for the games by clicking on the relevant
- icon. This level will then be used in each activity upon loading. While
- playing a game, the level can be altered at any time by pressing F10 and
- re-selecting a new level of difficulty.
-
- Loading Noddy's Word Processor
-
- PC and Archimedes users
-
- Noddy's Word Processor can only be accessed from the Main Options Screen.
- If your children wish to use Noddy's Word Processor rather than enter the
- Driving Menu, you should click on the relevant icon.
-
- Amiga users
-
- Noddy's Word Processor forms a separate part of this package. To load it
- insert Disk 4 and reboot the computer. This program will then load
- automatically.
-
- Driving Around Toyland
-
- Noddy's Big Adventure consists of a word processor and seven games. A
- ninth program, Noddy's Driving Menu, forms a fully-interactive menu system.
- The seven games are linked to the Driving Menu via four linking scenes.
- These scenes are, like the Driving Menu, fully interactive. Children can
- move the mouse pointer around the screens and click on various obJects and
- characters. Some may animate, some may produce a sound, some are used to
- load the games. Children should be encouraged to discover for themselves
- what can happen in each scene.
-
- The Driving Menu can be used in one of two ways:
-
- Children may wish to drive Noddy around Toyland themselves. To do this,
- they should click on the icon which shows Noddy's car. In selecting this
- method they can explore the map which makes up the Driving Menu Dotted
- around the map are four taxi ranks. These represent load points for each
- of the linking scenes (and hence the games in this package).
-
- The four linking scenes and their associated games are:
-
- NODDY'S HOUSE from where Kitchen Fun and Noddy's Scales can be loaded.
-
- THE DARK WOOD Tricky Trees and Can You Find Me are tucked away in this
- scene.
-
- MONKEY TOWN is where you can load Bert's Scrapbook.
-
- THE BEACH linking scene you can load Beach Sorter and Picnic Attack.
-
- As an alternative, children may wish to see Noddy take control of his car
- and drive it around Toyland. If children wish to do this they should click
- on the icon relevant to the place which they wish to visit first.
-
- If children have decided to take control of Noddy's car Noddy's Driving
- Menu will load with Noddy parked outside his house ready to leave.
-
- SECTION 2
- =========
-
- The Driving Menu, The Linking Scenes and the Games
-
- Driving Around Toyland
- Noddy gets up early every weekday morning. He is awoken by his little
- alarm clock which goes "Da-ring, da-ring". Noddy opens his sleepy eyes and
- yawns. After getting dressed he climbs down his staircase and goes into
- the kitchen. There, he always has two boiled eggs, some toast and
- marmalade and two large cups of tea. After breakfast Noddy washes all of
- the dirty dishes and puts them away. Then, after washing his face,
- brushing his teeth and combing his hair, it's time for work.
-
- Noddy is a taxi driver. His little yellow car is a taxi. Every night when
- he comes home, Noddy drives his little yellow car into the garage next to
- his house. Each morning he opens the garage door, starts the engine of his
- car and drives it outside. He checks the petrol gauge, makes sure that his
- mirror is in the right place, fastens his seat belt and away he goes!
-
- Noddy spends the day driving around Toy Town and other parts of Toyland.
- He often sees his friends waving at him by the side of the road. Sometimes
- they are simply waving to say "Hello", sometimes they want Noddy to stop
- his car and give them a ride.
-
- You can help Noddy to drive his little yellow car around a part of Toyland.
- To do this press the arrow keys on the keyboard or use the joystick. As
- you drive along you will see lots of his friends. If you stop the car in
- front of any one of them and press the spacebar that person will get into
- Noddy`s car. Can you decide where any of Noddy`s friends want to go?
- Could they be going to Toytown to do some shopping or could they be off to
- the Beach for a day out? Noddy's friends can get out of the car wherever
- you see a "T" sign. To make someone get out of the car, stop. it by a "T"
- sign and press the Spacebar. If there is already someone waiting at the
- sign they will change places with that person.
-
- For each ride that Noddy gives someone, he earns sixpence.
-
- How many sixpences can you help Noddy to earn as he drives around?
-
- There are lots of country roads in Toyland. Noddy likes to use some of
- these as short cuts.
-
- Can you find any of the country roads? Try not to get lost as you and
- Noddy drive around. If you don't know where you are, like Noddy you can
- always look at your map to help you find your way. Some parts of the
- country roads contain tunnels. These are very special because they are
- magic tunnels! If you drive into one something very unusual will happen!
-
- As you drive along, you can make Noddy and his car do various things.
- These are all controlled by keys on the keyboard:
-
- Press H to make Noddy sound the horn of his car
-
- Press W to make Noddy wave
-
- Press B to make the car brake
-
- Press N to make him nod
-
- Press E to make the cars engine roar.
-
- The roads around this part of Toyland contain four special parking places.
- In each of these the word "TAXI" is written on the road.
-
- Only Noddy's car is allowed to park in these places. If you should park
- where you see the word TAXI you will be able to go into one of the places
- which Noddy visits the most.
-
- To enter one of the special linking scenes park Noddy`s car in one of the
- special parking spaces and then click on the icon which represents that
- scene. If you should accidentially park in one of these places, click on
- Noddy`s car and you can continue on your journey.
-
- You can, if you wish, move between these four places very rapidly. To do
- this, press one of the following keys:
-
- F1: Noddy`s house on the edge of Toy Town
-
- F2: The dark wood next to Goblin Village
-
- F3: Monkey Town
-
- F4: The Beach
-
- Noddy's House It was Saturday morning. Noddy had finished his breakfast
- and had cleared everything away. He decided to have a look around his
- garage and his kitchen.
-
- If you enter the linking scene at Noddy's house, you too can look around
- his garage and his kitchen.
-
- To enter the linking scene make sure that Noddy's car is parked outside his
- house (if you are a long way from Toy Town and Noddy's house you can press
- F1 to go there quickly). Park the car in Noddy`s special parking place and
- then click on the icon for Noddy's house. After a few seconds you will see
- the linking scene.
-
- You can move around this large scene using the mouse pointer. As you move
- the pointer to the far left or the far right of the screen the scene may
- move to the left or to the right. Many of the objects in this scene will,
- when clicked on, either move or make a sound. What can you get to happen
- in this scene?
-
- Within Noddy's house there are two points from which games can be loaded:
-
- To load Kitchen Fun, click on the oven door.
-
- To load Noddy's Scales, click on the set of scales in the garage.
-
- If you select either of these you should confirm your choice by clicking on
- the nodding Noddy icon (or by pressing Y on the keyboard). If you should
- click on these points and not wish to go into a game you can return to
- Noddy`s house by clicking on the icon which shows Noddy shaking his head
- (or by pressing N on the keyboard).
-
- Noddy`s Scales
-
- After looking around his garage, Noddy decided that he must tidy it up.
-
- "What a mess," Noddy thought to himself "I don't know how I managed to let
- my garage get into this state!"
-
- Just as Noddy was feeling very upset with himself and wondering how he was
- going to tidy his garage, there was a ring on the doorbell.
-
- Noddy wandered to the front of his house and standing there, swaying from
- side to side, was Mr Wobbly Man.
-
- "Hello Noddy", said Mr Wobbly Man, "I thought that I would come and see how
- you are. It's such a long time since we have had a chat!"
-
- "This is not a good time," replied Noddy. Noddy then told Mr Wobbly Man
- all about the mess in the garage and said that he didn`t know how he was
- going to tidy it up.
-
- "Let me have a look," said Mr Wobbly Man. With that Noddy walked towards
- his garage with Mr Wobbly Man slowly wobbling along behind him.
-
- Mr Wobbly Man stood in front of the mess on the floor. There were pots of
- paint, bricks, balls and lots of other things lying around all over the
- place.
-
- "It`s easy", said Mr Wobbly Man, "we just need to get organised. Let`s
- sort out each of these things by weighing them."
-
- "But I don't have any scales" said Noddy.
-
- Mr Wobbly Man laughed. "You don`t need any scales, he said looking around
- the garage. "I can make my own."
-
- After a few minutes, Mr Wobbly Man had found a plank of wood, two pieces of
- string and two metal plates. He tied the string to the plates and then
- attached these to either end of the plank of wood. supporting it on his
- shoulders.
-
- "See," said Mr Wobbly Man "I`ll be a set of scales for the day. Noddy`s
- scales."
-
- This game involves picking items up from the floor of Noddy's garage and
- balancing the scales.
-
- Easy
- In the easy level, look at the number on the item which is on the left
- hand side of the scales, this number represents the item`s weight. Now,
- look for an object with the same number on it among those on the floor.
- Pick this up by clicking on it. Take it over to the scales and place it on
- the right hand side by clicking again. If you should pick up an item and
- decide that you do not want to use it, click on the right mouse button to
- put it down.
-
- Harder
- The harder level involves simple addition When you first enter this level,
- one item will be placed on the left hand side of the scales and a smaller
- item will be on the right hand side. You must decide which number must be
- added to the object on the right to make it equal with the larger number on
- the left. Decide which item you wish to choose, then pick it up and place
- it on the scales. If the numbers on the items on the right hand side of
- the scales add up to too much you will see a X next to the sum in the
- question bar. If this happens, click on the item that you placed there
- (with the left button) and return it to the floor (by clicking on the right
- button). When the scales are balanced (and the sum is correct), you will
- see a tick in the question bar. At this point, you should click on Mr
- Wobbly Man to let him know that you have finished.
-
- Later in this level you will notice that there are no items on the right
- hand side. You must now decide which two items from the floor balance the
- scales. Pick these items up, one at a time, and place them on the right
- hand side of the scales. If you get the answer wrong and see a X next to
- the sum in the question bar you can return the items to the floor just as
- you did before. Once you see a tick click on Mr Wobbly Man.
-
- Hardest
-
- In this level you will see an item on either side of the scales. This time
- you should balance the scales using one or more of the objects from the
- floor. In this level you can use as many or as few items as you wish so
- long as you are able to balance the scales. There may be many ways of
- completing each sum. Each time that the scales are balanced you will see a
- tick in the question bar. As before, you can take items off the scales and
- put them back on the floor. Once you have completed each sum you must
- click on Mr Wobbly Man to let him know that you have finished.
-
- Kitchen Fun
-
- Next day was Sunday and Noddy had invited some of his friends to come to
- tea.
-
- Opening and closing all of his cupboard doors, he searched around his
- kitchen for something nice to eat.
-
- In this game you can open or close a cupboard door by clicking on it.
- Sometimes you may wish to open or close all of the doors. To do this,
- press O on the keyboard to open all of the doors and press C to close them
- all.
-
- Noddy picked three things from his cupboards and placed them into his
- magical food processor. Next, he pressed the large button on the front of
- the machine. The contraption whirred and flashed then it flashed and
- whirred. Waste paper, tin foil and anything else which could not be eaten
- was thrown out of the side of the gadget. After a few seconds something
- emerged from its side.
-
- "I don't know if I can give that to my friends," Noddy said staring at the
- gooey mess.
-
- Easy
- In this level you can make up any food that you like. Just as Noddy did,
- pick three items from the cupboards and put them in the machine To pick an
- item up click once with the mouse pointer above it. To drop it, click it
- again. Once you have dropped your three items in the magical food
- processor, the machine will mix them together and make something to eat.
-
- Just as Noddy was looking at the food, Mrs Tubby Bear walked by the Kitchen
- window.
-
- Noddy opened the window and shouted, "Mrs Tubby Bear" can you come inside
- and help me with my cooking?".
-
- "Of course Noddy" replied Mrs Tubby Bear. Within a few seconds she was
- standing looking at the mess on the plate.
-
- "YUCK," said Mrs Tubby Bear. "Why don`t you try making something that we
- might be able to eat?"
-
- Once again, Noddy chose three things. He put them in the magical food
- processor and pressed the big button on the front. The gadget whirred and
- flashed, then it flashed and whirred. Waste paper came out of the side of
- the machine and, just as before, some food emerged from its side.
-
- Mrs Tubby Bear looked at the food. She bent down and sniffed it.
-
- "YUM" she said, "now that`s much better!".
-
- As you make each different Kind of food in the easy level Mrs Tubby Bear
- will tell you if she likes it or not Can you work out what Mrs Tubby Bear
- thinks makes good (or yummy) food and what she thinks makes bad (or yucky)
- food.
-
- Noddy explained that some of his friends were coming around for tea that
- afternoon and that he had to cook some nice things.
-
- "You`ll need some recipes", said Mrs Tubby Bear.
-
- "What's a recipe?" asked Noddy
-
- "A list of things which you put together to make something nice to eat,"
- she replied
-
- She looked around Noddy`s kitchen and found an old recipe book. She opened
- it up and showed Noddy some recipes. The book showed a list of ingredients
- and how to cook them.
-
- "This will help you to make lots of nice things," she said
-
- "just use the lists in the book."
-
- Can you help Noddy to make some nice food for his tea party?
-
- Harder
- In this level you will see a list of ingredients at the bottom of the
- screen. These are shown as pictorial icons. Find each item of food and
- place it into the machine. You can do this in any order. Once you have
- found all of them click on "cook." After a short while the food will appear
- from the machine and Mrs Tubby Bear will check that you (and Noddy) have
- followed the recipe correctly.
-
- Hardest
- In the final level the ingredients are shown as words. You must put these
- items into the machine in the order that they appear in the question bar.
-
- Monkey Town
-
- It was Monday morning. Noddy was riding around Toy Town in his car. He
- was thinking about the wonderful party that he had yesterday.
-
- "Thank goodness for Mrs Tubby Bear and that recipe book", he thought to
- himself. As he drove along the main road in Toy Town he saw Martha Monkey,
- she waved at him.
-
- "Hello Martha", said Noddy as his car came to a stop
-
- "Do you want a ride?"
-
- "Yes please," said Martha. "Can you take me to Monkey Town. I have all of
- this shopping to get back home."
-
- "Of course," said Noddy as he helped Martha and her shopping bags into the
- car.
-
- A few minutes later, Noddy`s car was parked in his special parking place in
- Monkey Town
-
- "Thank you," said Martha climbing out of the car. She handed him a shiny
- silver sixpence.
-
- Noddy smiled. "Let me help you carry your shopping" he said.
-
- Noddy jumped out of the car and picked up the two heaviest bags. He
- followed Martha to her house and placed the bags outside her front door.
-
- "You are very kind" said Martha as she opened the door.
-
- "Think nothing of it" replied Noddy. "While I"m here I may as well have a
- chat with Bert. Is he in?"
-
- "No", said Martha, "but" if you go back into Monkey Town you might find him
- there.
-
- After saying good-bye to Martha, Noddy turned around and walked towards the
- centre of Monkey Town.
-
- You can find out what Noddy saw in Monkey Town by entering the linking
- scene. To do this you should park Noddy`s car at Monkey Town (you can
- press F3 to go there quickly). Once the car is in Noddy`s special parking
- place click on the icon for Monkey Town. After a few seconds you will see
- the linking scene.
-
- You can move around Monkey Town using the mouse pointer (or the arrow
- keys). As you move the pointer to the far left or the far right of the
- screen the scene may also move. Many of the objects in this scene will,
- when clicked on either move or make a sound or both.
-
- What can you get to happen in this scene.?
-
- From this linking scene you can load Bert's Scrapbook, to do this click on
- Bert Monkey.
-
- Bert`s Scrapbook
-
- After searching around Monkey Town, Noddy finally found Bert standing
- outside one of the shops in the High Street Noddy shouted "Hello Bert", a
- few times, but Bert did not hear him. As he got nearer, Noddy could see
- that Bert was staring at a book. As he slowly turned each page over he
- whispered "Oh dear, oh dear, oh dear", to himself.
-
- Quite a crowd had begun to gather behind Bert, they were each anxious to
- discover what he was so concerned about. As each new person joined the
- crowd they echoed Bert`s chorus of "Oh dear, oh dear, oh dear."
-
- "That`s a terrible thing to happen" said Mr Plod as Bert turned a page.
-
- "How did it ever occur?" said Big Ears.
-
- "What a pity", said Mr Wobbly Man.
-
- By now, Noddy had approached the crowd. "What`s going on?" he asked
-
- "It`s awful" said Mr Plod.
-
- "Horrendous", said Big Ears.
-
- Bert closed his book and looked at Noddy. "I don't know how it has
- happened" he sighed.
-
- "How what has happened?" shouted an impatient Noddy.
-
- "All of the pictures in Bert`s scrapbook are in a terrible mess", said Mr
- Wobbly Man.
-
- "It took years to put that scrapbook together", said Mr Plod
-
- "It's ruined!" sighed Bert, "I`ll have to get my camera and start all over
- again."
-
- Noddy looked at them. "Have you lost all of the pictures?" he asked.
-
- "No," replied Bert.
-
- "Have you lost any of the pictures?."
-
- "Er, no," was the reply.
-
- "Then what's the problem?" asked Noddy.
-
- "They're all in a mess!" wailed Bert.
-
- "Don't be silly!" said Noddy" unsure that if we all work together, we can
- help Bert to sort his book out again!"
-
- Noddy lead them all to the park where they sat on the soft grass and helped
- Bert to reorganise his scrap book.
-
- Can you help Noddy and his friends to sort out Berts Scrapbook?
-
- Easy
- Each screen in this level contains six pictures which make up a story.
- After seeing them in their correct order, they will become muddled. You
- can put the pictures back in the right order by clicking on any two
- pictures to swop their positions. If you should get stuck, you can click
- on Big Ears at anytime. He will tell you which pictures are in the right
- places and which are not. When you have put the pictures back in the
- correct order you can move the mouse pointer over each of them and see the
- words of the story.
-
- Harder
- On the harder level you will see that the screen is divided into two
- sections;
-
- On the left hand side of the screen is a page from Bert's Scrapbook. Each
- page can contain two pictures along with their captions. A story is now
- spread out over three pages. To move between them, click on the left/right
- arrow on the right of this section of the screen.
-
- On the right hand side of the screen are the pictures which must be placed
- onto the pages of the scrapbook. To move between these pictures click on
- the up/down arrows which are next to them.
-
- The first and the last pictures are in place in the scrapbook as are all of
- the captions.
-
- Look at the first page. Can you decide which is the missing picture?
- Scroll between the different pictures on the right of the screen by
- clicking on the up/down arrows. Once you have found the correct picture,
- click on it. Now, move the picture across to the space into which it
- should be placed and click again.
-
- Next, turn the page by clicking on the left/right arrow. You can now
- continue to place the pictures into their correct positions. When you have
- finished, Big Ears will check what you have done. Any pictures which he
- finds are in the wrong position will be returned to the right of the
- screen.
-
- If you complete the story correctly you can read it by scrolling between
- the pages. To move onto another story, click on "NEW STORY". You can ask
- Big Ears to check what you have done at any time by clicking on him.
-
- Hardest
- The hardest level is similar to the harder level, you now have to put all
- but the first picture of each story in place. In this level you must also
- place the captions which make up the story in to their order. These can be
- picked up and put in place in exactly the same way as the pictures. The
- captions are all stored on the right of the screen. To move between
- different captions, click on the arrows next to the caption box.
-
- The friends finally managed to get all of the pictures in Bert's Scrapbook
- back in order. Mr Plod gave Bert some extra strong glue to stick them
- firmly in place. Bert was so happy that he went home and collected his
- camera while everyone else waited at the park. Soon, Bert was taking some
- more pictures for his scrapbook to remind him of this day.
-
- By the time that all this was over the sun had begun to set. It was time
- to go home.
-
- When Noddy arrived home he was very tired. He parked his car in the
- special parking place outside his house and went indoors.
-
- The Goblin Village
- On Tuesday morning Noddy got ready for work as usual. He went down to his
- garage when he remembered that he had left his car in the parking space
- just outside his house. He closed and locked his front door and went over
- to his little yellow car. To his horror, he noticed that the spare wheel
- was missing from the back of the car.
-
- "Oh dear", cried Noddy, "Where could that be."
-
- Noddy searched up and down the road. He looked in the hedge outside his
- house. He searched though his garden and even checked his garage. The
- spare wheel was nowhere to be found.
-
- Just as Noddy was about to give up looking, he saw Mr Plod riding by on his
- bike.
-
- "Mr Plod", shouted Noddy, "can you help me ?"
-
- Mr Plod stopped his bike next to Noddy`s car. "Now, now Noddy", he said,
- "I hope that this is important, I`ve been summoned to the scene of a crime.
- Lots of things have been going missing in Toy Town."
-
- Noddy explained that he had discovered that the spare wheel was missing and
- that he couldn`t find it anywhere.
-
- Plod scratched his head. "Looks like the work of the naughty goblins to
- me", he said. "It`s probably in Goblin Village by now. I`ll be able to
- investigate this tomorrow or the day after."
-
- Mr Plod rode away.
-
- "Oh dear" thought Noddy" "I must have my spare wheel I'll go into the
- Goblin Village and see if I can find it."
-
- After a short ride Noddy had parked his car in his special parking space
- next to Goblin Village. To get to the village" he first had to walk
- through the Dark Wood.
-
- Park Noddy's car in the special parking place near to Goblin village (you
- can press F2 to get there quickly) and click on the icon for the Goblin
- Village. After a few seconds you will see the linking scene.
-
- You can look around the scene using the mouse pointer (or the arrow keys).
- As you move the pointer to the far left or the far right of the screen the
- scene may move to the left or the right. Many of the objects in this scene
- will, when clicked on either move or make a sound or both
-
- Within this scene are two points from which games can be loaded;
-
- To load Tricky Trees, click on the large tree on the far left of the scene.
-
- To load Can You Find Me, click on the dustbin on the right of the scene.
-
- Tricky Trees
- Noddy nervously climbed out of his car (being careful to lock it behind
- him). The Dark Wood lay only a few steps away. He stopped and looked
- around. He was sure that someone was following him.
-
- As he walked into the wood it seemed as though night had fallen. It was
- very dark. Behind him he heard the rustle of someone running. He looked
- around, there was no one there. The noise now moved into the trees next to
- him. He felt sure that he could see someone moving about in the dense
- undergrowth.
-
- "Who's there ?" shouted Noddy.
-
- There was no reply just another rustle of leaves.
-
- Again, he saw the outline of someone darting between the trees.
-
- "I know there`s someone there!" yelled Noddy. "Who is it?."
-
- This time a voice from behind the trees shouted back, "What do you want?"
-
- "I"ve only come to look for my spare wheel" Mr Plod said that it might be
- here" ,Noddy said in a loud voice.
-
- "I Know where it is", said the voice "Do you want me to tell you where it
- is Noddy?"
-
- "Oh yes please," replied Noddy, "I don`t like it here, I want to go home!"
-
- "Very well," said the voice" "but first" you must play with the tricky
- trees. Gobbo says that no one except him can win at that game. I don't
- like Gobbo, he will get angry if anyone can beat the trees!"
-
- Reluctantly, Noddy agreed. As he did so, the tree which was next to him
- opened its eyes, yawned. blinked and said, "Ready when you are Noddy!".
-
- Noddy was so surprised that he nearly fell over. Then one at a time, the
- rest of the trees in the wood each opened their eyes and yawned.
-
- "What odd trees" thought Noddy as he began to play the game.
-
- Tricky Trees is a memory game. It will also introduce you to the names of
- different colours and shapes.
-
- Easy
- In this level you will see five numbered trees each with different coloured
- noses. At the beginning of the game one tree will play a note. You should
- help Noddy by playing that note back. To do this either click on the tree
- with the mouse or press the relevant number on the keyboard. Next, two
- notes will be played. You should play them back in the same order by
- clicking on the correct trees or pressing the relevant keys on the
- computer's keyboard. As each new sequence of notes is played, you should
- play it back to the trees in the same order. Once you have played a
- sequence of five notes you have beaten the trees and upset Gobbo!
-
- Harder
- In this level you will see six trees. The final sequence will contain six
- notes.
-
- Hardest
- The hardest level contains eight trees and a total of eight notes in the
- final sequence.
-
- "Well done!", the voice shouted to Noddy as the trees fell back to sleep.
- "Gobbo will be angry!".
-
- "Now can I have my wheel back?" asked Noddy.
-
- "If you do one more thing for me" replied the voice.
-
- Noddy sighed. "Just one more!" he said.
-
- Can You Find Me.
- "Do you know where the cinema in Goblin Village is?", asked the voice.
-
- "Yes."
-
- "The young goblins are sitting in the cinema waiting for a slide show. The
- slide show is all about different shapes and colours, but we have no one to
- show it."
-
- "So you want me to show the slides?" asked Noddy.
-
- "That's right", replied the voice. "but you must also tell the young
- goblins about the different shapes and colours in the pictures."
-
- "Very well" he said after a few minutes thought.
-
- "If you do this. I will see that the wheel is put back where it belongs."
-
- Noddy wandered down the little path that lead to Goblin Village.
- Fortunately, the cinema was just by the edge of the wood.
-
- The young goblins were talking madly as Noddy entered the cinema. Some
- were throwing popcorn around, others were running up and down the aisles.
- When Noddy started to show the slides, they fell silent, some even answered
- his questions.
-
- In Can You Find Me you must help Noddy to find different shapes and objects
- in the pictures.
-
- Easy
- You will see an outline shape in the question bar. Find an identical shape
- in the picture and click on it. As you find each shape correctly a tick
- will appear above it.
-
- Harder
- In this level you must find shapes of the same type and colour as those
- shown in the question bar. Find each of them in the picture and click on
- just as you did in the easy level.
-
- Hardest
- In this level you should find the objects described in the question bar.
- Click on them in the picture just as you did before. After you have found
- each object you will be asked a question about its shape or its colour.
- Three alternative answers will appear in the question bar. To answer the
- question click on the correct alternative.
-
- After a while the young goblins all left the cinema. Noddy wandered back
- to his car. The spare wheel had been replaced!
-
- The Beach
- The next day was Wednesday. As Noddy wandered to his car he saw that the
- sun was shining and heard the birds singing. Just then, he saw Big Ears
- coming towards him on his bike.
-
- "Hello Noddy," said Big Ears, "Isn`t it a lovely day!"
-
- "It`s wonderful", replied Noddy, "just the sort of day to go to the beach."
-
- "What a good idea." said Big Ears" "why don't we?"
-
- Noddy thought for a while. He had earned a lot of sixpences recently and
- really wanted to spend a day by the seaside.
-
- "Yes, let`s!" said Noddy. "I can even make us a picnic lunch using my
- magical food processor."
-
- Big Ears said that he would tell some of their friends about their plan and
- invite them to come along. With that, Noddy dashed inside, found his
- picnic hamper and, with the help of his magical machine, was soon filling
- it with lots of nice food. He rushed around the house finding his
- sunglasses, bathing trunks, beach ball and finally his camera. He piled
- all of these things into the boot of his car just in time to once again
- greet Big Ears.
-
- As Big Ears climbed into the passenger seat of the car he explained that
- Bert MonKey and a few other friends would meet them at the beach.
-
- Noddy and Big Ears were soon driving along, singing their favourite songs.
- After a short while, Noddy had parked the car in the special parking space
- by the beach.
-
- Park Noddy's car in the parking place at the beach (you can press F4 to get
- there quickly) and click on the icon for the beach. After a few seconds
- you will see the linking scene.
-
- You can look around the scene using the mouse pointer (or the arrow keys).
- As you move the pointer to the far left or the far right of the screen the
- scene may move to the left or the right. Many of the objects in this scene
- will, when clicked on either move or make a sound or both.
-
- Within this scene are two points from which games can be loaded:
-
- To load Beach Sorter, click on the pebble on the bottom left hand side of
- the scene.
-
- To load Picnic Attack, click on the crab next to Bert Monkey.
-
- Beach Sorter
- One of Noddy's favourite games, when he goes to the seaside, is sorting
- pebbles from the beach into groups. Can you help Noddy to play this game.?
-
- Easy
- In this level you will see a number of pebbles and buckets on the beach.
- The buckets have different coloured shapes on them. You should match the
- pebbles to the shapes and colours on the buckets. To do this, first click
- on a pebble and then click on the bucket in which you think it belongs.
-
- After a while Big Ears reached into his pocket and picked out a number of
- pictures.
-
- "You`re good at sorting pebbles" he said, "but can you sort each of these
- animals into the places that they live?"
-
- Harder
- In this level you should try to match each of the animals shown at the
- bottom of the screen with the places they live (their habitats). To do
- this click on an animal followed by the place in which you think it
- belongs.
-
- "That was easy!" said Noddy, "can`t you find anything harder?"
-
- "All right," replied Big Ears, "can you sort these animals into their
- different groups?"
-
- Hardest
- In the hardest level you should sort the animals into their different
- groups (mammals, reptiles, fish and so on). The pictures at the top of the
- screen show a representative member of each group. To sort each animal
- into its correct group first click on the animal and then click on the
- representative member of its group on the top of the screen.
-
- "Well done!" said Big Ears as he lay back on the beach sunbathing
-
- Picnic Attack
- Noddy and his friends were having so much fun playing with their Frisbee
- that they forgot what the time was.
-
- "I`m feeling hungry", said Big Ears, "did you bring a picnic Noddy?"
-
- "Of course!", replied Noddy. He then wandered off to his car to collect
- the picnic basket.
-
- When he returned, Big Ears had already laid out a large beach towel on
- which they could sit while they ate their lunch. Noddy put the basket next
- to the towel and unpacked all of the goodies that he had prepared that
- morning. As he did so, a crab emerged from the water and ran towards the
- picnic.
-
- "Go away!" shouted Noddy, "what a naughty crab!"
-
- The crab ran back into the water. A few seconds later it re-emerged, this
- time followed by lots of its friends. They were all heading for the picnic
- basket!
-
- "We must think quickly" said Big Ears, "or they will have all of our food!"
-
- Noddy noticed that there was a hose pipe near to the entrance to the beach.
- He ran towards the hose pipe and, to the amazement of everyone on the beach
- dragged the end of it in front of the picnic basket
-
- "Go and turn it on Big Ears!" Noddy shouted.
-
- In almost no time at all Big Ears was by the tap and Noddy was squirting
- water at the hoard of crabs, and now lobsters, coming towards his picnic.
-
- Picnic Attack is a fun-to-play game in which you must help Noddy prevent
- the crabs and lobsters from stealing his picnic.
-
- Easy, Harder and Hardest
- This game is best played with a joystick. To move Noddy to the left or
- right simply move the joystick in that direction. To fire water at the
- crabs or lobsters, press Fire. As an alternative, you can use the arrow
- keys on the keyboard to move Noddy from left-to right and Return (or Enter)
- to fire water.
-
- To stop the crabs and lobsters from stealing the picnic you must hit them
- with squirts of water. Some lobsters must be hit more than once. If a
- lobster is pink it must be hit twice, if it is blue three hits are
- required. A few crabs (these are black in colour) are there to distract
- you!
-
- Noddy finds the pipe difficult to hold because of its weight. He sometimes
- drifts over to the right of the screen. If he does this, you must help him
- to move back
-
- This game is played in 28 different "waves". There are also some surprise
- waves where you will confront something other than crabs or lobsters! Each
- successive wave is slightly more difficult than the preceding one. You can
- join this game at three different points:
-
- To join the game at the first wave select the easy level.
-
- By selecting the harder level you will join the game at wave number 7.
-
- The hardest level takes you directly to wave number 12
-
- The aim of the game is to accumulate as high a score as you can. You will
- receive points for the number of crabs and lobsters that you manage to hit
- and will receive a bonus for saving your food. As you complete each "wave"
- you may also receive a bonus item of food.
-
- Eventually the friends saw the last crab fly off towards the sea. Noddy
- and Big Ears cheered.
-
- Noddy and Big Ears sat down and started to eat their sandwiches.
-
- "Life seems to be one big adventure!" said Noddy pouring a drink.
-
- Big Ears laughed. "For you, yes" replied Big Ears, "I`d call it Noddy`s
- Big Adventure!"
-
- SECTION 3
- =========
-
- NODDY'S WORD PROCESSOR
-
- Noddy's Word Processor is a unique program which been designed to acquaint
- children with the basic functions found in similar "grown up" utilities.
- This program operates on three distinct levels, the easiest being aimed at
- very young children. It comes complete with three separate,
- level-specific, games which are geared towards increasing children's
- vocabularias as well as introducing them to the spellings of a range of
- simple words.
-
- PC and Archimedes users can load this program from the Main Options Screen.
- Amiga users should insert Disk 4 and reboot the computer to load Noddy`s
- Word Processor. The program will load automatically from this disk.
-
- Function Icons
- The function icons have the same effect regardless of which level Noddy's
- Word Processor is currently being used. These icons are placed in a strip
- along the top of the screen. They are:
-
- Save or Load a Story
- Children's work (their "stories") can be saved to disk and later re-loaded
- into the program. To save or load, click on this icon. You will be
- presented with a menu containing two further icons:
-
- To save a story, click on the SAVE icon. Type the name that you wish to
- use for this story into the file selector and select OK or press Return or
- Enter.
-
- To load a story from disk click on the LOAD icon. From the file selector,
- click on the story which you wish to load then select OK or press Return or
- Enter.
-
- Stories are saved to and loaded from the currently active drive. Amiga and
- Archimedes users must prepare a blank, formatted data disk with the volume
- name NODTALES on which to save any work.
-
- Load a Sample Story
- Noddy's Word Processor comes complete with a number of sample stories. To
- load one of these, click on this icon. You should make your selection from
- the list shown on the screen.
-
- If you wish to return to the program without loading a sample story click
- on the QUIT icon.
-
- Print
- To print the current page click on this icon. Pages produced within
- Noddy's Word Processor can be printed on any Epson-compatible 9-pin printer
- (If you are using Noddy's Big Adventure from within MS- Windows on an IBM-
- compatible PC you will be able to print to the printer type which is
- currently under the control of the Print Manager.) In the easy and the
- harder levels, stories will be printed out as graphic dumps. In the
- hardest level you will have the opportunity to print a story as a graphic
- dump or as a simple page text (using the default font for your printer).
- The advantage of selecting the latter is that, although the print quality
- is poorer, it will give you the opportunity to obtain a quick print-out
- which can be used to check children's work.
-
- Change Level
- Clicking on this icon has the same effect as pressing F10.
-
- Select a Letter or a Location-Specific Bank of Words
-
- This icon has two functions:
-
- Change the letter in the bottom bar. The bar at the bottom of the screen
- displays a number of pictures relative to a particular letter (or letters)
- of the alphabet. This bar acts both as a word bank and as a dictionary.
- It is possible to scroll between different letters by clicking on the
- arrows to the far right of the bar. Using this method it would take some
- time to move between the different letters of the alphabet.
-
- After clicking on the icon at the top of the screen you will be presented
- with a menu. Click on the letter of the alphabet that you wish to see
- displayed in the bottom bar. The display will then change in line with
- your selection.
-
- The pictures, and hence the words, used in this program have been arranged
- into four banks. Each of these reflect the four locations around which
- Noddy's Big Adventure is based (i.e. Noddy's house, Monkey Town, Goblin
- Village and the beach). To select a new picture bank, click on this icon.
- You will be presented with a pictorial menu. On the right of this are four
- further icons which each represent the location banks. Select the bank
- that you wish to use and the display will automatically change according to
- your selection.
-
- Turn Back a Page
-
- Current Page Number
-
- Turn Forward a Page
-
- These icons show the currently active page number and allow you to move
- backwards and forwards between different pages within a story.
-
- On the easy level nine pages are available for any one story, on the second
- level this number is increased to 33. On the hardest level a story can
- contain up to 99 pages.
-
- Clear the Page
- Clicking on this icon wipes all pictures and/or text from the currently
- active page.
-
- OOPS
- If you select this icon you will cause the program to remove the object or
- letter to the left of the cursor. This function simulates using the
- backspace key.
-
- Quit
- To leave the program, click on this icon.
-
- PC and Archimedes users will be returned to the Main Options Screen of
- Noddy's Big Adventure.
-
- Amiga users will be returned to the CLI. To reload Noddy's Big Adventure,
- Amiga users must insert Disk 1 and reboot the computer.
-
- Picture Bar
- At the bottom of the screen is a picture bar. Each of the pictures
- displayed represents a word. On the easy level a single row of large
- pictures is displayed. On the hard and hardest level, two rows of smaller
- pictures are shown. To the left of any row is the initial letter of the
- words represented by the pictures in that row. To move between different
- letters (and hence, sets of pictures) you should click on either the up or
- the down arrow to the right of the bar.
-
- In the easy and harder levels clicking on any pictures causes a copy of it
- to be pasted into the main work area or the screen. In the hardest level
- the pictures act as the component parts of a pictorial dictionary. These
- functions are explained in more detail below.
-
- Using Noddy`s Word Processor
-
- The way in which you can use Noddy's Word Processor depends upon the
- currently selected level:
-
- Easy
- The purpose of this level is to allow children to paste pictures on to a
- page and to later add the initial letters of the words represented by those
- pictures. By pasting these in a specific order, children should be able to
- construct outline stories.
-
- On loading, the on-screen cursor is in the top left hand corner of the
- screen. If any picture (within the picture bar at the bottom of the
- screen) is clicked on, a copy of it will appear in the top left hand corner
- of the screen. This will animate for a short while and the cursor will
- move to the next position ready for another picture to be put in place. If
- at any time a pasted picture is clicked on, an overlay box will appear
- showing an animated version of the picture along with the name of the word
- that it represents. Clicking on this overlay box will remove it from the
- screen.
-
- The line immediately below a row of pasted pictures is reserved for
- keyboard input of the initial letters of the word represented by those
- pictures.
-
- Once you have put a complete row of pictures in place, the cursor will move
- down to the second line where the initial letters can be typed in from the
- keyboard. As each letter is entered the computer will check whether it is
- correct or not. Correctly entered letters will be shown in black,
- incorrect ones will be presented in pink. After entering a row of letters
- the cursor will move to the beginning of the next line. The program is now
- ready to accept the input of a further row of pictures.
-
- Alternatively, it is possible to move around the screen using the cursor
- (or arrow) keys.
-
- Pictures can, using this method, be placed in any order on the screen. If
- the cursor is placed over an existing picture and a second one selected,
- the new selection will replace the existing one. This method will also
- allow you to place letters on the screen in any order (provided there is a
- picture above the input letter).
-
- Harder
- This level contains a much larger dictionary of words compared to the one
- available in the easy level. Because of this, the pictures which represent
- the words are smaller.
-
- In this level, children can paste pictures on the screen (as in the easy
- level). Once pictures have been pasted down, children can attempt to
- complete the spellings of the partially-spelt words which are represented
- by the pictures.
-
- The input methods used in this level are similar to the easy level. As a
- picture is pasted, a partially spelt word will appear below it. Clicking
- on a second picture will (if sufficient space exists) cause a copy of it to
- be pasted to the right of the first word. If there is not enough space to
- accept this picture/word combination you will hear a warning sound. If
- this happens, you should press Return or Enter to move the cursor to the
- next line.
-
- Pressing Return or Enter while on a row containing pictures will cause the
- cursor to move to the first letter below those pictures. At this point
- children can either complete the partially spelt words in this row or they
- can press Return or Enter again to move to the next row and enter some more
- pictures.
-
- Any number of pictures can be put on the screen before adding letters to
- their partially completed labels.
-
- To complete a partially spelt word the cursor should be placed over the
- first blank space within that word. Each missing letter can be entered
- from the keyboard. To move between spaces you should use the cursor keys
- or click on the next letter using the mouse. As each letter is typed in,
- the computer will check whether it is correct or not. Incorrectly entered
- letters will flash.
-
- As in the easy level, clicking on a pasted picture will lead to an
- information box appearing on the screen. This will contain a copy of the
- picture along with the word which it represents. To remove this box from
- the screen, click on it.
-
- Hardest
- This level acts as a simple word processor. Words can be typed in from the
- keyboard. Backspace and delete are available along with a limited word
- wrap facility. Clicking on a picture in the picture bar does not cause it,
- or the word which it represents, to be pasted onto the screen. Instead, an
- information box showing the picture along with the correct spelling of the
- word represented by it will appear on the screen (clicking inside this box
- causes it to disappear from the screen).
-
- The Games
-
- By pressing F1 while in any of the levels, you will be able to play a
- level-specific game. To leave a game, press F1 at any time.
-
- Easy
- In this game there are 2O different pictures available in the picture bar
- at the bottom of the screen. These are in a random order. To scroll
- between the different pictures, click on the arrows next to the bar.
-
- A question will appear in the centre of the screen which will ask you to
- pick a number of pictures which each begin with a certain letter.
-
- To play this game you should scroll between the pictures in the bar. As
- you see a picture which represents a word beginning with the relevant
- letter, click on it. Continue to do this until you find the number of
- pictures requested in the question.
-
- Harder
- This is a spelling game.
-
- Six pictures will appear on the screen each followed by a number of blank
- spaces. Each blank space represents a letter.
-
- Click on a picture then type in the spelling of the word that you think it
- represents and press Return or Enter. If you are right, the word will
- remain on the screen. If you are wrong, your entry will disappear and you
- should try again.
-
- Hardest
- This is a crossword game where pictures are used in the crossword as clues.
-
- You will see a crossword grid on the screen.
-
- As you move the mouse pointer over a picture it will flash. With a picture
- flashing, click on the left mouse button. The picture will disappear and
- you can enter the solution from the keyboard. Press Return or Enter at the
- end of the word. If you have correctly entered a word it will remain in
- place, if you have not your entry will disappear.
-
- SECTION 4
- =========
-
- PARENT/TEACHER SECTION AND THE NATIONAL CURRICULUM
-
- Noddy's Big Adventure is a complete learning and entertainment package for
- young children. Its main aim is to introduce important educational
- concepts in a fun to-use manner. This package encourages children to
- develop a number of basic skills while at the same time enjoying
- themselves.
-
- Noddy's Driving Menu, along with the four linking scenes, forms a cohesive
- connection between the remaining programs in this package. As well as
- encouraging children to refer to reference sources (in this case, the
- printed map which is enclosed in this package) the Driving Menu will help
- them to develop an appreciation of different directions. Children should
- be encouraged to describe the routes in which they direct Noddy using
- simple terms such as "turn right", "turn left" and so on. Indeed, this
- program could be used to encourage collaborative effort between children
- with one child acting as "navigator" and the other as "driver"
-
- The connecting scenes will appeal to any child's inherent sense of
- curiosity. The events which happen on the screen are entirely under
- children's control. Only through investigation will they discover what
- those events are.
-
- Noddy's Word Processor is a unique and amazing utility which can be used by
- children of widely differing ages and abilities. Even young children can
- construct simple stories (on the easy level) using the large and colourful
- pictures which are available. At this level. reading and spelling skills
- are reinforced by encouraging them to place the initial letter of an object
- under its representative picture.
-
- The hardest level introduces children to a number of standard word
- processor functions. The use of word processors is a requirement of the
- National Curriculum in Technology (Information Technology). This level
- will, therefore, help children to achieve this requirement at an early
- stage.
-
- The harder level forms an intermediate stepping stone between these two
- extremes. In this level children continue to work with pictures but, in
- order to complete a "story" they must be prepared to complete the names of
- the objects which appear on the screen by filling in blank letters.
-
- Each level of the word processor offers children the opportunity to see the
- correct spelling of any word which is represented pictorially. Because of
- this, even with the hardest level (which simulates "real" word processors)
- children have access to a pictorial on screen dictionary.
-
- To further encourage linguistic skills a small game has been included in
- each level of this utility. On the easy level children must isolate a
- number of pictures which each begin with the same letter. The next level
- includes a simple spelling tester. The hardest level contains a crossword
- puzzle game where each of the clues are given pictorially.
-
- At its easiest, Kitchen Fun introduces children to the concept of selecting
- and mixing ingredients to produce final outcome (the food product). The
- result of childrens actions is monitored by the program (in the guise of
- Mrs Tubby Bear) who informs children whether the food product is good
- ("YUM") or bad ("YUCK"). Children should be encouraged to look for
- patterns in these responses and discover what, in general, produces each
- response. In reality, the mixture of all sweet or all savoury items
- produces a positive response whereas the mixture of sweet and savoury items
- will produce a negative response.
-
- The concept of following written instructions (in this case, a recipe list)
- is introduced in the final two levels of this activity. The harder level
- shows recipes in a pictorial form. The language of these items is
- reinforced on the screen as each item is selected. On the hardest level
- children must follow written recipes in a specific order
-
- The easy level of Noddy's Scales introduces the numbers 1 to 9. Through
- the use of objects of different relative sizes, along with the effect of
- balancing the scales, children should soon appreciate the simple concepts
- of "greater than" and "less than". The harder level takes the form of a
- simple adding game. One object (number) appears on the scales and children
- must match its value (or "balance the scales") using two (numerically)
- smaller objects. This concept is extended within the hardest level where
- questions of the type:
-
- 3 + a = 5 + b
-
- are used. This level allows children to experiment with numbers until they
- are able to find the correct answer As with the harder level, the program
- does not reward or penalise children for their answer until they have
- decided that they have finished work on a particular problem. Each problem
- may have a number of solution and children may wish to discover how many
- different ways there are of completing a particular sum. This can
- initially be carried out by trial and error with the scale indicating which
- side of the sum is too high ("heavy") or low ("light")
-
- Tricky Trees is primarily a memory game where children must repeat
- sequences of notes which are played to them. This activity introduces
- children to the language of shape and colour.
-
- Can You Find Me builds upon the concepts introduced in Tricky Trees by
- reinforcing the concepts of the language of shape and colour. In the easy
- level, children must search a picture for particular shapes. The names of
- these shapes along with the names of their colours are introduced in the
- next level. These ideas are reinforced in the final level where the names
- of particular objects are also presented on the screen.
-
- Bert's Scrapbook encourages sequencing skills as children have to re-order
- disorganised stories. At its simplest, children must simply look at a
- sequence of six frames of a story-board. These become muddled on the
- screen. The children's task is now to put them back in order. Language is
- introduced on the harder level where each of the frames are accompanied by
- a written caption. The hardest level encourages children to use their
- reading skills by asking them to place captions, as well as picture frames,
- in order.
-
- Beach Sorter is a game which has three very distinct levels each of which
- are concerned with the concept of placing objects or animals into groups.
- In the easy level children are encouraged to match shape and colour in a
- novel and interesting way.
-
- The harder level deals with environmental habitats. Each of the animals
- shown on the bottom of the screen must be matched to its correct habitat.
- These habitats are in turn, represented by icons shown at the top of the
- screen. There are five habitats introduced in this level
-
- These are:
-
- Jungle, sea, woodland, farmyard and fresh water.
-
- The hardest level introduces the concept of classifying animals into their
- respective groups. As in the previous level, the animals are shown on the
- bottom of the screen. At the top of the screen are a number of icon each
- containing a representative member of a particular group. The groups used
- in this program are:
-
- Fish, amphibians, reptiles, birds, mammals and insect
-
- As children work through this level, you may wish to point out the major
- differences between animals in each group. In this way they may be able to
- classify unfamiliar animals:
-
- ANIMAL GROUP CHARACTERISTICS
-
- Fish Live in water. Brwathe through gills
- Most are covered in scales. They have
- fins to help them move.
-
- Amphibians Can live in water or on land. They lay
- eggs in water. The young breathe
- through gills, adults have lungs
-
- Reptiles Cold blooded. Live on land. Usually
- covered in scales, reptiles lay eggs
-
- Birds Warm blooded. Covered in feathers
- Most have wings and can fly. Birds lay
- eggs.
-
- Mammals Have fur or hair. Warm blooded. Most
- mammels give birth to live young
-
- Insects Small animals. Their heads contain
- feelers. They have three pairs of legs
- Many have two pairs of wings
-
-
- Picnic Attack is a fun-based activity in which children must help Noddy to
- save his picnic from being eaten by a hoard of crabs and lobsters. As in
- Noddy's driving Menu children should appreciate that they are using the
- computer to control Noddy's movements.
-
- Noddy's Big Adventure and the National Curriculum
-
- Noddy's Big Adventure responds to various early aspects of the National
- Curriculum, most notably English, Mathematics and Technology (Information
- Technology). As such, this package will assist children acquiring some of
- the basic skills demanded within the educational sector today. The lowest
- level of study within the National Curriculum is key stage 1. This is
- directed at children in years 1 and 2 (ages 5 to 7).
-
- This package can be used, at its lowest levels, by pre- school children.
- As such it will prepare them for a number of important aspects of key stage
- 1 of the National Curriculum. The highest level of each activity within
- this package may tax even bright six or seven year olds and will therefore
- reinforce work carried out in school.
-
- A summary of the Attainment Targets (ATs) of the National Curricula in
- English, Mathematics, Science and Technology covered (in part or in full)
- at Levels 1 and 2 (key stage 1) by Noddy's Big Adventure are shown as
- below:
-
- ENGLISH AT2 READING
- Kitchen Fun, Can You Find Me, Tricky Trees, Berts Scrapbook
- Noddys Word Processor, Beach Sorter,
-
- ENGLISH AT3 WRITING; COMMUNICATING Using pictures etc.
- Berts Scrapbook, Noddys Word Processor
-
- ENGLISH AT4 Spelling
- Noddys Word Processor
-
- MATHEMATICS AT1 Using and Applying Mathematics
- Noddys Scales
-
- MATHEMATICS AT2 Number Counting
- Noddys Scales
-
- MATHEMATICS AT3 ALGEBRA
- Tricky Trees
-
- MATHEMATICS AT4 Shape and Space
- Can You Find Me, Tricky Trees, Noddys Driving Menu,
- Noddys Scales
-
- MATHEMATICS AT5 Collection processing and Interpretation
- Kitchen Fun
-
- TECHNOLOGY AT5 Information Technology
- Noddys Driving Menu, Noddys Word Processor
-
- SCIENCE AT1 Scientific Investigation
- Noddys Scales
-
- SCIENCE AT2 Life and Living Processes
- Beach Sorter
-
- Warranty
-
- In the very unlikely event of you finding any faults in this product you
- should return the whole package to your dealer for a replacement as soon as
- possible.
-
- Alternatively, you may return any faulty disks to us. You should send the
- original disks in a strong secure envelope to:
-
- The Jumping Bean Company Limited
- Leen Gate
- Lenton
- Nottingham NG7 2LX
-
- Please include the following details:
- . your name and address.
- . the date of purchase,
- . where the product was purchased,
- . the nature of the fault, and,
- . precise details of your computer (make, model and
- available memory)
- eg. ("CBM-Amiga A600- 1 Meg")
-
- You should allow up to seven days for receipt of your replacement disks.
-
- This limited warranty is valid for 90 days following the purchase of this
- product and does not affect your statutory rights. It is provided on the
- understanding that disks are correctly used in the machine stated on the
- disk labels and not used or stored in extreme temperatures, in areas of
- ionising or magnetic radial or exposed to any liquids or volatile
- substances or misused in any other way.
-
- The Noddy's Big Adventure Help Line
-
- We are happy to help you with any problems which you may experience in
- using Noddy's Big Adventure.
-
- The Noddy's Big Adventure help line will operate on weekday afternoons from
- 2 to 4:30 PM. If you find that you have any "teething troubles" please
- feel free to ring us on 0602-791408. As a security measure, we would ask
- that you have your manual and the original packaging to hand when you
- phone.
-
- PC 5.25" Disk Exchanges We offer an exchange service for PC users with
- 5.25" disk drives. Please return your original disks (in a strong package)
- together with a stamped addressed envelope to the above address, and we
- will exchange them for 5.25" VGA compatible disks.
-
- Please note that this service only applies to the MS- DOS version of
- Noddy's Big Adventure
-
- Copyright Notice
-
- Copyright 1993 The Jumping Bean Co. Ltd. All rights reserved
-
- This product, Noddy's Big Adventure, its program codes, manuals and all
- associated product materials are the copyright of The Jumping Bean Co.
- Ltd. The owner of this product is entitled to use the product for his or
- her own personal use only. No one may transfer give or sell any part of
- this manual, or the information on the disks without the prior permission
- of The Jumping Bean Co. Ltd.. Any person or persons reproducing any part
- of this package, in any media, for any reason, shall be guilty of copyright
- violation, and subject to civil liability at the discretion of the
- copyright owner.
-
-
- HAVE FUN GUYS AND REMEMBER ITS ALL FOR FUN
- aLL DoNE By SHaRD/N&B
-
-
-
-