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- Preschool Pack 2.0
- Copyright (c) 1994 KidStuff Software
- Vicki Watson
- 6490 Dubois Rd. Delaware, OH 43015-8931
- 614-548-5043 Compuserve 71043,3706
-
- The colorful graphics, songs, and speech of Preschool Pack will
- be sure to capture the attention of your preschooler. From the
- main menu screen, which contains a cat which meows and winks when
- clicked, to the bee which frowns when a mistake is made in the
- matching game, you and your preschooler will appreciate the
- careful design and attention to detail of Preschool Pack. Through
- six different and entertaining activities your preschooler will learn
- about counting, number recognition, the alphabet, colors, matching,
- classifying, and memorizing his name, address, and telephone number.
-
- The activities include: "Animal Homes", where animals must be placed
- in their appropriate homes - either farm, forest, or circus. Most of
- the animals have an accompanying animation and animal sound!
- "Balloons", where the user must click on a color block matching
- the color of a rising balloon before it pops; "Matching", a memory
- game with an animated bee rewarding the user who locates all
- matches; "Counting", where the user counts along with the computer
- as a variety of colorful images, from dinosaurs to dolls, are
- displayed; and "ABC's" where the user must find all letters which
- match a displayed letter. "ABC's" uses speech to pronounce each
- letter as it is selected. In the last activity the child will
- learn to spell his name, as well as learning his address and
- phone number. All activities are reinforced with cheerful music
- and animation sequences.
-
-
- **** Enhancements to Preschool Pack version 2.0 include:
-
- - sound card support (Sound Blaster, Adlib, or compatibles)
- - improved and additional graphics
- - improved music (sound card version)
- - left or right mouse buttons supported
- - Name, address, and phone number activity added
- - Counting:
- options to set the count start and/or stop number from 1 to 25
- key press will also display objects in counting mode
- updates the number display during the count
- option to enter the number which matches the number of images displayed
- press ENTER or SPACEBAR to display the answer in enter number mode
- - ABC's:
- click on the letter in the upper left corner to say the alphabet
- from a-z (click or press a key to go to the next letter, stop
- by pressing ESC)
- A portion of the butterfly will be displayed for each correct
- letter clicked
- - Animal homes:
- Animal sound effects and animations have been added
- - Matching:
- A matching game may consist of either 12 or 24 cards
-
-
- Shareware Registration Form - PPK 2.0
-
- All registered users receive over 100 extra pictures for use in
- PPK, 12 or 24 cards in the matching game, count up to 25 in the
- number game, 13 additional animal animations and sounds, support
- via phone or mail, removal of the shareware screens, and
- notification of and substantial discounts on KidStuff Software.
-
- Disk Size: [ ] 3 1/2" [ ] 5 1/4"
-
- [ ] Sound Blaster/Adlib Version [ ] PC Speaker Version
-
- [ ] $10.00 (Standard Registration, includes the above benefits)
-
- [ ] $20.00 (Personalized version, includes the above benefits
- plus complete personalization for your child in the name,
- address, and phone number activity. You may include the
- first names of 1 to 3 children as long as they have the
- same last name and address.)
-
- Fill out the following for personalized versions only. Please
- indicate proper pronunciations of anything unusual!!! Also
- show how you would like numbers spoken. For example - 6490
- could be either six-four-nine-zero, or sixty four-ninety.
-
- Child's First Name: _______________________________________
-
- Last Name: ________________________________________________
-
- Street Address: ___________________________________________
-
- City, State, Zip: _________________________________________
-
- (Shareware versions of the following programs are available.
- See descriptions of these programs at the end of this file.)
-
- [ ] $3.00 "Sounds Like A..." [ ] $3.00 "Ms. Piggy Bank"
- [ ] $3.00 "Talking Time Tutor" [ ] $3.00 "Masterpiece Menu"
- [ ] $3.00 "Talking Number Machine"
-
- Please send your check or money order (checks must be for
- U.S. funds on a U.S. bank!) to: KidStuff Software
- 6490 Dubois Rd.
- Delaware, OH 43015-8931
-
- Name: _________________________________________
-
- Address: _________________________________________
-
- _________________________________________
-
- Phone: ________________________
-
-
- I received the shareware disk from: ________________________
-
- Comments or suggestions: ____________________________________
-
- _____________________________________________________________
-
- PROGRAM REQUIREMENTS
- Preschool Pack requires a 12Mhz or faster PC, 640K RAM, a hard drive,
- an EGA or VGA color monitor, and a mouse. Two different versions of
- PPK are available. One works with Sound Blaster, Adlib, or compatible
- sound cards. The other works with the PC speaker. Neither version is
- compatible with Microsoft Windows. PPK must be run strictly from DOS.
-
- INSTALLATION
- Insert disk 1 and type A:INSTALL (or B:INSTALL). Once installed, change
- to the PPK directory and type PPK to run the program. From the main
- menu screen you may press F10 to set the program options.
-
-
- PRESCHOOL PACK INSTRUCTIONS
-
- F10 Program Options (from the main menu screen)
- Press ENTER or use the arrow keys to move between option fields.
- Press ESC when you have set all the desired options, to exit the
- screen. The options are saved to disk. They may be modified at
- any time. From the options window you may set the following:
-
- Speech On (Y/N) - Y to turn speech on, N to turn it off. "Speech"
- includes the animal sounds as well as voice.
-
- Music On (Y/N) - Y to turn music on, N to turn it off.
-
- Computer Speed - Slow, Medium, Fast (S/M/F)
- This option primarily controls the timing of the animations
- in the program. Set it according to the following guidelines.
- You may need to adjust these for individual systems.
-
- 'S' - 286 computer 'M' - 386 computer 'F' - 486 computer
-
- Music Volume (1-15)/Voice Volume (1-15)
- These options allow you to control the relative volume levels
- of the voice to the music in the Sound Blaster version of the
- program. These options will have no effect on some sound cards.
- They will work on Sound Blaster Pro or similar cards. They will
- have no effect in the PC speaker version of the program. There
- is no way to adjust the volume of the PC speaker.
-
- Count From ?? to ??
- In the counting game you may set a range of numbers to be used,
- anywhere from 1 to 25. You may only want to work on the numbers
- 1 to 10, 10 to 20, 1 to 25, etc. [The shareware version allows
- numbers 1-10.]
-
- Enter Numbers?
- Answer Y/N here to control how the counting game operates. If 'Y'
- a number of objects will be displayed in the counting game and the
- user will have to type in the number of objects. If 'N' a number
- will be displayed and the user will count along with the computer
- by pressing a key or clicking the mouse.
-
- Matching Blocks (12/24)
- This controls the number of blocks used in the matching game
- (12 or 24). [The shareware version allows 12.]
-
- Boy or Girl (1-6)
- Enter a number from 1 to 6 to display the pictures of the 3 girls
- (1-3) and 3 boys (4-6) used in the name, address, and phone number
- activity. After pressing ENTER the new picture will be displayed.
- Use the up arrow key to re-enter this field if you would like to
- look at a different picture.
-
- The remaining fields are used in the name, address, phone number
- activity. Please type in the information for your child. If you
- have ordered the personalized version of PPK, all of this information
- will be spoken. If not, the first name will be spelled and the
- telephone number spoken. All other information will be displayed
- only. You may enter the first names for up to 3 children.
-
- MAIN MENU MOUSE CLICKS
-
- - Stop sign: exit PPK and return to DOS.
- - cat's head: meow and wink.
- - lower right corner of the screen: mouse runs across the screen.
- - upper left corner of the screen: doll waves from corner of sack.
- - 6 activity icons: begin one of the 6 activities.
-
-
- PROGRAM ACTIVITIES:
-
- COUNTING:
- Click on 123 for the counting game. The counting game operates
- in two different modes - counting mode, or enter the number
- mode. Set the field Enter Numbers? in the program options
- window to Y/N to set the mode. If this field is set to 'Y', a
- number of objects will be displayed and the user will have to
- type in the number of objects. If 'N' a number will be displayed
- and the user will count along with the computer by pressing a key
- or clicking the mouse.
-
- Counting Mode:
- A large number will be displayed in the upper left corner, and
- that number will be spoken. For example the number 7 may appear.
- You should then click the mouse anywhere on the screen, (or press
- any key) 7 times. For each click a picture will appear on the
- screen. The program will count as each item appears. When you
- have clicked the correct number of times, the bear will dance and
- a song will play. You may stop the song at any point by clicking
- the mouse or pressing a key during the song. You may then continue
- with the next number or click on STOP to end the game. The child
- should be encouraged to count along with the program as the objects
- appear.
-
- Enter the Number Mode:
- In this mode a number of objects will be displayed. The user should
- type in the correct number of objects displayed. Do not press ENTER.
- If the correct number is typed, the number will be displayed and
- spoken, and the doll will dance and sing. You may stop the song at
- any point by clicking the mouse or pressing a key during the song.
- You may press the ENTER key or SPACEBAR to display the correct answer
- automatically. There is no song or dance if this "Help" method is
- used. After a brief pause the next set of objects will be displayed,
- continue with the next set or click on STOP to end the game.
-
- COLORS:
- Click on the balloons for the color game. You will see two rows of
- color blocks. A colored balloon will appear on the right side of the
- screen and begin rising to the top of the screen. Click on the block
- which is the same color as the balloon. If you click on the correct
- block, that balloon will appear at the bottom of the screen and a
- different colored balloon will appear. If you do not click the right
- color before the balloon reaches the top of the screen, that balloon
- will pop and a new balloon will appear. Play continues until the
- display of correct balloons at the bottom of the screen is full. You
- may click on the rabbit to speed up the balloon or on the turtle to
- slow down the balloon. Each time you click on the speed icons, the
- balloon will either speed up or slow down. A song will play when all
- the balloons are collected. A new game will be set up allowing you
- to play again, or click the STOP sign to return to the main menu.
-
- ALPHABET:
- Click on ABC for the alphabet game. You will see a letter in
- the upper left corner, and the name of this letter will be spoken.
- A grid containing various letters will be displayed on the right.
- Click on each letter in the grid which matches the letter on the
- left. As each letter in the grid is clicked on, the name of that
- letter will be spoken. If a matching letter is clicked it will be high-
- lighted. As each match is found, part of a butterfly will be displayed.
- When all matching letters are found, the completed butterfly will
- fly across the screen as a song is played.
-
- Below the letter in the upper left corner, you will see a box with
- [A a Aa]. Click on this box at any time to change the case of the game.
- Click on the capital 'A' to change to all upper-case. Click on the
- lower-case 'a' to change to all lower-case. Click on the upper/lower
- case 'Aa' to change to a mixture of upper and lower case letters.
-
- Click on the area between the Upper/Lower Case Block and the STOP
- sign to hear the ABC song. Click on the letter in the upper left
- corner to hear the entire alphabet spoken. Click the mouse or press
- a key to advance through the letters from A to Z. Press ESC at any
- time to end the speaking of the alphabet.
-
- The ABC game will continue until you click on the STOP sign or press
- ESC to return to the main menu.
-
- MATCHING:
- Click on the squares to play the matching game. Click on a square
- to reveal a picture, then click on another to find it's match. The
- bee will frown when a mistake is made and will smile when a correct
- match is found. Clicking on the bee will make him fly over the screen.
- The bee will fly and a song will play when all matches are found. A
- count of the number of tries used will be displayed under the bee. A
- new matching game will be set up allowing you to play again, or click
- the STOP sign to return to the main menu. Set the Matching Blocks
- field to 12 or 24 in the Program Options window to control the
- number of blocks used for the Matching game.
-
- ANIMAL HOMES:
- Click on the elephant to play the animal homes game. The next screen
- will display a barn, a circus tent, and a forest. In the lower,
- right corner an animal will be displayed. Some of the animals will
- have a sound effect, and/or animation associated with it. In the
- Sound Blaster version the sound effects and animations are performed
- simultaneously. Due to the limitations of the PC speaker, the speaker
- version performs the animations after the sound effects. Click on
- the displayed animal to repeat the animation. In the Sound Blaster
- version, the sound effect will also be repeated. [The shareware
- version provides one animated animal for each of the homes. The
- registered version provides 16.]
-
- After an animal is displayed, click on the picture that represents
- the correct home for this animal. The animals may only be placed in
- the correct homes. When the correct home is clicked, a full screen
- picture of that home will appear. You may click anywhere to place
- the animal on the screen. You may click repeatedly to move the animal
- to different positions on this screen. When the animal is placed where
- you want it, click STOP to return to the ANIMAL HOMES screen. A new
- animal will appear and you can repeat the above process. When all
- animals for a home have been placed, a song will play. When all
- animals for the farm, circus, and forest have been placed you will
- be returned to the main menu. You may also return to the main menu
- before all animals are placed by clicking on the STOP sign, or pressing
- ESC in the ANIMAL HOMES screen.
-
- The animals included are listed below. Animations or Sound effects
- are indicated by an A or S.
-
- FARM CIRCUS FOREST
- ---------------------------------------------------------
- Cow [AS] Seal [AS] Deer
- Pig [AS] Tiger [AS] Skunk
- Goat [AS] Lion [AS] Snake [AS]
- Chicken [AS] Monkey [AS] Fox
- Ducks [AS] Elephant [AS] Owl [AS]
- Sheep [AS] Horse [S] Raccoon
- Horse [AS]
- Goose [AS]
-
- NAME, ADDRESS, AND PHONE NUMBER:
- Be sure you have entered the information related to this activity
- by pressing F10 for the Program Options window (from the main menu).
-
- NAME:
- Click on the name bubble to hear the child's first name spelled.
- If you have purchased the personalized version, the child's name will
- be spoken also.
-
- ADDRESS:
- If you have purchased the personalized version, click on the mailbox
- to hear the child's first name, last name, and complete address spoken.
- Click on the dinosaur and he will mail a letter.
-
- PHONE:
- Click on the phone number displayed on the bottom of the phone to
- hear the phone number spoken. "Dial" the displayed phone number by
- clicking on the appropriate buttons, or by typing the numbers on
- the keyboard. If the number dialed matches the number displayed on
- the phone, the phone will ring and someone will say "Hello". If an
- error is made while dialing, click on the receiver to get a dial
- tone and start dialing over again with the first digit of the phone
- number.
-
- TROUBLESHOOTING GUIDE:
-
- PPK will not run under Microsoft Windows. The speech will not work
- on a system slower than 12 Mhz.
-
- Programs using graphics and sound require large quantities of memory.
- If you are having trouble with the program, please free up all
- available memory. If you have any TSR's or memory resident programs
- loaded, they should be removed from memory. PPK will access expanded
- memory if available.
-
- PPK requires an EGA or VGA monitor/video card.
-
- A mouse driver must be loaded via your config.sys or autoexec.bat
- file before using PPK. See the documentation that came with
- your mouse.
-
-
- Sound Blaster/Adlib or compatible versions of each of these
- programs area available to registered users.
-
- =========================================================================
- S O U N D S L I K E A . . .
- =========================================================================
- "Sounds Like A..." is a unique and entertaining game for children
- ranging in age from approximately 1 1/2 to 7 years of age. The
- program uses colorful graphics and a variety of high-quality sounds
- ranging from a clock "ticking" to a dog "barking". In the first of
- two games, the child must find the picture which matches a sound.
- Your child may hear, for example, a cow "mooing". He/she will then
- click on a square containing the picture of a cow. A game consists
- of 12 sound/picture pairs. As each picture is matched with the
- accompanying sound, parts of a larger underlying picture are revealed.
- The second game is a matching or memory game with a slight twist. The
- child must match a picture with the appropriate sound. For example, if
- the child clicks on a block revealing a picture of a donkey, he must
- find the block which contains the "Hee Haw" sound in order to make a
- match.
-
- *** An enhanced version of Sounds Like A... is available for Sound
- Blaster or Adlib systems that provides 36 MIDI songs in addition to
- the sounds of the standard program. Your child will hear a song and
- match that song to its corresponding picture. There are 12 children's
- songs, 12 Bible songs, and 12 Christmas songs. Also included in this
- version is a "tape player" where your child can play any of the sounds
- or songs in the program.
-
- =========================================================================
- T A L K I N G T I M E T U T O R
- =========================================================================
-
- "Talking Time Tutor" will have your child telling time in no
- time! Your child will hear the time spoken using high quality
- digitized speech. TTIME provides a variety of different time
- activities each with three skill levels. Activities include
- setting the analog clock to match the digital clock, setting
- the digital clock to match the analog clock, setting the analog
- clock to the spoken or written time, and setting the analog clock
- to a future or past time. Additional features are provided to
- entertain your child as he/she learns. Each of 6 analog clocks has
- its own animation routine.
-
- Pocket Watch Display minute count by fives.
- Owl Eyes move left to right.
- Bear Honey bee flies around.
- Santa Christmas tree with blinking lights.
- Cat Eyes move up and down.
- Dinosaur Munches on grass.
- Cuckoo Clock Cuckoos
-
- The colors of the band on the digital wrist watch may be changed.
- A bear on the screen tells time-related jokes or asks your child
- questions about time. Isn't it about time you invested in
- "Talking Time Tutor" for your child?
-
- =========================================================================
- T A L K I N G N U M B E R M A C H I N E
- =========================================================================
- The inspiration for "Talking Number Machine" (TNUM) came from my
- daughter Lisa, age 7. From the time she learned to read, she was
- continually asking me, "Mom, what's this number?". At the time she
- could not recognize numbers over about 999. After working with the
- "Talking Number Machine" she is comfortable with numbers up to the
- trillions. TNUM is designed to help children recognize, say, and
- write numbers from 1 to 9,999,999,999,999. TNUM uses high quality
- digitized speech to say the numbers which appear on the screen.
- Mouse and/or keyboard commands may be used. The program includes
- the following activities:
-
- Number Machine - Click on the Number Machine and the machine will
- produce an interesting fact containing a large number. The fact
- will be displayed in a frame, with the number highlighted,
- along with an accompanying picture. For example - "Americans
- eat 50,000,000 hot dogs a day." They may then choose to have
- the computer say the highlighted number, or have the computer
- display that number in words. The user may also choose to
- write the number in words by selecting from a list of number
- words (no typing is required). Help is available to display
- the next word if the user gets stuck. The registered version
- of the program contains 175 number facts.
-
- Enter any Number - The user may enter (calculator style) any number
- up to 13 digits. They may then choose to have the computer say
- that number or have the computer display that number in words.
- The user may also choose to write the number in words by selecting
- from a list of number words (no typing is required).
-
- Enter the Written Number - The computer will "think" of a large
- number and display that number in words, for example - nine
- million two hundred fifty one thousand three hundred seventy
- two. The user must enter the digits to make that number. Help
- is available to display the next digit if the user gets stuck.
-
- Count By - TNUM can also help your child learn to count (by
- increments of 1 to 10). If the user selects 2 the program will
- begin counting by 2's - 2, 4, 6, 8, etc. until you decide to stop.
-
- A utility program is included with TNUM which allows you to enter
- your own number facts for use in the program.
-
- =========================================================================
- M S . P I G G Y B A N K
- =========================================================================
- Ms. Piggy Bank provides an effective and entertaining way for
- children ages 6 to 10 to learn about money. Ms. Piggy Bank offers
- 6 different money activities, all using high quality speech and
- graphics, with full mouse support. The simplest activity teaches
- the names and values of coins and bills up to twenty dollars. Your
- child will quickly learn the value of each coin as they try to
- maneuver a piggy bank to catch falling coins. Your child will
- learn, for example, that two quarters are equal to a half dollar
- in the Money Equivalents activity. In the Total Money activity
- your child will enter the total of the displayed coins and/or bills
- on a cash register. The Select Money activity displays a total and
- your child selects the coins and/or bills which add up to that total.
- An entertaining board game for 1 or 2 players allows your child to
- put his newly acquired skills to work, earning money and an
- opportunity to visit the Toy Store where he can practice making a
- purchase and counting out the amount of change received. The program
- is easily configurable for children of various ages and skill levels.
-
- =========================================================================
- M A S T E R P I E C E M E N U
- =========================================================================
- Masterpiece Menu is a menu program designed specifically for children.
- Even the youngest children will be able to run their own software
- using Masterpiece Menu. The painter "paints" each program icon on
- the easel. Click the easel or press ENTER to run the displayed
- program. The large, colorful program icons are standard PCX files.
- Setup is a breeze, simply press F10 to enter your child's program
- information. You can even set up separate configurations so each
- child can have his/her own menu. Masterpiece Menu runs in EGA or
- VGA mode and includes a "screen saver", calendar, and animated clock.
-
-