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-
-
-
- USER'S MANUAL FOR TYPE TREK
-
- (C) Copyright 1991
- by Joe Kretschmer
- Tea Time Software
-
-
- CONTENTS:
-
- What is TYPE TREK?........................1
-
- Installing TYPE TREK......................2
-
- Playing TYPE TREK.........................3
-
- Basics of Touch Typing....................7
-
- What is Shareware?.......................10
-
- Disclaimer and Agreement.................12
-
- Registering Your Copy of TYPE TREK.......13
-
-
-
-
- WHAT IS TYPE TREK?
-
-
- TYPE TREK is a typing tutor in game format. As a game,
- it follows (loosely) the classic Star Trek games that originated
- on mainframe computers, where the goal was to seek out and des-
- troy Klingon ships. (That was long before "Star Trek: the Next
- Generation" appeared, when Klingons were the enemy.) As a typing
- tutor, TYPE TREK introduces the keys on the keyboard, starting
- with the "home row" keys, and adding keys until the keyboard is
- mastered. Controlled drills are provided through the use of
- "code words" that fire phasers and photon torpedoes, move the
- Enterprise, dock and refuel, etc.
-
- TYPE TREK can be enjoyed by experienced typists as well as
- novices. For example, Level 14 provides drills for the number
- keys (usually the top row of keys). Typing classes may not
- cover this row, since it really isn't essential, so here is a
- chance to finally learn it. Level 15 provides a general review
- of all the keys.
-
- There are so many keyboard layouts that TYPE TREK does not
- attempt to teach function keys (F1, F2, etc.) or specialized
- keys such as PgUp, PgDn, Insert, Num Lock, and so on. TYPE TREK
- concentrates on the "QUERTY" layout -- the alphabetic, number
- and punctuation keys (including the SHIFT keys and the space bar)
- normally found in the middle area of typewriters and computer
- terminals.
-
- Page 1
-
-
-
-
- INSTALLING TYPE TREK
-
- If you have a floppy disk system (no hard disk):
-
- (1) Boot your computer with your DOS (system) diskette.
-
- (2) Insert the TYPE TREK disk into Drive B.
-
- (3) Type B:TTK and press ENTER to start TYPE TREK.
-
- (If you have only one floppy drive and no hard drive, remove
- your DOS disk from the drive and replace it with the TYPE
- TREK disk. Type TTK and press ENTER to start.)
-
-
- If you have a hard disk, I would suggest the following:
-
- (1) Turn on your computer and get the C:> prompt.
-
- (2) Insert the TYPE TREK diskette into drive A (or B).
-
- (3) Make a subdirectory called TTREK by typing "md ttrek"
- (without the quotes), then press the ENTER key. (The
- space between "md" and "ttrek" is important!)
-
- (4) Change to the new subdirectory by typing "cd ttrek".
-
- (5) Type "copy a:ttk.*" and press the ENTER key.
- (Make that "b:" is your disk is in the B drive.)
-
- +-------------------------------------------------------+
- | TIP: The best way to have games on a hard disk is to |
- | make a subdirectory called GAMES. (Type "md games" |
- | and press ENTER.) Then type "cd games" [ENTER] to go |
- | to this subdirectory. Then make "sub-subdirectories" |
- | to hold each individual game and its files. (Type |
- | "md xxxx" [ENTER] where "xxxx" is the name of the new |
- | subdirectory. Eventually, you will end up with an |
- | arrangement like this: |
- | C:\------GAMES------+--game1 |
- | (root) |--game2 |
- | |--game3 ...etc. |
- | This will keep you from overwriting README and other |
- | files with similar names, and enable you to copy or |
- | erase individual games easily. |
- +-------------------------------------------------------+
-
- TYPE TREK needs only the TTK.EXE file to execute. The files
- on the distribution diskette include:
-
- TTK.EXE -- the executable file README.COM -- how to install
- TTK.DOC -- the manual (this file) POEM.COM -- mildly amusing
- TTK.FRM -- registration form poem
-
-
- Page 2
-
-
-
- PLAYING TYPE TREK
-
- The object of the game is the same as "classic" Star Treks:
- to rid the galaxy of hostile Klingon ships. After you've picked
- a playing level, boxes at the lower right of the screen will show
- how many Klingons are left, as well as how many photon torpedoes
- remain and the current quadrant coordinates. The TYPE TREK galaxy
- is composed of 21 quadrants. Each quadrant may have a maximum of
- 4 Klingons, or it may be Klingon-free.
-
- The TYPE TREK game screen is divided into four areas:
-
- +---------------------------------------+
- | +-------------------------+ | [WPM |
- | | | | BOX] |
- (1) VIEWPORT----> | |---------|
- | | | | |
- | +---[...Message Area...]--+ | <--- (3) WORD
- | 1 2 3 4 5 6 7 8 9 0 - = <- | | BOXES
- | Q W E R T Y U I O P [ ] | |---------|
- (2) KEYBD.---> A S D F G H J K L ; '<-+ | |
- | SH Z X C V B N M , . / SH | <--- (4) STATUS
- | [ SPACEBAR ] | | AREA
- +-----------------------------+---------+
-
- The VIEWPORT (1) is where most action occurs. There is
- also a message area right below the viewport where you will
- do your typing, and receive messages from your crew. When you
- type, each key is highlighted in the KEYBOARD (2) area, including
- the space bar and shift keys. The keyboard area allows you to
- have a keyboard image in front of you and watch the viewport at
- the same time. During refueling, which is a "mini-game" by it-
- self, certain keys will highlight and you will have to type them
- to complete the refueling process.
-
- -------------
- SPECIAL NOTE: You will make faster progress if do NOT look at
- ------------- the keyboard (especially the real one) as you
- type. However, at first it will be necessary
- because you are just learning where the keys are.
- Soon after you have mastered the"Home Row" keys,
- you will be able to find any key without looking.
- (See "Basics of Touch Typing" -- page 7.)
-
- To do anything in TYPE TREK, you must type special code
- words for each command. These words appear in the WORD BOXES (3)
- area, and change after each action. These "code words" have been
- specially selected to give you the practice you need at whatever
- level you are playing. For example, at Level 1 you use only four
- keys, A, S, D, and F, so the code words are words like "fad" or
- "as". Sometimes the codes are two-word phrases. They may also
- contain capital letters. You must press the ENTER key after
- typing each code word or phrase. You can use the backspace key to
- correct your mistakes, but if the word is misspelled or mistyped
- when you press ENTER, a nearby Klingon ship will be alerted and
-
- Page 3
-
-
-
-
- move into your quadrant. You will get a lot of unwanted company
- if you type carelessly!
-
- Finally, the STATUS AREA (4) shows you how many torpedoes
- you have left, how many Klingon ships are still lurking in the
- galaxy, and the coordinates (e.g., A1, B3, C5, etc.) of the
- current quadrant (the one the Enterprise is in).
-
- When you select "Start a New Game" from the main menu, TYPE
- TREK will ask you to select a playing level. This screen will
- appear in the viewport:
-
- +----------------------------------------------------+
- | Choose from one of these levels... |
- | |
- | 1: ASDF only 6: adds Q P 11: adds Z X |
- | 2: adds JKL; 7: adds G H 12: adds C , |
- | 3: adds E I 8: adds T Y 13: adds ? . |
- | 4: adds R U 9: adds V M 14: adds numbers |
- | 5: adds W O 10: adds B N 15: all keys |
- | |
- | Type playing level and press ENTER: |
- +----------------------------------------------------+
-
- Type the number of the level, press the ENTER key, and you will
- be asked:
- Long or Short Game?
-
- Press L or S key to select:
-
- Just press the "L" or "S" key--you don't have to press ENTER.
- A pop-up screen will show you where the code words are.
-
- After you press a key, the pop-up box disappears and the
- viewport shows you the current quadrant which is always the one
- containing the Enterprise. It is a good idea to immediately type
- the code word under the COMPUTER box, then press ENTER. A
- computer scanner will display the contents of all 21 quadrants,
- showing your present location (a flashing 'E'), the base ('B') and
- any Klingons (K's) in the quadrant. You will be asked if you want
- to warp to a new quadrant. You are not timed while studying the
- scanner, so you can take your time to decide where you want to go,
- or just take a break from the action.
-
- Klingons may be destroyed by phasers or torpedoes. You may
- have to hit the Klingons with several phaser blasts, but a torpedo
- will always destroy them. In return, the Klingons will attack you
- the instant you enter a quadrant where they are present, and every
- so often, damage reports will appear. (Attacks are suspended when
- you consult the computer scanner, however.)
-
- When damage levels reach a certain point, a message will
- appear, and you will have to take time out for repairs. Areas
- of the Enterprise that have been damaged (such as warp drives,
-
- Page 4
-
-
-
-
- life support systems, etc.) will be shown in the viewport. The
- specific areas that need repair (e.g., oxygen, water) will be
- displayed over the word boxes, and you will have to type in code
- words just as you do to fire phasers or bring up the computer
- when you're in battle mode. The reserve computers will scan for
- damages and tell you when they've been repaired.
-
- In a short game (about 10-15 Klingons) you may be able to
- finish your mission without docking, but in a long game (about
- 20-40 Klingons) you will eventually run out of torpedoes and
- phaser power and will have to dock at the starbase to refuel.
- (You have reserve tanks that will always get you to the quadrant
- with the base.) When you type in the code word to dock, the
- screen will change and the refueling area of the Enterprise will
- appear. Now the game changes. Instead of typing words from
- the boxes, you will have to type characters highlighted in the
- keyboard area. You aren't timed during this exercise, but mis-
- takes will prolong the process. When finished, you will have
- full phaser power and a complete set of (10) torpedoes.
-
- To move around the galaxy, type the code word for the
- computer. A scanner will appear, showing the TYPE TREK galaxy:
-
- +---------------------------------------------------------+
- | QUAD: | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
- | -------+------+------+------+------+------+------+------|
- | S | A | KKK | K | E | K | KK | | K |
- | C | | | | | | | | |
- | A +---+------+------+------+------+------+------+------|
- | N | B | K | KK | K | | K | KKK | KKKK |
- | N | | | | | | | | |
- | E +---+------+------+------+------+------+------+------|
- | R | C | KK | | | KKKK | KKK | K | KK |
- | | | | B | | | | | |
- +---------------------------------------------------------+
-
- Quadrants are labelled by row and column: A, B or C for the
- rows, and 1-7 for the columns. In the above example, the
- Enterprise (a flashing "E") is in Quadrant A3 (Row A, Column 3).
- The starbase ("B") is in C2. Each red "K" is a Klingon ship.
- Stars are not shown in the computer scanner because they play
- no real part in the game. A message will ask you: "Warp to a
- new quad (Y/N)?" If you press the "N" key, you will be return-
- ed to the game, but pressing "Y" will indicated that you want
- to move (warp) to a new quadrant.
-
- A "pop-up" sign will appear telling you how to warp to a
- a new quadrant. After you press a key, the sign disappears and
- a flashing cursor marks your present quadrant. Just move this
- cursor with the arrow keys (it will move a quad at a time) to the
- quadrant you want to go to, the press ENTER. After some special
- effects, you will find yourself in the new quadrant, and you
- will see the Enterprise, Klingon ships, stars, and whatever else
- is there.
-
- Page 5
-
-
-
-
- The game is over when you have destroyed the last Klingon
- ship, and an animated "congratulations" screen appears. When
- you press a key, the next screen tells you if you have main-
- tained an average typing speed of 25 WPM (words per minute). If
- you have, you will be "promoted" and should pick the next higher
- level for the next game you play.
-
- TYPE TREK has no high score lists. In fact, TYPE TREK has
- no scoring at all other than the WPM in the upper right of the
- screen. The satisfaction comes from raising your typing speed
- and mastering the entire keyboard. Even after you have done
- this, it's still fun just to while away a few minutes blasting
- Klingons.
-
- TYPE TREK has many options while playing. First, the main
- menu offers six options:
-
- +----------------------------------+
- | 1. Start a new game |
- | 2. Resume a game in progress |
- | 3. Playing instructions |
- | 4. Basics of touch typing |
- | 5. Registration information |
- | 6. Quit and return to DOS |
- +----------------------------------+
-
- You can access this main menu anytime while playing TYPE TREK by
- pressing the ESC key. To resume the game, just press the number
- "2" key. Pressing the "3", "4" or "5" keys makes a "pop-up" box
- appear with short playing instructions, touch typing hints, or
- information on how to register your copy of TYPE TREK. Pressing
- the "6" key immediately exits the program and returns you to DOS.
-
- In addition to the main menu, five function keys are active
- while you are playing TYPE TREK. Pressing F1 will bring up this
- help screen:
-
- +---------------------------------------------------------+
- | SPECIAL KEY ASSIGNMENTS IN TYPE TREK: |
- | |
- | F1 -- Shows this hints screen. |
- | F2 -- Shows a Home Row Fingering Chart |
- | F3 -- Shows a 'Reach Chart' (which fingers type keys |
- | other than those on the Home Row.) |
- | F4 -- Shows playing hints. |
- | F5 -- 'Boss Key': clears the screen and shows a DOS |
- | prompt. Pressing any key will resume the game. |
- +---------------------------------------------------------+
-
- Pressing F2 or F3 displays fingering charts in the viewport. These
- charts can be very helpful for those just learning to type. See
- the section on touch typing for more details. Pressing F4 brings
- up a screen of playing hints. F5 is the traditional "boss key",
-
-
- Page 6
-
-
-
-
- and will cause the entire game screen to disappear and be replaced
- by a blank screen with a "C:>" prompt and flashing cursor. Just
- press any key to instantly restore the game at the point where
- you pressed F5. This means you have five ways to pause the game:
- pressing ESC, or F1 through F5.
-
- While the object of TYPE TREK is to clear out the Klingons,
- the actual goal of the game is to provide an entertaining way to
- learn to type. TYPE TREK provides exercises at appropriate levels,
- but it is also necessary to understand certain techniques that
- form the basis of touch typing. This is the subject of the next
- section.
-
-
-
- BASICS OF TOUCH TYPING
-
- Watching an experienced typist's fingers fly over the keys
- can be intimidating. You could easily get the impression that
- rapid typing is the result of years of learning complex tech-
- niques. The truth is that the touch typing method is very simple.
- The "secret" is memorizing the positions of only eight keys,
- called the HOME ROW KEYS. These keys are show below:
-
- +---+---+---+---+---+---+---+---+---+---+
- | A | S | D | F | G | H | J | K | L | ; |
- +-|-+-|-+-|-+-|-+---+---+-|-+-|-+-|-+-|-+
- little | | | | | | little
- ring | | | | ring
- middle | | middle
- index index
-
- Don't worry about the G and H keys, they will be learned later.
- When you begin to type, the bottoms of your palms rest just in
- front of the keyboard. The left little finger rests on the A
- key, the left ring finger on the S key, the left middle on the D
- key, and the left index finger on the F key. The right hand
- fingers rest on the J, K, L, and semicolon (;) keys respectively.
-
- The most important habit to form when touch typing is to
- ALWAYS KEEP YOUR FINGERS ON THE HOME KEYS. Of course, you will
- have to lift a finger or two temporarily while you type keys
- other than A-S-D-F-J-K-L-;, but immediately after typing a non-
- home-row key, your finger should always "come home" to it's
- assigned home row key. For example, to type "dad" you don't
- have to leave the home row--just press the D key with the left
- middle finger, press the A key with the left little finger, then
- press the D with the left middle finger again. But to type a
- word like "fade", you would type the f-a-d with home row keys,
- then "reach up" with the left middle finger to type the "e",
- then RETURN YOUR LEFT MIDDLE FINGER TO ITS "HOME"--THE D KEY.
- This last point cannot be emphasized enough--it is the key to
- touch typing, for it enables you to find every key without
- looking at the keyboard. In other words, by "touch."
-
- Page 7
-
-
-
- This might seem difficult at first, but it's really not
- too hard. The trick is to take it slowly, mastering the home
- row keys first, then adding one or two others until the whole
- keyboard is committed to "kinesthetic memory"--a psychological
- term for "muscle" or "touch" memory. It's the same kind of
- memory that enabled you to learn to walk, ride a bicycle, swim
- or do most physical activities.
-
- To make the task of "finding" the other keys easier, each
- finger has several "non-home-row" keys assigned to it. Below is
- a "reach chart"--it shows which keys are assigned to each finger:
-
-
- Q W E R T Y U I O P
- | | | | / \ | | | |
- +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
- | A | | S | | D | | F |--G H-- | J | | K | | L | | ; |
- +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+
- | | | | \ / | | | |
- Z X C V B N M , . /
-
-
- If you study the chart, you can see that the index fingers bear
- most of the work, being responsible for 12 keys--almost half of
- the 30 keys shown. The other fingers have only three keys to
- worry about, with the exception of the right little finger,
- which reaches over to press the ENTER key when necessary.
-
- (By the way, both the HOME ROW chart and the REACH CHART
- are available for reference during the game. Just press F2 to
- see the HOME ROW chart, and F3 to see the REACH CHART. Then
- press any key to return to the game without penalty.)
-
- There are four other keys you will use right from the
- start: the SPACEBAR, the ENTER key, and the two SHIFT keys.
- The SPACEBAR, the long key at the very bottom of the keyboard, is
- always typed with one thumb or the other. For example, if you
- are typing with your left hand, it will be easier to press the
- spacebar with your right thumb. You won't really have to think
- about this--after a while it will come naturally.
-
- It takes a bit of a stretch to press the ENTER key while
- keeping your fingers on the home row keys, but don't be tempted
- to lift your fingers. On most IBM-compatible computers the
- ENTER key (also called the RETURN key) is located to the right
- of the "quote" key, as shown below:
-
- "Quote" key +---+
- | | |
- +---+---+---+---+---+---+---+---+---+---+-|-+--+ | |
- | A | S | D | F | G | H | J | K | L | ; | " | <--+ |
- +---+---+---+---+---+---+---+---+---+---+---+---|--+
- |
- ENTER key
-
-
- Page 8
-
-
-
-
- Since the left little finger is normally resting on the semi-
- colon (;) key, it's just a short stretch to the ENTER key. To
- make the ENTER key easier to find by touch, most considerate key-
- board manufacturers not only make this key larger, but give it a
- "backwards L" shape. You shouldn't have any trouble finding this
- key after a while, especially since TYPE TREK requires pressing
- ENTER after you type in each code word.
-
- The SHIFT keys take a little getting used to. To type a
- capital letter (or the symbols over the numbers on the top row),
- you have to HOLD DOWN one of the shift keys while typing the key
- you want 'shifted.' TYPE TREK will mix in capital with small
- letters from the first level so you will learn this quickly. You
- only have to hold down one of the shift keys, so common sense will
- tell you to use one nearest the hand that is not busy typing the
- letter. (Again, this will come naturally with practice.)
-
- TYPE TREK provides exercises in order of difficulty, start-
- ing with the left home row keys (Level 1: ASDF), then the right
- home keys (Level 2: JKL;). Each level above Level 1 also re-
- views the previous levels by providing words with those letters
- as well. For example, Level 1 has words like AS, FAD, SAD.
- Level 2 has words such as LAD, SALAD and FLASK, which use
- the ASDF keys as well. This way the words get far more inter-
- esting and realistic as you progress up the levels. Level 3
- adds E and I, Level 4 adds R and U, Level 5 adds W and O, and
- Level 6 adds Q and P. Thus, by Level 6 you will have mastered
- most of the three major rows of keys. Each level (beyond 2)
- adds two new keys, one for each hand.
-
- The bottom row of keys are generally the hardest to learn,
- because they require some unusual stretches. For this reason,
- keys like B, N, C, Z, X and V are added last--Levels 9-13 in
- TYPE TREK. Level 14 gives you the opportunity to learn the num-
- ber keys along the top row of the keyboard. This was important
- to master during the age of typewriters, but most computer key-
- boards have a numeric keypad to the right that is really better
- suited for numeric entry. Nevertheless, many people still like
- to use the top row numbers, and often need the symbols (!, @, #,
- $, %, ^, &, *, (, ), _ + ) which are accessed by holding down
- one of the SHIFT keys and pressing the appropriate number key.
- TYPE TREK provides this practice in Level 14. Level 15 uses all
- the keys, including the number keys on occasion.
-
- A short comment is in order regarding WPM (words per minute)
- scores. TYPE TREK's algorithm to compute WPM is not exact--but
- it is based on average word lengths and comes close. I would
- recommend against trying to become a speed demon, but urge you
- to strive for accuracy instead. Take your time and have fun with
- your game lessons. Most people do very well "coasting along" at
- 20-30 WPM. (Actually, this is pretty fast.) If you were enrolled
- in an actual credit typing class, your WPM would be adjusted for
- any mistakes you made while typing. TYPE TREK uses subtle methods
- (such as luring Klingons to your quadrant) to penalize inaccurate
-
- Page 9
-
-
-
-
- typing, so if your WPM is 18, but 100% accurate, it's probably as
- good as 35 WPM with several "type-o's" every 100 words or so.
- Generally speaking, don't get hung up on speed--especially on levels
- 14 and 15. You are not "promoted" past Level 13 anyway, since these
- levels are designed to be especially challenging.
-
- Besides keeping your fingers on their assigned "home" keys,
- and working your way through the levels one at a time, the only
- sure way to master the keyboard is practice! Practice at least
- 15-20 minutes a day--more if possible. With an hour a day of
- concentrated practice, most people should be able to master touch
- typing in less than a month. With more practice, learning will
- go faster. However long it takes you, it will be one of the best
- investments of time you can make. Touch typing is like riding a
- bicycle--once you learn it, you never really have to learn it
- again, especially if you use it frequently. TYPE TREK not only
- provides a way to learn to type, it also provides a pleasant way
- to keep your skills fresh, or to become even faster and more
- accurate.
-
-
-
- WHAT IS SHAREWARE?
-
- Shareware distribution gives users a chance to try software
- before buying it. If you try a Shareware program and continue
- using it, you are expected to register. Individual programs
- differ on details -- some request registration while others
- require it, some specify a maximum trial period. With
- registration, you get anything from the simple right to continue
- using the software to an updated program with printed manual.
-
- Copyright laws apply to both Shareware and commercial software,
- and the copyright holder retains all rights, with a few specific
- exceptions as stated below. Shareware authors are accomplished
- programmers, just like commercial authors, and the programs are
- of comparable quality. (In both cases, there are good programs
- and bad ones!) The main difference is in the method of
- distribution. The author specifically grants the right to copy
- and distribute the software, either to all and sundry or to a
- specific group. For example, some authors require written
- permission before a commercial disk vendor may copy their
- Shareware.
-
- Shareware is a distribution method, not a type of software.
- You should find software that suits your needs and pocketbook,
- whether it's commercial or Shareware. The Shareware system makes
- fitting your needs easier, because you can try before you buy.
- And because the overhead is low, prices are low also. Shareware
- has the ultimate money-back guarantee--if you don't use the
- product, you don't pay for it.
-
-
-
-
- Page 11
-
-
-
-
-
- DISCLAIMER - AGREEMENT
-
- Users of TYPE TREK must accept this disclaimer of warranty:
- "TYPE TREK is supplied as is. The author disclaims all
- warranties, expressed or implied, including, without limitation,
- the warranties of merchantability and of fitness for any purpose.
- The author assumes no liability for damages, direct or conse-
- quential, which may result from the use of TYPE TREK."
-
- TYPE TREK is a "shareware program" and is provided at no
- charge to the user for evaluation. Feel free to share it with
- your friends, but please do not give it away altered or as part of
- another system. The essence of "user-supported" software is to
- provide personal computer users with quality software without
- high prices, and yet to provide incentive for programmers to
- continue to develop new products. If you find this program
- useful and find that you are using TYPE TREK and continue to use
- TYPE TREK after a reasonable trial period, you must make a reg-
- istration payment of $20 to Tea Time Software. The $20
- registration fee will license one copy for use on any one
- computer at any one time. You must treat this software just like
- a book. An example is that this software may be used by any
- number of people and may be freely moved from one computer
- location to another, so long as there is no possibility of it
- being used at one location while it's being used at another.
- Just as a book cannot be read by two different persons at the
- same time.
-
- Commercial users of TYPE TREK must register and pay for
- their copies of TYPE TREK within 30 days of first use or their
- license is withdrawn. Site-License arrangements may be made by
- contacting Tea Time Software.
-
- Anyone distributing TYPE TREK for any kind of remuneration
- must first contact Tea Time Software at the address below for
- authorization. Authorization is automatically granted to
- distributors recognized by the Association of Shareware
- Professionals as adhering to its guidelines for shareware
- distributors, and such distributors may begin offering TYPE TREK
- immediately. (However, Tea Time Software must still be advised so
- that the distributor can be kept up-to-date with the latest
- version of TYPE TREK.)
-
- This program is produced by a member of the Association of
- Shareware Professionals (ASP). ASP wants to make sure that the
- shareware principle works for you. If you are unable to resolve a
- shareware-related problem with an ASP member by contacting the member
- directly, ASP may be able to help. The ASP Ombudsman can help you re-
- solve a dispute or problem with an ASP member, but does not provide
- technical support for members' products. Please write to the ASP
- Ombudsman at 545 Grover Road, Muskegon, MI 49442 or send a CompuServe
- message via CompuServe Mail to ASP Ombudsman 70007,3536.
-
-
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-
-
-
- REGISTERING YOUR COPY OF TYPE TREK
-
- To register your copy of TYPE TREK, just print the file
- on the disk called TTK.FRM. With the distribution disk in
- the A drive, type "copy a:ttorder.frm prn". (Spaces are
- important! If the disk is in the B drive, just substitute "b:"
- for "a:".) You could also type "print a:ttorder.frm" with
- the same results.
-
- If you don't have a printer, give the command "type
- a:ttorder.frm" and copy the form from the screen.
-
- Filling out the order form will insure we have a complete
- record of your registration so that you can receive notices of
- new products, free updates, technical support and, of course,
- your 20% discount on all future Tea Time Software registrations.
-
-
- Send the form with cash, or a check or money order for $20 made
- out to Tea Time Software. (Ohio residents add $1.00 for sales tax.)
- Send your registration to:
-
- Tea Time Software
- 92 Acorn Circle
- Oxford OH 45056
-
- Soon after we receive your registration you will receive a
- postcard which will serve as a receipt and acknowledgement. If
- you have any problems or questions about TYPE TREK or any Tea
- Time Software product, please contact Joe Kretschmer at the above
- address or via CompuServe at 71020,1350. Sorry, but I don't have
- telephone support yet--I haven't "quit my day job" as they say.
- TYPE TREK was beta-tested by both adults and children, and I think
- I've gotten all of the bugs out, but there is always a possible
- "sneaky bug" lurking out there. Technical support is available
- for any Tea Time product for a full year after the software is
- registered. (But we're probably not going to turn away your
- calls or letters even after the year has elapsed. Shareware
- authors tend to be rather flexible about these things.)
-
- Many of TYPE TREK's best features were suggested by my beta
- testers, so if you have comments or suggestions, feel free to
- let me know. And be on the look-out for WORDTRIS--a new EGA/VGA
- game from Tea Time Software that teaches phonics through a Tetris-
- like game format, complete with high-resolution, full-color
- picture clues! This game should be available sometime in the fall
- of 1991.
-
- Thanks again for considering TYPE TREK for your software
- collection. It made its first appearance as a 16K BASIC program
- for the Tandy Color Computer. Since then, it has been converted to
- compiled BASIC for the IBM PC, then completely rewritten in Turbo C++.
- It consists of over 9,600 lines of code. It has been a labor of
- love for me, as well as a valuable learning experience. I hope
- it will be a pleasant experience for you as well.
-
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-