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- Talking Number Machine
- Copyright (c) 1993 KidStuff Software
- 10619 Ketch Rd. Plain City, OH 43064
- 614-873-1374 VickiWatso@aol.com
-
-
- 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 with an
- accompanying picture. There are options to say, write, and
- form the number. The registered version contains 175 facts.
- Enter any Number - The user may enter (calculator style) any number
- up to 13 digits. There are options to say, write, and form the
- number.
- 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.
- 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.
-
- 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?". She had a
- fascination with large numbers, but at the time could not recognize
- numbers over about 999. Now she is comfortable with numbers up to
- the trillions. I hope your children find TNUM both educational and
- enjoyable. Your registration fee makes it possible for us to continue
- producing programs such as "Talking Number Machine". If you continue
- to use this program, I hope you will decide to become a registered user
- by sending in the following registration form.
-
-
- Shareware Registration Form - TNUM 4.0
-
- Benefits Of Registering!!!
- *** Receive 150 additional number facts for use in TNUM.
- * Sound Blaster/Adlib sound card support.
- * Removal of the initial shareware screen.
- * Most current version of this program at registration.
- * Notification of and discounts on program upgrades and new programs.
- * Support via phone or mail.
-
- [ ] $10.00 "Talking Number Machine" Registration Fee
- [ ] $2.50 shipping & handling for orders outside the U.S. or Canada
-
- (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 "Preschool Pack" [ ] $3.00 "U.S. Geography"
- [ ] $3.00 "Kinder-Carton" [ ] $3.00 "Reading is Kids' Stuff"
- [ ] $3.00 "Talking Time Tutor"
-
- Payments may be made by VISA, Master Card, check or money
- order (checks must be for U.S. funds on a U.S. bank) to:
- KidStuff Software
- 10619 Ketch Rd.
- Plain City, OH 43064
-
- Credit Card Information:
-
- [ ] VISA [ ] Master Card
-
- Credit Card Number: ___________________________
-
- Expiration Date: ______________________________
-
- Signature: ____________________________________
-
-
- Name: _________________________________________
-
- Address: _________________________________________
-
- _________________________________________
-
- Phone: ________________________
-
-
- I received the shareware disk from: ________________________
-
- Comments or suggestions:
-
- _____________________________________________________________
-
- _____________________________________________________________
-
- DISTRIBUTION
-
- BBS Name: TNUM40.ZIP
-
- "Talking Number Machine" is a shareware product and may be freely
- copied and shared with other computer users. Continued use beyond
- a reasonable evaluation period requires registration. TNUM may be
- copied and distributed by shareware distributors or posted to
- Bulletin Board systems. Distributors, please include all files
- listed below when distributing this product.
-
-
- DISTRIBUTION FILES
- VENDORS: These files are for vendor use only and do not need
- to be distributed to users.
- ---> VENDOR.DOC * this file.
- ---> TNUM40.PCX * graphic for catalog use, if desired.
- ---> FILE_ID.DIZ * description file for BBS's
-
- INSTALL.EXE * installation program
- INSTALL.FIL * installation script
- TNUM40.EXE * program files
-
- PROGRAM REQUIREMENTS
- "Talking Number Machine" requires 640K RAM, a hard drive, and
- an EGA or VGA color monitor. A mouse is optional. TNUM produces
- speech via digitized voice files. TNUM does not run in Microsoft
- Windows 3.1 or Win 95, but may be run by exiting those programs
- and running from the DOS prompt.
-
-
- INSTALLATION
- Insert the disk into the floppy drive and type A:INSTALL
- (or B:INSTALL). Once installed you should have the
- following files:
- TNUM.EXE TFACT.DBF
- TNUM.DOC TNUM.DBF
- TNUM.GXL TNUM.NTX
- TNUM.VOI
- TNUM.DVX
-
- RUNNING "Talking Number Machine"
- Change to the "Talking Number Machine" directory and type TNUM.
- For example: CD \TNUM
- TNUM
-
-
- "TALKING NUMBER MACHINE" INSTRUCTIONS
-
- Main Screen
- -----------
- The Main Screen contains the Number Place Names, the Traffic
- Light, the Number Entry Area (the white area with an underline
- for each digit), and the Number Machine.
-
- Exiting the Program:
- Click: traffic light Key: ESC
-
- Number Place Names:
- Click: place name area Key: Spacebar
-
- The names of each number position are displayed at a right
- angle to the place, directly above the number entry area.
- For example - Ones, Tens, Hundreds, Thousands, etc.
- The display of these names may be toggled on or off by
- clicking in that area or by pressing the spacebar.
-
- Once a child understands how to read a 3 digit number, the
- larger numbers are really very easy. They just need to break
- the number down into 3 digit sections (commas are displayed
- in the Number Entry Area), saying the 3 digit number and then
- the appropriate place name for that 3 digit section. The
- place names for each section are displayed in red to make
- them more prominent. For example - the number 823,745,891,905
- would be broken down as follows:
-
- 823 (above the 3 is the word Billion in red)
- 745 (above the 5 is the word Million in red)
- 891 (above the 1 is the word Thousand in red)
- 905
-
- "Talking Number Machine" Activities
- -----------------------------------
- 1.) Count by Numbers 1 to 10.
- Click: machine smoke stack Key: F1
-
- TNUM can help your child learn to count by increments of 1 to 10.
- When this option is selected you will be asked for the number to
- count by. Click on the desired number or press a number key. To
- count by 10's press the zero key or click on zero. If the user
- selects 2 the program will begin counting by 2's: 2, 4, 6, 8, etc.
- The number will be displayed in the number entry area and the
- number will be spoken. Press any key or click a mouse button to
- stop the counting. The program will stop on its own when it
- reaches 2,147,000,000 (more or less, depending on the number you
- are counting by).
-
-
- 2.) Enter Any Number.
- Click: machine number pad Key: F2/ENTER
-
- The user may enter (calculator style) any number up to 13 digits.
- Any digits entered will be added onto the current number. You may
- select the Clear option to start a new number. As you enter a number
- there will be several red buttons displayed to the left of the number
- machine indicating the available options. Click a button or press the
- underlined letter of the desired option.
-
- Say (S)
- Use the Say option to have the computer say your number.
-
- Write (W)
- Use the Write option to have the computer display your
- number in word format.
-
- Form (F)
- The Form option allows the user to select from a display
- of number words to create the word version of the current
- number. This allows the user to "write" the number without
- having to actually type the words. A grid of number words
- will be displayed. Select each number word in the appropriate
- order by clicking on the word. You may also use the Up, Down,
- Left, and Right arrow keys to highlight the desired word. Once
- the desired word is highlighted, press ENTER. For example - if
- the number was 1,319, you would select the following words -
- One, Thousand, Three, Hundred, Nineteen. If the user gets
- stuck, there is a Help button which will display the next
- word in the number. Click the Help button or press 'H' for help.
- When the number is complete, or if you would like to exit
- before the number is complete, click the Exit button or
- press 'X'.
-
- Clear (C)
- The Clear option will erase the number you have entered so
- far, allowing you to start over.
-
- Exit (X)
- Use the Exit option to end the Enter Number mode.
-
-
- 3.) Enter the Number (in Digits) to Match the Number
- Displayed in Words.
- Click: yellow panel on machine Key: F3
-
- The computer will "think" of a large number and will 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. Enter the digits by
- clicking on the number pad of the number machine or by pressing
- the number key. Do not enter commas. The following options are
- available - Say, Help, Clear, and Exit. The Say option will say
- the number as you have entered it so far. If you get stuck, use
- the Help option to display the next digit in the number. Click
- the Help button or press 'H' for help. Use the Clear option to
- clear the number and start over. When the number is complete,
- or if you would like to exit before the number is complete,
- click the Exit button or press 'X'.
-
- From the main screen you may press F10 to set a range of
- digits to use for this activity. For example you could restrict
- the numbers generated to numbers from hundreds to millions by
- setting the Minimum Number of Digits to 3, and the maximum
- number of digits to 7. Or if you prefer to work on millions
- only set both the minimum and maximum number of digits to 7.
-
-
- 4.) Activate Fact Machine
- Click: machine handle Key: F4
- (Clicking with the right mouse button will display
- the number fact without animating the number machine)
-
- Click on the handle of 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." While the fact is displayed the
- following options are available - Say, Write, Form, and Exit.
- These options are described under Activity 2 - Enter Any Number.
- Each of these options will apply to the highlighted fact
- number. The shareware version of the program contains 25 number
- facts. The registered version contains 150 additional facts for
- a total of 175.
-
-
- =========================================================================
- 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
- four activities, 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 activity provides 36 MIDI songs that your child will hear
- and match to its corresponding picture. There are 12 children's
- songs, 12 Bible songs, and 12 Christmas songs. Also included is a
- "tape player" where your child can play any of the sounds or songs in
- the program. The last activity 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.
-
-
- =========================================================================
- P R E S C H O O L P A C K
- =========================================================================
- 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, spelling his name and memorizing his 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 telephone number.
- All activities are reinforced with cheerful music and animation
- sequences.
-
-
- =========================================================================
- K I N D E R - C A R T O N
- =========================================================================
- Kinder-Carton contains a "carton-full" of 27 phonics, math,
- and logic activities for the advanced preschooler to second
- grader. The program utilizes colorful VGA graphics, and voice
- files for the names and sounds of each letter of the alphabet,
- twenty six blends and digraphs, as well as the numbers from
- zero to one hundred. Phonics activities include: Letter Matching,
- Letter Sequencing, Alphabet Book, I Spy, Blends & Digraphs,
- Rhyming Words, 3 Letter Words, Amazing Words, and Word Race.
- Math and Logic activities include: Lasso Count, Ordinal Numbers,
- Greater Than/Less Than/Equal To, Manipulative Add and Subtract,
- Hundred Board Add and Subtract, Arrows, Count Down, Missing Numbers,
- Skip Count, Guess Number, Number Line Add and Subtract, Number
- Problems, Mazes, Nim, Tic Tac Toe, Box Game, and Patterns.
-
-
- =========================================================================
- 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?
-
-
- =========================================================================
- 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.
-
- =========================================================================
- If You Want To Learn U.S. Geography You Gotta Have This Program!
- =========================================================================
- This program is the solution to the problems today's students
- (and adults!) have with geography. The 11 activities of USGEO will
- soon transform even the most geographically illiterate into a
- geography wizard. The program effectively utilizes colorful VGA
- graphics, speech, and music. Hear the state and capital names spoken!
- The following activities are included with the program: 1. Color the
- Geographic Regions; 2. A geography Quiz including State Information and
- Attractions, Major Cities, and Professional Sports Teams; 3. Match
- Capitals to states on the map; 4. Select Matching Capitals from a
- list; 5. A Slap Jack Card Game to match States and Capitals, or
- States and Nicknames; 6. Match the State Flag to the correct state;
- 7. Display State Information such as State Bird, Flower, Tree, Song,
- Motto, etc.; 8. Select a state from the map when given its Bordering
- States; 9. Match the State Names to states on the map; 10. Select
- Matching State Names from a list; 11. Put together an electronic
- puzzle map of the U.S.A. by moving the states with the mouse to
- their appropriate locations.
-
-
- =========================================================================
- R E A D I N G I S K I D S' S T U F F
- =========================================================================
- The ability to read well is one of the most vital skills required for
- academic success. Once a child has been taught to read (phonetically),
- the best way to ensure that they become accomplished "life-long" readers
- is to continually provide them with well-written, interesting books so
- that reading becomes a pleasurable experience. "Reading is Kids' Stuff"
- provides a database of over 750 popular children's books, selected
- specifically for their high moral standards and their appeal to children.
- With this software you will be able to select appropriate reading material
- for each child. Search the book database by Title, Author, Series Name,
- Type, Subject, or Awards. Descriptions are provided for each book, as well
- as the reading level, number of pages, and whether the book is Christian
- in content.
-
- The child can easily maintain a list of books that he/she has read,
- optionally rating and entering comments for each book. You may print out
- a list of books read by each child, that includes the number of pages
- read, average pages per book, average reading level, points earned, and
- more. If you need to read a book in a certain amount of time, READKS can
- print a suggested daily reading schedule. You may also print a list of
- books to search for at the library, a "books to read" list, or a list of
- books that you own. In addition to all of these features, READKS is
- totally expandable. You may add or remove books from the database to
- suit your own needs and preferences.
-
-
- TROUBLESHOOTING GUIDE
-
- Minimum program requirements:
- * 25 Mhz or faster 386 or higher, IBM Compatible system
- * VGA color monitor (TTIME, TNUM, PPK, and SLA speaker version
- will work on most EGA systems also)
- * Hard drive with at least 1 to 5 Megabytes free depending on the program
- * IBM Compatible mouse
-
- DAMAGED DISKETTES
- Error messages indicating a problem reading from the disk or from a
- particular file on the disk usually indicate that the disk has been
- damaged in some way. Let us know your name, address, and the name
- of the program and we will replace the diskettes. You do not have
- to return the damaged disks to us.
-
- PROGRAM INSTALLATION
- Each program may be installed by inserting the disk into the drive
- and typing A:INSTALL (replace the A: with the appropriate drive
- letter if other than A:). This installation process temporarily
- requires about 1 1/2 times as much space on your hard drive as the
- program will normally consume. The reason is that the compressed
- files are copied from the diskette onto your hard drive, then the
- required files are uncompressed. When this process is completed,
- the compressed files are deleted. A minimum of about 5 megabytes
- free should be adequate to install any of our programs (most require
- much less than that). Please note that a write error almost always
- indicates either insufficient space on your hard drive or some other
- problem with your hard drive (not the floppy disk you are installing
- from). If there is a problem with the floppy diskette, that will cause
- some type of a read error.
-
- RUNNING THE PROGRAMS FROM DOS
- At the DOS prompt you may run any of the programs by changing to the
- directory where the program was installed, then typing the name of the
- program. The file you want to run is the file listed in that directory
- with a .EXE extension. For example to run the program Preschool Pack,
- you would type:
- CD \PPK
- PPK
-
- RUNNING THE PROGRAMS IF YOU ARE USING WINDOWS 3.1
- These programs are DOS programs and were not designed to run under
- Microsoft Windows 3.1. You cannot run the programs by clicking on
- the Windows MS-DOS Prompt icon either. It may appear that you are
- out of Windows at that point, but you really aren't. You must exit
- completely from Windows by selecting File/Exit Windows from the
- Program Manager Window. [Then see the section entitled Running
- the Programs from DOS]
-
- RUNNING THE PROGRAMS WITH WINDOWS 95
- These programs are DOS programs and were not designed to run under
- Microsoft Windows 95. You may install the programs by clicking the
- START button, and under RUN type A:INSTALL. When the program is
- installed, you will be asked by the installation program if you
- want to run the program. You must answer 'N' here. You may then
- use either of the following two ways to run the programs with Win 95.
-
-
- 1. Simplest way
- a.) Click START
- b.) Select SHUT DOWN COMPUTER
- c.) Select RESTART COMPUTER IN MS DOS MODE
- After performing the above operations you will be at the MS DOS prompt.
- [Then see the section entitled Running the Programs from DOS]
-
- 2. Alternate way to run from Win 95
- This example shows how to run the Preschool Pack program PPK.
- For other programs, substitute their names as appropriate in the
- following steps.
-
- a.) Open the "My Computer" icon.
- b.) Highlight by clicking one time on the Drive C icon.
- c.) Right click to open another sub menu, highlight Explore and left
- click, this opens up a tree directory.
- d.) Find the directory PPK and left click to open it. On the right
- side you will see all the files it contains.
- e.) Left click to highlight the PPK.EXE file. DO NOT double click
- (that would run the program).
- f.) Right click to open another sub menu. Highlight the bottom choice
- of Properties and open with a left click. There are several things
- about the program file that you can change -
- General - Program - Font - Memory - ...
- g.) Click on Program. On the bottom of the screen is a button for
- Advanced Settings. Click on this to change the settings to MS DOS
- Mode, Warn before entering MS DOS Mode, and Use current MS DOS
- Configuration.
- h.) Click OK and back all the way out.
-
- Now you may run the program by clicking the START button and Run,
- or by clicking the icon placed on the desktop, or by exploring and
- double clicking the PPK.EXE file. The computer will shut down to
- MS DOS Mode and run the program. When you exit, it will restart
- Win 95 for you.
-
- VIDEO PROBLEMS
- The earlier versions of the programs did not display graphics correctly
- with some video cards. If your program files are dated prior to 3/95,
- please call or write to request an updated version. Let us know your
- name, address, and the name of the program.
-
- MEMORY PROBLEMS
- Programs using graphics and sound require large quantities of memory.
- Most DOS programs access primarily the first 640K of RAM. You may have
- 4, 8, or more Megabytes of RAM, but you still need to free up as much
- of that first 640K of RAM as possible. The PPK Alphabet activity
- requires the most memory, so problems with it are the most frequently
- reported. Typing the MEM command at the DOS prompt will tell you how
- much of this memory is available. You should see a line that displays
- something like "Largest Executable Program Size". If you can get that
- number up to about 570,000 or 580,000 then you should have no problems.
-
- Freeing up this memory can be accomplished by loading device drivers
- such as mouse driver, CD ROM drivers, etc. into high memory through
- your AUTOEXEC.BAT and/or CONFIG.SYS files. Unfortunately I cannot
- give you specific directions as to how to do this, because each
- system is set up differently and uses different software. If you
- are fairly computer literate and confident, you can do this yourself.
- Otherwise you should get assistance from a knowledgable friend or
- perhaps the store where you purchased your system.
-
-
- MOUSE PROBLEMS
- Software called a mouse driver must be loaded via your CONFIG.SYS or
- AUTOEXEC.BAT file before using these programs. The method for doing
- this will vary with the type of mouse you have purchased. Generally
- it involves only adding one line to either of the two files mentioned
- above. If possible your mouse driver should be loaded into high memory.
- See the documentation that came with your mouse. If you are fairly
- computer literate and confident, you can do this yourself. Otherwise
- you should get assistance from a knowledgable friend or perhaps the
- store where you purchased your system. If you are not specifically
- loading a mouse driver as described above, your mouse will not work
- with these programs, even if the mouse works within Windows.
-
- Sometimes what appears to be a problem with your mouse may actually be
- a conflict with your sound card. If your mouse cursor is visible, but
- will not move and the system is locked up, that may indicate a sound
- card conflict, in that case, see the following section.
-
- SOUND CARD PROBLEMS
- The programs attempt to automatically detect information about the
- setup of your sound card. If this is not being detected correctly,
- you may experience some of the above mentioned problems. In that
- case you will need to run the program one time passing the address
- and interrupt number used by your sound card. These numbers should
- be found in a line similar to the SET BLASTER line below in your
- AUTOEXEC.BAT file (the autoexec.bat file should be found at the
- root level of your C drive).
- SET BLASTER=A220 I5 D1 T4
-
- The A220 gives you the I/O Address for your card, the I5 is the
- Interrupt number. Your numbers may vary from these, so use whatever
- numbers are listed after the 'A' and 'I' in YOUR FILE. When calling
- the program use only the numbers, not the letters. For example, to
- tell the Preschool Pack program which numbers are used by your sound
- card, run the program by typing the address and interrupt numbers
- after the program name, as in:
- PPK 220 5
-
- Again, notice that you use the numbers only, not the letters.
- Replace the numbers above with your numbers if they are different.
- The Address or 'A' number must be typed first, then the interrupt
- or 'I' number, separated by spaces. This only needs to be done one
- time as the settings will be saved to a .CFG file. After that you
- can run the program by typing just the program name.
-
- In most of the programs you may press F10 at the main screen to access
- program options. From this screen you may set the sound output for
- the internal PC Speaker, or a Sound Blaster or compatible sound card.
- You can also set the volume levels for sound and music. Unfortunately,
- not all sound cards respond to these software volume settings. If,
- after changing the numbers, you notice no difference in the volume of
- your sound card, you will have to adjust the volume manually from your
- speaker controls and/or the volume control on the sound card itself
- (some sound cards have a volume control which can be accessed at the
- back of the computer).
-
- REFUNDS
- I hope that these pages have provided the solutions to your software
- problems. However, a few systems or configurations just seem to be
- incompatible with the programs. If this is the case, and you cannot
- get the software to run acceptably on your system, we will cheerfully
- refund your money. In order to receive a refund you must have
- purchased or registered the software directly with KidStuff Software.
- Please notify us of your name, address, the program(s) requiring a
- refund, the invoice number if possible, and the nature of the problem
- you experienced.
-
- If you purchased a shareware disk from a shareware distributor, you
- will need to contact them about a possible refund, as we do not receive
- any income from shareware disks purchased from other vendors.
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-