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Text File | 1991-07-24 | 38.1 KB | 1,084 lines |
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- PPPPPPPPPPPP LL AAAAAAAA YY YY
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- PPPPPPPPPPPP LL AA AA YY YY
- PP LL AAAAAAAAAAAA YYYY
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- LL EEEEEEEEE AAAAAA RRRRRRRRRR NNNN NN
- LL EE E AA AA RR RR NN NN NN
- LL EE AA AA RR RR NN NN NN
- LL EEEEEE AA AA RR RR NN NN NN
- LL EEEEEE AAAAAAAAAA RRRRRRRRRR NN NN NN
- LL EE AA AA RR RR NN NN NN
- LL EE E AA AA RR RR NN NNNN
- LLLLLLLLL EEEEEEEEE AA AA RR RR NN NNNN
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- Copyright 1988, 1989, 1990, 1991 - Steven C. hudgik
-
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-
-
- PLAY 'N' LEARN
-
-
- INTRODUCTION
-
-
-
- Computers came into our life about the same time as our first
- child, Amanda. Eighteen months later Zakary was born. As they
- grew they noticed daddy spending nearly every day working with
- a
- computer and they wanted to use the computer like daddy did.
- So, I
- went through the software stores and saw all kinds of wonderful
- games
- and educational software - but nothing for very young children.
-
- What I wanted was something that would let an 18 month old
- bang
- on the keyboard and be entertained. As he grew older, and his
- coordination improved, the software should teach him about
- letters,
- numbers, colors, shapes using the keyboard and multiple key
- combinations. Since I couldn't find anything I wrote Play 'n
- Learn.
-
- Play 'N' Learn provides several different games and there
- are
- multiple games that can be played within each main game. For
- example, with Play 'n' Learn young toddlers can push keys that
- change colors and symbols on the screen and get sounds from the
- computer. As your kids grow older they progress to locating
- specific
- keys and learning multiple key combinations. At the most
- difficult
- level of play you need to correctly pick five secret letters to
- win
- Letter Lotto. It works just like a miniature version of the
- Lotto
- games run by many states.
-
- In these instructions we'll describe the different games and
- how
- they can be used. You can also invent your own games and we
- encourge you to play with and guide your kids so you can all
- have
- fun together.
-
- The names of the games included in Play 'n' Learn are:
-
- COLOR SCREEN and COLOR WHEEL
-
- AMANDA'S LETTER LOTTO
-
- WORD WHIRL
-
- ZACH-A-DOODLE
-
- NEXT NUMBER
-
- BLACK BOARD SHAPES
-
- UNDERGROUND ALPHABET
-
-
- - 1 -
- Please note that this software is copyrighted, but it is provided for
- your children to use for free. You do not need to send us any money
- or pay to use this software. I hope your children enjoy it as much as
- mine. However, if you would like to make a donation please make your
- check out to one of my children: Zachary Hudgik or Amanda Hudgik.
- I am sorry, as much as I'd like to, I probably will not be able to
- acknowledge your donation. So please accept my expression of
- appreciation when I say THANK YOU now.
-
- The address is: 20676 SW Elk Horn Ct., Tualatin, OR 97062
-
-
- To make a backup copy load your DOS System disk and type
- "DISKCOPY A: B:" at the A> prompt. Put the Play 'n' Learn
- disk in the "A" drive and a blank disk in the "B" drive. If you
- only have one disk drive, you will be prompted to remove the "source"
- (the original Play 'n' Learn disk) disk and replace it with the
- destination (blank) disk. If you have a hard disk, just copy all of
- the files to a directory on your hard disk.
-
- BOOTING
-
- There are several ways that Play 'n' Learn can be booted.
-
- If you do not have a hard disk, first boot your computer with
- your DOS System disk. When the A> prompt appears remove your DOS
- System disk and put the Play 'n' Learn disk into the "A" drive.
- Type "PLAY" and push ENTER.
-
- You can also set up a disk so that Play 'n' Learn will
- self boot. First format a blank disk and copy the DOS System onto
- that disk by typing:
-
- FORMAT B:/S <push ENTER>
-
- The /S indicates that you want the DOS System copied to the
- newly formatted disk. Next put the Play 'n' Learn disk in the "A"
- drive (the blank formatted disk should still be in the "B" drive).
- Now copy all of the files from the Play 'n' Learn disk to the disk
- you just formatted by typing:
-
- COPY A:*.*=B:/V <push ENTER>
-
- Take the disk out of the "B" drive and put it in the "A" disk
- drive. When you push CTRL-ALT-DEL, to reboot your computer, DOS
- will load and then Play 'n' Learn will load and run. With
- the disk set up this way you can also start Play 'n' Learn
- by putting the disk in the "A" drive, typing "PLAY" and pushing ENTER.
-
-
- GENERAL INFORMATION
-
- Throughout Play 'n' Learn we'll be referring to the user
- (your child) as her. We realise that your child could be either a
-
- - 2 -
- boy or girl, but saying "him or her" all of the time would be cumbersome.
- Since the game is named after my daughter Amanda, we'll use her.
-
- When using Play 'n' Learn I encourage you to play with
- your child and cheer her on. We'll describe various games that you
- can play, and although you can leave your child to play by herself
- (a welcome break for parents), also take some time to help her learn
- her colors and letters.
-
-
- STARTING THE GAME
-
- To start playing Play 'n' Learn on a computer with only floppy
- disks: if you've made a self booting Play 'n' Learn disk dput that
- disk in the "A" drive, hold down the CTRL and ALT keys and then push
- the DEL key. This will reboot your computer and automatically start
- the game.
-
- Play 'n' Learn can also be started, with the Play 'n' Learn disk
- in the "A" drive, by typing "PLAY" at the A> prompt and pushing ENTER.
-
- When using a hard disk first change to the directory containing
- Play 'n' Learn, then type "PLAY" and push ENTER.
-
-
- THE MENU
-
- A menu showing the selection of games available in Play 'n' Learn
- will be the first thing you see. You can stop the music before then
- end of the song by pushing any key.
-
- To select a game from the menu use the up/down cursor keys to move
- the scroll bar to the game you wish to play then push ENTER.
-
- To return to the DOS prompt push the ESC key.
-
-
-
- COLOR SCREEN
-
- This is a very simple game designed for the youngest children. Any-
- time a key is pushed the screen color changes and small sprites appear
- on the screen while the computer makes sounds. . It teaches
- children that the computer will respond when they push keys.
-
- To exit this game push the ESC key while the music is playing.
-
-
-
- COLOR MATCH
-
- This is a more advanced game that requires children to be able
- to match both colors and letters. A color will appear at the top
- of the screen. Four boxes, each a different color will be across
-
-
- - 3 -
- the bottom of the screen. Select the box at the bottom that matches
- the color at the top by pushing the letter that is next to the
- correct box.
-
- To exit push ESC.
-
-
-
- AMANDA'S LETTER LOTTO
-
- To start play just push any key.
- The character you push will be printed on the screen.
- If you do not push a key, the copyright screen will eventually
- disappear and a prompt that says, "Push any key" will appear. The
- amount of time the copyright notice stays on your screen will depend
- on the speed your computer runs at.
-
- You are now playing Amanda's Letter Lotto at the simplest level.
- Any key you push will be displayed as a large, bold character on the
- screen. You can push either upper or lower case letters, numbers,
- symbols and pushing the control key and a letter key will put graphics
- characters on the screen.
-
- Each character is displayed on the screen in the same way your
- computer produces that character and the quality will vary among the
- different brands of computers. On some computers the letters may look
- somewhat choppy and we can not guarantee the quality of the
- characters displayed.
-
-
-
- There are two key combinations that will not produce a character:
-
- Holding down the CTRL key and pushing the letter "X" will result in
- a blinking display.
-
- Holding down the CTRL key and pushing the letter "E" will result
- in your exiting the game and going to the Letter Lotto Menu. This
- menu allows you to set the screen colors and switch to other, more
- complex games.
-
- My kids also find two other CTLR key combinations to be exciting.
- Holding down CTRL and pushing the letter "A" will display a happy face.
- Holding down CTRL and pushing "B" will display a happy face with the
-
-
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-
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-
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-
-
- - 4 -
- colors reversed. Amanda really gets excited about making a pink
- happy face. Of course her favorite color is pink.
-
-
- MONOCHROME SUGGESTED GAMES
-
- A color display tends to hold a small child's attention much
- longer than monochrome, but if you do not have a color monitor
- there's still a lot you can do with Letter Lotto. Of course, all
- of these games can also be played in color.
-
- As you read through this list of games please remember that
- each requires progressively more skill and coordination. Don't
- expect an 18 month old child to identify specific letters or push
- multiple keys. However, if your 18 month old can do this, then I'd
- feel very proud. All children develop at different rates so keep in
- mind that today your child may only be interested in pressing random
- keys and next week you'll be teaching him the alphebet.
-
- Also, I'd like to offer one hint for playing Amanda's Letter
- Lotto games. When your child gets something right make a big deal
- about it. Cheer. Clap your hands. Throw a party! Make a lot of
- noise! Do it up just as you would if you team just scored the winning
- point in the third overtime of the title game.
-
- Let's describe a few games that can be played using the settings
- Amanda's Letters Lotto has when it first boots.
-
-
- GAME 1 - Keyboard Kaos
-
- This game is for kids who have not yet learned the alphebet or
- what letters look like. Sit with your child at the computer and let
- her push whatever keys she wants. You may need to push a few keys
- so she can see how to do it and what happens. Kids like to feel
- they control something, and pushing a key (or a bunch of keys) and
- seeing a response on the screen makes them feel in control.
-
- By the way, I've had quite a few kids banging on my keyboard to
- test this software and none of them damaged the keyboard or computer.
- If your child wants to, you can let her push random keys and watch
- the changes on the screen. Very young kids may get excited and start
- hitting the keys fairly hard. Don't try to get them to push individual
- keys. Let they play, freely. If they start to get too violent with the
- keyboard, tell them to take it easy. Show them that pushing keys gently
- will also get results. However, don't expect little kids to be instant
- typists or even be interested in pushing individual keys. Let then go
- ahead and push five, ten or all of the keys at one time.
-
- Amanda's Letter Lotto has been designed to handle a massive
- overload of keyboard input, so your child should be able to hit as
- many keys as she wants without upsetting anything. However, if she
- should find a key combination that locks up the computer (these vary
-
-
-
- - 5 -
- with computer brand), just push CTRL-ALT-DEL or turn your computer
- off, wait a few seconds and turn it back on again. Amanda's Letter
- Lotto will reboot and you'll be ready to start again.
-
- Just allowing your child to push bunches of random keys starts to
- teach her about the keyboard. She learns that pushing keys produces
- a result on the screen. With your help she'll also learn to push
- keys softly and one at a time. Most importantly she learns to think
- of a computer as a friend and to feel comfortable using a computer.
-
-
- GAME 2 - Make A Pointer
-
- As your child becomes used to the keyboard you can start to teach
- her to push individual keys. One way to do this is to first teach
- her to make a pointer (extending the index finger to point at something).
- This is something you can work on without being in front of your computer.
-
- Next sit down at the computer, have your child make a pointer and
- then guide the tip of her finger to a key and say, "Push a key."
- Depending on how exicitable she is, you may or may not get her to
- do this right away. However, with some patience on your part, and
- as your child grows older, she'll eventually be able to do it.
-
- Also, when your child first learns to "make a pointer" and you
- help her push a few keys, she'll probably become impatient and revert
- to using all fingers to push bunches of keys. It's to be expected,
- so let her have some fun for awhile and then come back to making a
- pointer and pushing individual keys.
-
-
- GAME 3 - The Name Game
-
- Once your child can push an individual key she can then learn
- to push specific keys. A good way to start is with the first
- letter of your childs name. For example, with Amanda I told her
- to "find the letter A for Amanda." Then I'd guide her finger to
- the letter A. It took going over it a few times, and some days
- she seemed to have forgotten everything we did the day before, but
- shortly she could find the letter A, which she called Amanda.
-
- Once your child can find the first letter in her name, introduce
- her to the first letters of the names of other people she knows.
- You can show her that D is for daddy, M is for mommy, and Z is for
- her brother Zak. Little kids associate much better with the people
- in their lives (family, relatives and friends) than they do with
- objects. Amanda was much more interested in learning that A stood
- for Amanda and B was her friend Brenda than she would be in learning
- that A is for Apple and B for Barn.
-
- After your child can identify five or six letters by peoples
- names, then you can move onto other letters. Either let your child
- name some people and you point out the letter that name starts with,
-
-
-
- - 6 -
- or use the names of objects when you run out of people.
-
- These types of games teach your child that each letter is an
- individual symbol. For example, kids can learn to sing their ABCs,
- but many times they just know it as the words to a song. For example,
- most little kids think LMNOP is one letter because they are sung very
- quickly, all together in the "Now I Known My ABCs" song. Having then
- pick out the individual letters on the keyboard teaches than that each
- is a separate, distinct symbol.
-
-
- GAME 4 - Robot Invaision
-
- Now you can move on to teaching your child how top push several
- keys to make some new things happen on the screen. Start by having
- your child hold down the CTRL key with one finger and then push a
- letter. This will produce a graphics character. Amanda called these
- characters robots (although there are two happy faces, CTRL-A and
- CTRL-B and a few she thought looked like spiders).
-
-
- GAME 5 - Flash A Smile
-
- Another multiple key combination is to hold down the CTRL key and
- push the letter X. This will cause the screen to display blinking
- characters. Pushing CTRL-X again will switch the blinking off.
- Amanda liked to make blinking happy faces.
-
-
-
- USING COLOR
-
- These first five games can also be played in color. Of course,
- with color they are many other games you can play. We'll describe a
- few of these shortly, but first let's see how to get the color turned on.
-
- When you first boot up Amanda's Letter Lotto it will be operating
- in the monochrome mode. Hold down the CTRL key and push the letter "E."
- This will display the Letter Lotto Menu.
-
- The first three items on the menu allow you to set Amanda's Letter
- Lotto for either color or monochrome operation. Selections can be made
- from this menu by either pushing the function key (F Key) associated
- with the selection you want or by using the up/down cursor keys to
- move the scroll bar to the desired selection and then pushing the ENTER
- key.
-
-
- F1 - Multiple Colors
-
- The first choice on the Amanda's Letter Lotto Menu is usually the
- one kids find the most interesting. Pushing F1 will set Amanda's
- Letter Lotto to change the background, character and border colors
-
-
-
- - 7 -
- on a random basis. While playing the game these colors will change
- each time a key is pushed.
-
-
- F2 - Set Three Colors
-
- The second selection, F2, switches Amanda's Letter Lotto to the
- color mode and allows you to select three colors that will be used
- all of the time. You can select the color of the character, the
- background color and the border color around the edge of the screen.
- This color setup is generally used if your child finds the changing
- colors to be a distraction or if your child is more interested in the
- changing colors than learning about letters.
-
- When you push F2 a menu will appear that allows you to select the
- background color. Push the function key associated with the color you
- want to use.
-
- Next you can select the color of the characters. Again push the
- function key associated with the color you want to use. If the
- selected color is not compatible, for example if you select the same
- color for the character as you selected for they background, they
- will blend together when displayed. You'll be returned to the menu
- to make another selection.
-
- The final menu is used to select the border color.
-
- After selecting three colors you'll be returned to the Letter
- Lotto Menu. To play the game either push F8 or move the scroll bar to
- "F8 - Play Game" and push ENTER.
-
-
-
-
- GAMES WITH COLOR
-
- All of the games described for monochrome use can also be played
- in color. In addition you can make up new games that use the colors
- displayed. All of the following games are played with Amanda's
- Letter Lotto set to change colors randomly, selection F1 on the Letter
- Lotto Menu.
-
-
- GAME 6 - Rainbow
-
- The first game is basically the same as described for monochrome
- use. Just let your child push random keys and watch the colors and
- characters change. This game provides you with the opportunity to
- name the colors as they appear on the screen. Generally children
- focus on the color of the character, so as each character appears
- name its color. Of course, kids are all diffenent and it's impossible
- for me to predict what your child will focus on. It she seems to be
- noticing the background color first, then name that color for her.
-
-
-
- - 8 -
- GAME 7 - Color Search
-
- Once your child can identify one specific color by name, then
- ask them to find that color. Have them push keys, any keys, until
- that color appears. When they correctly identify that color cheer
- like your team just won the superbowl. Don't be afraid to get excited
- and make some noise.
-
-
- GAME 8 - My Special Letters
-
- Another game with colors is to have your child to find a specific
- letter or character that is also a specific color. Amanda loved to
- find the letter "A" in her favorite color, pink.
-
-
- Let's go back to the Letter Lotto Menu and see what other
- functions are available.
-
-
- BLINKING ON / OFF
-
- If you should forget that CTRL-X is used to turn the blinking
- either on or off, you can go to the Letter Lotto Menu and push F4.
-
-
- CAPITAL LETTERS ON/OFF
-
- When you first start teaching your child the names of letters,
- or when playing some of the Amanda's Letter Lotto games, you may only
- want to have capital letters displayed. Showing two shapes on the
- screen, a big A and a little "a" for example, and calling them by
- the same name, might be confusing for some kids. However, you may
- have a kid that likes to push the SHIFT or CAPS LOCK keys. To avoid
- problems you can push F5 and Amanda's Letter Lotto will only display
- upper case letters reguardless of what your child pushes. Push F5
- again to switch back to using both upper and lower case letters. The
- status of this function will be shown in brackets on the F5 - Capital
- Letters menu selection line.
-
-
- THE AWARD LETTERS
-
- The sixth selection on the Letter Lotto menu allows you to pick
- up to five award letters. When your child picks a character you've
- selected as an award letter, she'll be rewarded with a short computer
- song.
-
- When you first push F6 a vertical line of six dots will appear.
- A scroll bar will be next to the top dot and the word EXIT will be
- next to the bottom dot. The up/down cursor keys move the scroll bar
- up and down. A character can be entered for each of the upper five
-
-
-
- - 9 -
- dots. Just push the character you want and it will appear.
- Characters can be changed by putting the scroll bar on the character
- you want to eliminate and entering a new character or pushing the
- space bar to leave a blank.
-
- Any character on the keyboard can be entered including both
- upper and lower case letters, numbers, symbols and the graphics
- characters made by holding down the CTRL key and pushing a letter.
- However, keep in mind that if you enter a lower case letter as an
- award letter, your child will need to also push the same lower case
- letter in order to get the song to play.
-
- When you've entered all of the award letters you want to have
- (you can have fewer than five), move the scroll bar to the word EXIT
- and push ENTER. The Letter Lotto menu will appear and you can then
- push F8 to play the game. Now anytime your child pushes an award
- letter she'll be rewarded. However, I still encourage you to cheer
- her on when she gets the right letters.
-
-
- GAME 8 - Go Get 'Em
-
- Having award letters adds a new dimension to having your child
- push specific letters or combinations of keys. Pick the letters or
- characters you want your child to learn and set them as the award
- letters. She then has to find the award letters. You can either
- give her the name of each letter, or let her search for them on her own.
-
-
- GAME 9 - Big & Little
-
- A good game to play with the award letters is Big & Little Letters.
- Set the award letters so they are all either upper case or lower case.
- For discussion purposes we'll assume they are upper case. Then play
- the game and have your child push one of the award letters but not
- the shift key. Tell him the name of the letter, for example "Capital
- A." Next hold down the shift key, or have your child hold the shift
- key and push the same letter. This time the "award song" will play.
- Tell your child the name of this letter, for example say, "little A."
- Practice this a few times until your child learns that she needs to
- push the shift key in order to get the capital (big) letter and the
- award.
-
-
- GAME 10 - Learning To Write
-
- In spite of the predictions that electronic publishing would
- eliminate paper, a pencil used with a piece of paper remain as
- useful and popular as ever. Amanada's Letter Lotto can help your
- child learn to use these tools.
-
- When you start to play any of the games have a pencil and some
- paper next to your computer. As the letters appear on the screen
-
-
-
- - 10 -
- have your child copy them. You can also have her look for a
- specific letter. When that letter appears on the screen have her
- copy it on the paper.
-
-
-
- THE LETTER LOTTO GAME (Games 11 and 12)
-
- The final selection on the Amanda's Letter Lotto Menu sets up
- the actual Lotto game. Push F7 and five letters will be chosen at
- random. When you start playing the game you'll then have 26 chances
- to find all five letters. Since only upper case letters are selected,
- and there are 26 letters in the alphebet, you should be able to find
- all five just by pushing all the letters on the keyboard. However,
- Amanda's Letter Lotto will compute a score based on the number of
- keystrokes it takes you to find all five letters. The fewer key
- strokes you use, the higher your score will be. Finding all five
- letters with five key strokes will result in a score of 100. If you
- use 26 key strokes to find all five, or you can't find all five, you
- get a score of zero.
-
- Before you start playing Letter Lotto, you'll be asked whether
- or not you want your selections displayed. If you push the letter Y
- (for Yes) at this prompt, your key strokes will be listed across the
- top of the screen as you make them. If you push the letter N, you
- will need to remember the keys you've already pushed (making the
- game a little harder).
-
- When you begin playing Lotto the number of key strokes left will
- be displayed in the lower right corner of the screen. Each time you
- select a correct letter the award tones will sound and that letter
- will be listed in the bottom center of the screen.
-
- If you should want to stop the game, before you use all of the
- available key strokes, just push the ESC key.
-
- That's all there is to playing Letter Lotto. So, here's your
- chance to test your ESP before you buy your next Lotto ticket. Of
- course, you'll need to get kids away from the computer first.
-
-
- FINISHED PLAYING
-
- When you are done playing Amanda's Letter Lotto you can return
- to the menu by going to the Letter Lotto Menu and pushing
- F10.
-
-
-
-
-
-
-
-
- - 11 -
-
- WORD WHIRL
-
- This game takes a word or short phrase and "whirls" it around on
- the screen. It is an excellent game for teaching your children how
- to spell their name or write their phone number.
-
- When you select Word Whirl you will be prompted to enter a word.
- Have your child type their name. You can include any letters, numbers
- or punctuation marks, including spaces. When you push the ENTER key
- whatever you've typed will be "whirled" around in a rainbow of changing
- colors.
-
- Push ESC to exit.
-
-
-
- ZACH-A-DOODLE
-
- This game has been named after my son Zachary, whose knickname
- is Zach-A-Do. I've forgotten how he got that name, and I'm sure he'll
- want to forget it as he grows older, but for now that's what everyone
- calls him.
-
- This is an Etch-A-Sketch type game designed for very young children.
- Your child can draw pictures using several types of "paint brushes,"
- colors and patterns. Up to four pictures can be painted and retained
- in the computer's memory. Here's how it works:
-
- When you start this game a blank screen with a white square in the
- upper left corner will appear. You can use the cursor keys to move
- the square around and draw lines. For small children who do not yet
- have the coordination to use the cursor keys the main keyboard can be
- used. It has been divided into four sections for drawing. The upper
- left section moves the line up. The upper right moves the line right.
- The lower left moves the line left and the lower right moves the line
- down. The keyboard is split like this:
-
-
- move up 1 2 3 4 5 6 7 8 9 0 - = move right
- Q W E R T Y U I O P [ ]
-
- A S D F G H J K L ; '
- move left Z X C V B N M , . / move down
-
- Pushing any key within a section moves the line in the specified
- direction.
-
- The color of the line can be changed by pushing F1, F2, F3, F4 or
- F5. These five keys all do the same thing. We have provided multiple
- keys with the same function so that a child does not have to exactly
-
-
-
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- push the specified key. For example, tell your child to use F3 to
- change colors. If they miss a little and push F2 or F4 it makes no
- difference.
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- One of the available colors is black. As this matches the screen
- background it can be used as an eraser. If you do not see a blinking
- symbol (see below for list of symbols) then the cursor is black. Moving
- it around will erase whatever it passes over.
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- The size of the line can be changed by pushing F6, F7, F8, F9,
- or F10. When you change the size of the line the current picture
- will be erased and a blank screen will appear. Do not change line
- size, if you wish to continue working on the same picture.
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- The Space Bar changes the type of symbol used to draw the line.
- A variety of symbols are available, including a happy face, hearts,
- diamonds, solid blocks, and grid patterns.
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- The END and HOME keys will erase the screen.
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- The PgUp and PgDn keys alllw you to switch between four different
- pages. Whatever has been drawn on a page will remain in the computer's
- memory. This allows several children to draw pictures and each is
- available to be displayed. It also allows you to produce simple
- animation by flipping through the pages quickly with a slightly
- different picture on each page.
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- This is more than a drawing game. It also teaches about the
- computer keyboard. It shows children that different functions are
- performed by different parts of the keyboard. It allows them to
- learn about moving the cursor using the cursor arrow keys and how
- to use the page changing keys. It is a basic introduction to the
- computer keyboard.
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- To exit push the ESC key.
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- NEXT NUMBER
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- This is a game that teaches counting. A series of three numbers
- will be displayed on the screen. Push the key for the next number
- in the sequence. If no number is pushed the computer will display
- the correct answer after a short delay.
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- Push ESC to exit.
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- BLACKBOARD SHAPES
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- This is a shape recognition and matching game. It also helps to
- teach the use of the cursor keys. A shape will appear at the top of
- the screen and three shapes will be at the bottom. Use the cursor
- keys to move the arrows until they are above and below the shape that
- matches the one at the top of the screen. Push ENTER to select that
- as the matching shape.
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- Push ESC to exit.
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- UNDERGROUND ALPHABET
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- Underground Alphabet is a game in which Mickey Miner (the happy
- face) digs tunnels to get letters out of the ground and put them
- in the bank. This game is designed for a variety of ages up to
- five years old.
-
- NOTE: This game requires color graphics.
-
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- Playing The Game
-
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- The first screen that appears has the words, "PUSH ENTER TO
- START..." When you push a key Mickey Miner appears in the
- middle of the mine and a randomly selected letter will appear
- somewhere underground. In the lower right hand corner is a timer
- that displays the amount of time available to get letters. You
- will have 60 seconds to dig tunnels and collect as many letters as
- you can.
-
- Mickey Miner can be moved in several ways:
-
- <> Look at the letter that apppears on the screen and push
- that same letter on the keyboard. Mickey Miner will
- dig a tunnel to the letter using the most direct route.
-
- <> The cursor keys can be used to move Mickey Minor. The
- advantage of using the cursor keys is that Mickey can take
- shortcuts. Mickey can quickly get from the right side of the
- mine to the left by moving all of the way to the right side
- then moving one more space. The same approach works for getting
- from the top of mine to the bottom, just move Mickey Miner
- all of the way to the top and the next move will bring
- Mickey directly to the bottom.
-
- A second advantage of using the cursor keys is that they allow
- Mickey to run through tunnels that have already been dug. If
- you move Mickey into an existing tunnel, he doesn't have to do
- any digging and he can run towards the letter. Since he
- doesn't have anyone to tell him which direction to go when he's
- running on his own, he doesn't always take the right turn.
- However, when he stops running he will be a lot closer to the
- letter - maybe right next to it.
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- As Mickey collects letters a counter in the lower left corner will
- keep track of how many he has.
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- When time runs the letters Mickey Miner dug up will be put in
- the Second National Bank. Your score will be calculated and
- displayed. The score is based on the number of letters collected
- and the amount of time available. If Mickey digs up more letters
- than the bank can hold, the bank will have to build an anex to
- hold the additional letters.
-
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- SETTING THE AMOUNT OF TIME TO PLAY
-
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- You can set the amount of time Mickey Miner has to dig out
- letters. When the "PUSH ENTER TO START..." prompt is on the
- screen enter the number of seconds you want the game to run.
- You can enter times up to 300 seconds (five minutes). The default
- setting, if you enter nothing, is 60 seconds. Once a time has
- been entered it will remain as the game duration until a new time
- is entered.
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- KEEPING SCORE
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- If a new high score or a new high number of letters collected has
- been reached you will be prompted to enter your initials. Under-
- ground Alphabet will maintain a record of the highest score and
- the initials of the person who got it.
-
- If you would like to start the scoring over again, when the "PUSH
- ENTER TO START..." prompt is on the screen hold down the CTRL key
- and push the letter E. Then if you want to reset the score push
- the letter Y. Pushing any other key will return you to the game.
-
- A score of 25 to 35 is average for most children, however this
- will vary a lot with age. A score of 75 to 85 are very good.
- Scores above 100 are almost impossible to get.
-
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- STRATEGY HINTS
-
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- Hint 1: When Mickey is running through the tunnels he will try to
- get closer to the letter by always trying to run up or down first.
- If he can't get any closer by moving up or down he will then try
- to move right or left.
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- - 16 -
- Hint 2: If Mickey is running through an existing tunnel, pushing
- the letter he is trying to get will move him toward that letter
- when he stops running.
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- Hint 3: If Mickey is in an existing tunnel and he is on the same
- horizontal level as the letter, he will not move up or down. If
- you want to have him move up or down, get him out of the existing
- tunnel.
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- - 17 -
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- *************************************************************************
-
- NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE
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- *************************************************************************
-
-
-
- With some computers there are key stroke combinations that will "lock up"
-
- the operation of your computer. These vary among different brands. The
-
- Tandy 1000 series of computers, in particular, are very likely to have
-
- this problem when running Amanda's Letter Lotto. (Tandy computers will
-
- lock up when running Tandy's own Deskmate Software). If this should
-
- happen push the CTRL-ALT-DEL keys to reboot. If this does not work, turn
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- the power off and then on again.
-
-
-
- These problems only occur when random key combinations are pushed. On
-
- some computers the problem is less if you are running the BASICA source
-
- code directly. We have included the source code (LETTERS.BAS) for your
-
- use. To run the source code first load BASICA. Then, with the Amanda's
-
- Letter Lotto disk in the "A" drive, type: RUN "LETTERS"
-
- We encourage you to play Amanda's Letter Lotto with your children. This
-
- will help them learn, they'll be gentler with your computer and you'll
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- have fun together.
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- - 18 -