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JCSM Shareware Collection 1996 September
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JCSM Shareware Collection (JCS Distribution) (September 1996).ISO
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1995-03-25
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427 lines
Sounds Like A... (Deluxe)
Copyright (c) 1994 KidStuff Software
6490 Dubois Rd. Lewis Center, OH 43035
614-548-5043 Compuserve 71043,3706
"Sounds Like A..." is a unique and entertaining game for children
ranging in age from 1 1/2 to 7 years of age. The program uses
colorful graphics, high-quality sounds, and MIDI music in four
entertaining activities. In the first activity the child must find
the picture which matches a sound. Your child may hear, for example,
a cow "mooing". He 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 uses the same concept with
songs. Your child will match a picture to the song being played. There
are 36 songs included - 12 children's songs, 12 Bible songs, and 12
Christmas songs. The third 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. In the last activity, your child can
manipulate an on-screen tape recorder to play any of the sounds or
songs in the program.
The program does not require any keyboard input - all activities
may be performed entirely with a mouse. A Sound Blaster, Adlib, or
compatible sound card is required. If you do not have a sound card,
a separate version of Sounds Like A... which includes sounds only,
is available.
Shareware Registration Form - SLA 3.3
Benefits Of Registering:
All registered users receive 18 extra picture/sound pairs, 18
extra picture/song pairs and 8 additional background files. You
will also have access to support via phone or mail, and will be
notified of any program upgrades or new programs. The initial
shareware screen is removed from the registered version.
[ ] $10.00 "Sounds Like A..." registration fee
[ ] $2.50 shipping & handling for orders outside the U.S. or Canada
[ ] Sound Blaster/Adlib Version Disk Size: [ ] 3 1/2"
[ ] PC Speaker Version [ ] 5 1/4"
(Shareware versions of the following programs are available.
See descriptions of these programs at the end of this file.)
[ ] $3.00 "Masterpiece Menu" [ ] $3.00 "Talking Number Machine"
[ ] $3.00 "Preschool Pack" [ ] $3.00 "Ms. Piggy Bank"
[ ] $3.00 "Talking Time Tutor" [ ] $3.00 "U.S. Geography"
[ ] $3.00 "Kinder-Carton" [ ] $3.00 "My Reading List"
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
6490 Dubois Rd.
Lewis Center, OH 43035
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
"Sounds Like A..." is a shareware product and may be freely copied
and shared with other computer users. Continued use beyond a
reasonable evaluation period requires registration. SLA 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.
PROGRAM REQUIREMENTS
"Sounds Like A... (Deluxe)" requires a 286 or higher system,
640K RAM, a hard drive, VGA color monitor, mouse, and a Sound
Blaster, AdLib, or compatible sound card.
*** The program is not compatible with Microsoft Windows.
SLA must be run strictly from DOS.
INSTALLATION
Type A:INSTALL (or B:INSTALL).
Once installed, you should have the following files:
SLA.EXE * executable program
SLA.DOC * documentation file
SLA.GXL * graphics library
SLA.RSC * sound/song library file
RUNNING "SOUNDS LIKE A..."
Change to the "Sounds Like A..." directory and type SLA.
CD \SLA
SLA
SOUND CARD PROBLEMS
The following applies only if you experience a conflict with your
sound card. (no sound, sporadic lockups when sounds are played, etc.)
In that case you will need to run the SLA 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'. When calling SLA use
only the numbers, not the letters. To tell SLA which numbers are
used by your sound card, run the program by typing the above numbers
after the program name, as in:
SLA 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 file SLASND.CFG.
After that you can run the program by typing SLA only.
"SOUNDS LIKE A..." INSTRUCTIONS
Click on STOP, or press ESC, to exit a screen or the program.
Graphics/Sounds Used in "Sounds Like A...":
Shareware Version: Available By Registering:
------------------ -------------------------
Violin Dog Wolf Lion
Horse Frog Turkey Person Laughing
Clock Trumpet Baby Crying Baby Cooing
Duck Rooster Monkey Hammer
Donkey Cow Guitar Goose
Cat Phone Crow Cash Register
Bee Elephant Police Car Motorcycle
Owl Pig Drum Seal
Bird Sheep Train Piano
Graphics/Songs Used in "Sounds Like A...":
Shareware Version: Available By Registering:
------------------ -------------------------
Old McDonald Had a Farm Hickory, Dickory Dock
Jack & Jill Went Up the Hill London Bridge
Row, Row, Row Your Boat Mary Had a Little Lamb
Three Blind Mice Ten Little Indians
Twinkle, Twinkle Little Star This Old Man
Baa, Baa, Black Sheep Hey Diddle Diddle
Jesus Loves the Little Children He's Got the Whole World
This Little Light of Mine Down in My Heart
The B-i-b-l-e Who did Swallow Jonah?
Zaccheus Was a Wee Little Man Whisper a Prayer
Father Abraham Jesus Loves Me
Who Built the Ark? The Wise and Foolish Man
Away in a Manger Silent Night
O Christmas Tree Up on the Housetop
We Three Kings of Orient Are Little Drummer Boy
What Child is This? O Little Town of Bethlehem
Here We Come A-Caroling Deck the Halls
Jingle Bells The First Noel
ACTIVITY 1 - SOUND LOTTO
In this activity you will see 12 pictures on the screen. When you hear
a sound, click on the picture which matches the sound. For example, if
you hear a cow "moo", you would click on the picture of a cow. As you
click on each correct picture, a portion of the larger, background image
will be revealed.
If you are not sure which picture matches the sound, you have two
options. You may click on the lips to repeat the sound, or you
may click on the Question Mark for help. This will display an
arrow pointing to the correct block. You must then click on the
correct block in order to go on to the next sound.
When a game is completed, the underlying picture will be displayed
until the mouse is clicked or a key is pressed. A new game will then
be set up. You may continue this activity or click on STOP to return
to the menu screen.
ACTIVITY 2 - SONG LOTTO
After clicking the Song icon (registered version), you will see 4
icons representing the types of songs. Click the icon for the type of
songs you would like to hear - children's, Bible, or Christmas. For
a mixture of these songs, click the notes icon.
You will then see 12 pictures on the screen. When you hear a song,
click on the picture which matches the song. For example, if you hear
"Jack and Jill Went up the Hill", you would click on the picture of the
boy and girl with the pail of water going up the hill. As you click on
each correct picture, a portion of the larger, background image will be
revealed. You do not have to wait until the song is completed before
clicking.
If you are not sure which picture matches the song, you have two
options. You may click on the lips to repeat the song, or you
may click on the Question Mark for help. This will display an
arrow pointing to the correct block. You must then click on the
correct block in order to go on to the next song.
When a game is completed, the underlying picture will be displayed
until the mouse is clicked or a key is pressed. A new game will then
be set up. You may continue this activity or click on STOP to return
to the menu screen.
ACTIVITY 3 - SOUND MATCHING
The third game is an interesting variation of the "memory" or
"concentration" game. In this game you must match a picture to its
corresponding sound. Half of the 12 blocks in each game will contain
pictures, half will contain sounds. For example your first click may
reveal a picture of a rooster. Your next click should try to locate
the block containing the sound of the rooster crowing. Clicking on a
sound block will play the sound and display a "balloon" with the name
of the sound or a question mark. For example the sound block for the
cow will say "Moo". If a match is made the two blocks will display the
same picture.
A count of the number of blocks clicked will be displayed at the
bottom of the screen, the goal being to find all matches with the
fewest number of clicks. There is a help option available in this
game also. Help is available only when you have clicked on the first
block (of a possible pair) and are ready to click on the second. At
this point you may click on the Question Mark, and an arrow will point
to the matching block. Two points will be added for clicking the
Question Mark. You must then click on the block to which the arrow
is pointing. Therefore the use of the help option will result in a
total of 3 points added to the score.
When a game is completed, a new game will be set up. You may continue
this activity or click on STOP to return to the menu screen.
ACTIVITY 4 - TAPE PLAYER
In the Tape Player activity any of the sounds or songs in the program
may be played. The window in the center of the tape player displays a
picture of the current sound or song. Use the buttons at the top of
the tape player to play the picture or change to a new picture. The
following operations are available on the tape player.
Volume - The left volume control controls the volume for sounds.
The right volume control controls the volume for songs.
Click above the volume lever to move the lever up and
decrease the volume. Move the lever down to increase
the volume. Volumes set here will be saved and also
used in the other activities of the program.
Play - The dark green button is the play button. Click this to
play the current sound or song.
Stop - The red button is the stop button. Click this to stop
playing a song.
Reverse - The blue button is the reverse button. Click it to move
to the previous sound or song.
Forward - The light green button is the forward button. Click it
to move to the next sound or song.
Sounds - Click the ear button to quickly move to the first sound.
Songs - Click the notes button to quickly move to the first song.
The three buttons at the bottom of the tape player will continuously
play all songs of the selected type. If you click the button with
children on it, all of the children's songs will be played. The
same applies to Bible, and Christmas songs. Click anywhere to
interrupt the playing of the songs.
Sound Blaster/Adlib or compatible versions of each of these
programs area available to registered users.
=========================================================================
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, and memorizing his name, address, and telephone number.
The activities include: "Animal Homes", where animals must be placed
in their appropriate homes - either farm, forest, or circus. Most of
the animals have an accompanying animation and animal sound!
"Balloons", where the user must click on a color block matching
the color of a rising balloon before it pops; "Matching", a memory
game with an animated bee rewarding the user who locates all
matches; "Counting", where the user counts along with the computer
as a variety of colorful images, from dinosaurs to dolls, are
displayed; and "ABC's" where the user must find all letters which
match a displayed letter. "ABC's" uses speech to pronounce each
letter as it is selected. In the last activity the child will
learn to spell his name, as well as learning his address and
phone number. All activities are reinforced with cheerful music
and animation sequences.
=========================================================================
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.
=========================================================================
T A L K I N G T I M E T U T O R
=========================================================================
"Talking Time Tutor" will have your child telling time in no
time! Your child will hear the time spoken using high quality
digitized speech. TTIME provides a variety of different time
activities each with three skill levels. Activities include
setting the analog clock to match the digital clock, setting
the digital clock to match the analog clock, setting the analog
clock to the spoken or written time, and setting the analog clock
to a future or past time. Additional features are provided to
entertain your child as he/she learns. Each of 6 analog clocks has
its own animation routine.
Pocket Watch Display minute count by fives.
Owl Eyes move left to right.
Bear Honey bee flies around.
Santa Christmas tree with blinking lights.
Cat Eyes move up and down.
Dinosaur Munches on grass.
Cuckoo Clock Cuckoos
The colors of the band on the digital wrist watch may be changed.
A bear on the screen tells time-related jokes or asks your child
questions about time. Isn't it about time you invested in
"Talking Time Tutor" for your child?
=========================================================================
T A L K I N G N U M B E R M A C H I N E
=========================================================================
TNUM is designed to help children recognize, say, and write numbers
from 1 to 9,999,999,999,999. TNUM uses high quality digitized speech
to say the numbers which appear on the screen. Mouse and/or keyboard
commands may be used. The program includes the following activities:
Number Machine - Click on the Number Machine and the machine will
produce an interesting fact containing a large number. The fact
will be displayed in a frame, with the number highlighted,
along with an accompanying picture. For example - "Americans
eat 50,000,000 hot dogs a day." They may then choose to have
the computer say the highlighted number, or have the computer
display that number in words. The user may also choose to
write the number in words by selecting from a list of number
words (no typing is required). Help is available to display
the next word if the user gets stuck. The registered version
of the program contains 175 number facts.
Enter any Number - The user may enter (calculator style) any number
up to 13 digits. They may then choose to have the computer say
that number or have the computer display that number in words.
The user may also choose to write the number in words by selecting
from a list of number words (no typing is required).
Enter the Written Number - The computer will "think" of a large
number and display that number in words, for example - nine
million two hundred fifty one thousand three hundred seventy
two. The user must enter the digits to make that number. Help
is available to display the next digit if the user gets stuck.
Count By - TNUM can also help your child learn to count (by
increments of 1 to 10). If the user selects 2 the program will
begin counting by 2's - 2, 4, 6, 8, etc. until you decide to stop.
=========================================================================
M A S T E R P I E C E M E N U
=========================================================================
Masterpiece Menu is a menu program designed specifically for children.
Even the youngest children will be able to run their own software
using Masterpiece Menu. The painter "paints" each program icon on
the easel. Click the easel or press ENTER to run the displayed
program. The large, colorful program icons are standard PCX files.
Setup is a breeze, simply press F10 to enter your child's program
information. You can even set up separate configurations so each
child can have his/her own menu. Masterpiece Menu runs in EGA or
VGA mode and includes a "screen saver", calendar, and animated
clock.