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-
- Kids Only Volume 1
- ~~~~~~~~~~~~~~~~~~
- Programming: Mark Meany
- Graphics: Danny Norman
- Sounds: Mike Legg
-
- Contents
- ~~~~~~~~
- Introduction
- Floppy Disk Use
- Hard Disk Installation
- Common To All Activities
- The Activities Available
- Colouring Pad
- Dot 2 Dot
- Pairs
- Picture Slide
- Music Maker
- Word Search
- I Spy
- Program Preferences
- Support Programs
- About Directory Structure And Icons
- Deluxe Paint
- Files For Colouring Pad
- Files For Dot 2 Dot
- Files For Pairs
- Files For Picture Slide
- Files For Word Search
- Files For I Spy
- Dot 2 Dot Editor
- I Spy Editor
- Contact Address
-
-
- Introduction
- ~~~~~~~~~~~~
- Thank you for purchasing KidsOnly.
-
- This program consists of a collection of seven activities for children
- aged 5 and older. The user interface used throughout has been kept as
- uniform as possible, all buttons have explanatory text under pictorial
- representation of what action 'clicking' the button will produce.
- Throughout this document the expression 'clicking' will refer to a single
- click of the left mouse button.
-
- Floppy Disk Use
- ~~~~~~~~~~~~~~~
- If you have a floppy disk based Amiga, the first thing to do is make a
- copy of the three KidsOnly disks and use the copies from now on. Keep your
- original disks safe in case your copies become corrupt at some later date.
-
- The simplest method of running the program from floppy disk is to boot
- your Amiga using Disk 1. The program will auto run and you will be
- presented with the main selection screen.
-
- When you select an activity, a disk change may be required. If your Amiga
- has more than one floppy disk drive attached to it then insert the the
- required disk(s) into them. The program can access all drives connected to
- the system.
-
- If the disk required by the program is not found, a requester will appear
- asking you to insert the appropriate disk. The program will not continue
- until the disk has been inserted.
-
- Hard Disk Installation
- ~~~~~~~~~~~~~~~~~~~~~~
- If your Amiga is fitted with a hard disk drive with approximately 2.5 Mb
- free space, then we suggest you install KidsOnly onto it. The game runs
- considerably faster from HD and the need to swap floppy disks is removed.
-
- A script file has been supplied that will install KidsOnly onto the Hard
- Disk Partition of your choice. To launch the script:
-
- - boot your system from your usual boot partition.
- - Insert KidsOnly Disk 1 and double-click on its icon.
- - Select the HDInstall Icon by clicking on it ONCE.
- - Holding down one of the SHIFT keys, double-click on the icon for
- the hard disk you want the program installed onto.
-
- The script assumes that you have a properly installed Workbench and will
- rely on the following commands being available in either the c: directory
- or, in the case of WB2+, in ROM. If for some reason the script fails, try
- the second script, NastyHD. This script simply copies all the files without
- checking first, this is not good practise but then neither is having a
- partially installed Workbench:) The worst that can happen by using NastyHD
- is that your may loose small.font if present in your fonts: directory.
-
- Common To All Activities
- ~~~~~~~~~~~~~~~~~~~~~~~~
- All activities, when first entered, will display an information requester
- that explains the purpose of the activity. This feature can be disabled by
- setting the appropriate TOOLTYPE in the programs icon, more on that later.
- The requester is closed by 'clicking' on the 'Ok' button.
-
- Some activities have levels of difficulty. When entering one of these a
- requester will appear asking the user to select the level required. In all
- cases there will be a brief explanation of the differences between levels.
- The level of difficulty can be changed at any time play is not in progress
- by 'clicking' on the 'New Level' button.
-
- Some of the activities are timed, the users final time being used to
- maintain high score tables. A high score table is maintained for each level
- of each activity. When the user achieves a score better than one in the
- High Score table they are requested to enter their name and this is
- recorded in the table (( NOTE: THE HIGH SCORES ARE WRITTEN TO DISK >>> ONLY
- EVER USE BACKUPS OF YOUR ORIGINALS!!! )). Once a new high score is achieved
- the High Score table, is displayed. To return to the game 'click' on the
- 'Ok' button.
-
- If the user wishes to abort a timed activity then the 'Esc' key should be
- hit on the Amiga keyboard. The activity in progress will be solved for the
- user, but the time taken will be ignored, ie. you cannot cheat and get high
- scores by aborting.
-
- Most activities requires access to disk files. To make the operation of
- selecting a file easy on younger children we have implemented our own file
- requester that uses small pictures, Icons, to represent files available.
- When the requester is scanning the disk for available files, the user is
- informed and once all file icons have been displayed a requester is
- displayed asking the user to select a file. This requester must be closed
- before a file can be selected! A file is selected by 'clicking' on its
- Icon.
-
- When the user chooses to quit an activity a requester will appear asking
- them to confirm this action. If 'Ok' is selected the activity ends and the
- user is returned to the main selection screen. If 'Cancel' is selected then
- the user is returned to the activity.
-
- The Activities Available
- ~~~~~~~~~~~~~~~~~~~~~~~~
- 1. Colouring Pad
- ================
-
- The simplest activity available. This gives children the chance to load
- pictures and then colour them in. At any time a new picture can be selected
- or the current picture printed.
-
- All pictures are drawn black on a white background, just as if pencil and
- paper had been used. To prevent the young user making silly mistakes, the
- colour black cannot be painted. This means that the picture outline is
- always visible. Obviously black has been removed from the palette as has
- the transparent colour used to produce the rainbow background.
-
- The currently selected colour is displayed in a small rectangle to the
- right of the palette located in the control window. The user can colour in
- any area of the picture displayed by moving the mouse pointer into the area
- an 'clicking'.
-
- This activity does not have a level structure.
-
- The following buttons are available:
-
- Quit Quits this activity.
-
- Print Will print the current picture.
- Note that a requester will open allowing the print
- to be aborted at any time.
-
- Load Allows the user to load a new picture.
-
- Undo Allows the last colouring action to be reversed.
-
- Up Arrow Moves the control window to the top of the screen,
- allowing the user to colour the bottom of the picture.
-
- Down Arrow Moves the control window to the bottom of the screen,
- allowing the user to colour the top of the screen.
-
- Palette There are fourteen colours available in the palette,
- click the desired colour and start colouring with it!
-
-
- 2. Dot 2 Dot
- ============
-
- This activity was suggested to me by my five year old daughter!
-
- The user selects a picture which, when loaded, has a number of lines
- missing. The user has to fill in these missing lines.
-
- The user must complete a picture by dragging a banding line from point to
- point and pressing the left mouse button at each point. The banding line
- always starts at the point numbered 1, the user must drag the line to the
- point numbered 2 and then 'click'. The banding line will now be draw
- solid between points 1 and 2 and will start banding at point 2. The user
- must now drag the line to point 3 and 'click'. This procedure must be
- followed until the line has been connected to all the points available at
- which time the numbers and banding line will be removed from the picture, a
- tune will play and the user can then proceed to colour the picture as with
- the Colouring Pad activity.
-
- If at any time the user 'clicks' when the banding line is not in the
- immediate vicinity of the next point, a negative sound will be produced.
-
- This activity has three levels of increasing difficulty, the higher the
- level the more points required to complete a picture.
-
- The user can only colour a picture in once it has been complete.
-
- IMPORTANT NOTE: THIS ACTIVITY USES A SMALL 5 POINT FONT FOR DISPLAYING THE
- NUMBER OF EACH POINT. IF YOU ARE USING A TELEVISION SET
- AND NOT A MONITOR THESE NUMBERS MAY BE DIFFICULT TO READ,
- ESPECIALLY AS THE DEFAULT COLOUR IS RED. THE SIZE OF THE
- FONT USED AND ITS COLOUR CAN BE CHANGED, SEE THE NOTES AT
- THE END OF THIS DOCUMENT REGARDING TOOL TYPES.
-
- There is an editor available that will assist you in creating your own dot
- 2 dots for this activity. Details of this editor are given below under the
- 'Support Programs' section.
-
- The following buttons are available:
-
- Quit Quits this activity.
-
- Print Will print the current picture.
- Note that a requester will open allowing the print
- to be aborted at any time.
-
- Load Allows the user to load a new picture.
-
- Undo Allows the last colouring action to be reversed.
-
- Palette There are fourteen colours available in the palette,
- click the desired colour and start colouring with it!
-
- 3. Pairs
- ========
-
- This is a version of that age old game of finding pairs of cards from a
- pack turned face down on the floor. In this activity the user selects
- cards, by 'clicking' on them, two at a time. The cards are revealed as they
- are selected and if the two cards are the same then they are removed from
- the play area to a stack at the right. If the cards do not match then a
- negative sound is played and after a short delay the cards are turned face
- down again. Note that unmatched cards are shown for a predetermined time
- for two reasons, first to give the user a chance to see them but also to
- introduce a time penalty to the user for selecting unmatched cards. The
- time elapsed during each game is displayed at the bottom of the screen.
-
- Once all the cards have been removed to the stack a tune is played and the
- high score checked. If the user has beaten a high score then they are
- allowed to enter their name in the high score table.
-
- The user can change the stack of cards used by 'clicking' on the 'New
- Deck' button. The file requester will appear and the deck of the users
- choice can be selected. Details on how to create your own decks is given in
- the 'Support Programs' section below.
-
- This activity has three levels of difficulty, the higher the level the
- more pairs of cards to match.
-
- The following Buttons are available:
-
- Quit Quits this activity.
-
- Load Deck Allows the user to load a new deck of cards.
-
- High Score Allows the user to view the high score table.
-
- New Level Allows the user to select a new difficulty level.
-
- New Game Starts a new game at the current level.
-
- 4. Picture Slide
- ================
-
- Remember those little plastic games that consist of a picture divided up
- into 9 little tiles that can be slid around inside a square. You had to
- keep manipulating the tiles until the picture was complete! This is a
- computerised version of that puzzle game!
-
- The user selects a picture which is subsequently loaded and divided into
- tiles. These are then displayed in a square area on the left of the screen
- along with a smaller rendition to the right of the picture you are trying
- to produce.
-
- A tile can only be slid if there is an opening for it to slide into. By
- moving the mouse over the puzzle the pointer will change as you move from
- tile to tile, it will show the direction that the tile it is over can slide
- in. 'Clicking' on a tile will cause it to slide in the direction indicated
- by the pointer. The game is complete when the picture on the right matches
- that on the left, a tune will play and the top left tile will be filled in
- on the puzzle.
-
- The user can select a new picture for the puzzle at any time by clicking
- on the 'New Tile' button. The file requester allows selection of a new
- picture. Details of creating your own tiles for this activity are given
- below in the 'Support Programs' section.
-
- This activity has three levels of difficulty, the higher the level the
- more tiles the picture is split into.
-
- The following Buttons are available:
-
- Quit Quits this activity.
-
- Load Tile Allows the user to load a new tile picture.
-
- High Score Allows the user to view the high score table.
-
- New Level Allows the user to select a new difficulty level.
-
- New Game Starts a new game at the current level.
-
- 5. Music Maker
- ==============
-
- This is a fun activity as opposed to a competing one. The user is given
- the opportunity to play with a digital synthesizer to listen to, create and
- learn tunes.
-
- The main screen shows a keyboard that is divided into four areas as shown
- in the diagram below:
-
- ___________________________________________________
- | | |
- | Rhythms | Instruments |
- |_______________|___________________________________|
- | |
- | Program Controls |
- |___________________________________________________|
- | |
- | |
- | Piano Keys |
- |___________________________________________________|
-
-
- Rhythms: There are eight rhythms available that will play
- continuously once selected. To stop a rhythm playing
- 'click' on the stop button in this area. The tempo
- of the rhythm can be adjusted using the + and -
- buttons.
-
- Instruments: The synth can play in one of six possible
- instruments, this is where the current instrument is
- selected. The following instruments are available:
- Piano, Organ, Guitar, Flute, Vox and Xylophone.
-
- Program Control: This section contains the usual Quit, Load, Play etc
- buttons and will be covered in more detail below.
-
- Piano Keys: Click on these piano keys to play a tune. Note that
- the synth records all notes from the minute the
- program starts, so you can play back tunes you have
- just played, or even save them to disk. The synth
- will play the notes you hit using the voice of the
- currently selected instrument.
-
- The program is continually recording all notes played and the sequence of
- notes can be saved or played at any time by 'clicking' on the appropriate
- buttons in the Program Control area. To clear the recorded tune and start a
- fresh recording you must 'click' the 'New Tune' button.
-
- The following Program Control Buttons are available:
-
- Quit Quits this activity.
-
- New Tune Resets the current tune and allows a new tune to be
- started.
-
- Load Tune Allows the user to load a tune saved at an earlier
- time. The filerequester is used to allow selection
- of a tune.
-
- Save Tune Allows the user to save the current tune to disk. A
- requester will appear in which the user has to enter
- the name of the tune. All tunes saved this way are
- given a standard default icon.
-
- Play Tune Plays the current tune. To stop a tune playing, press
- any key on the keyboard.
-
- Show Me Will step the user through the current tune one key at
- a time. An arrow will point to the next piano key to
- click and the tune will not progress until the user has
- clicked this key.
-
- This activity comes with a selection of popular nursery rhymes and other
- tunes.
-
- Hints: A tune can be played in any instrument, try changing the instrument
- between successive plays.
-
- Try matching one of the rhythms to a tune you have created, you may
- need to adjust the tempo of the rhythm.
-
- 6. Word Search
- ==============
-
- A favorite puzzle book game recreated on your Amiga.
-
- A grid is filled in with letters of the alphabet and then a list of words
- hidden in the grid is displayed. The user must search the grid for the
- hidden words and when located, 'click' on the first letter of the word in
- the grid. The word will be highlighted and a picture will appear,
- representing the word, to the right of the grid. When all the words have
- been located a tune is played and the users score checked against the high
- score table.
-
- The grid of letters is generated randomly every time the game is played,
- so the probability of getting the same grid with the same words in the same
- place is very small indeed. The words hidden in the grid are selected
- randomly from the list of words known to the program, this list can be
- extended by the user as explained in the 'Support Programs' section below.
-
- This activity has three levels of difficulty. With each successive level
- of difficulty the size of the grid increases, the number of words to find
- increases and the number of possible orientations of the hidden words
- changes as shown below:
-
- Level 1: small grid, 4 hidden words. Hidden words appear only
- horizontally or vertically.
-
- Level 2: medium grid, 8 hidden words. Hidden words still only
- horizontal or vertical, but may be backwards in either
- direction.
-
- Level 3: large grid, 12 hidden words. Hidden words can now appear
- diagonally as well.
-
- The following Buttons are available:
-
- Quit Quits this activity.
-
- High Score Allows the user to view the high score table.
-
- New Level Allows the user to select a new difficulty level.
-
- New Game Starts a new game at the current level.
-
- 7. I Spy
- ========
-
- This program originally used the Amigas speech facility to talk to the
- user, however this feature is not supported by Commodore and a license is
- required from some third party company. The speech was taken out!
-
- This is a version of that kids classic, one player has to guess the object
- being thought of by the other given only the letter that the objects name
- begins with. In this case the Amiga thinks of objects selected from a scene
- that the user can see.
-
- Scenes are selected using the file requester and the Amiga decides what
- objects it recognises in the scenes and then starts playing I Spy. The user
- must locate the object by 'clicking' on it in the scene, wrong guesses will
- result in a negative sound while correct guesses in a positive sound. If
- the user takes too long locating the object then the Amiga shows him/her
- where the object is and adds a time penalty to their score.
-
- The activity comes with a number of scenes, though it is possible to add
- your own scenes. This is covered in the 'Support Programs' section below.
-
- This activity has three levels of difficulty, successive levels requiring
- more objects to be located in the scene.
-
- The following Buttons are available:
-
- Quit Quits this activity.
-
- Load Pic Allows the user to load a new scene.
-
- High Score Allows the user to view the high score table.
-
- New Level Allows the user to select a new difficulty level.
-
- New Game Starts a new game at the current level.
-
- Program Preferences
- ~~~~~~~~~~~~~~~~~~~
- Some of the modules have preferences that can be altered to suit your
- child or computer set up. All preferences are stored as Tool Types in the
- programs icon. If you are unsure on how to edit an icons Tool Types then
- refer to the manual supplied with your Amiga, below is a basic outline of
- the steps required:
-
- Workbench 1.2 & 1.3 Common Workbench 2 and higher
-
- 1. Boot your machine to Workbench.
-
- 2. Select the icon for Kids Only
- by clicking on it ONCE.
-
- 3. Select Info from the Select Information from the
- Icon menu. Icon menu.
-
- 4. Click on the Tool Type you wish to
- edit.
-
- 5. Select Save once all alterations
- have been made.
-
- Below is a list of the Tool Types and their effect:
- --------------------------------------------------
- SMALLFONT ON - Dot2Dot will use a small 5 pixel font to
- display numbers.
- OFF - Dot2Dot will use the standard 8 pixel Topaz
- font.
-
- SMALLFONT was added as users running the program on a domestic
- television may have problems reading the small font used by the
- Dot2Dot module.
-
- PEN n - What pen colour to use for the numbers in the
- Dot2Dot module. This effects the colour that
- numbers are written in. Legal values are 0 to
- 15.
-
- PEN is another addition for the benefit of domestic television
- users who may not be able to read the numbers when displayed
- using the default red pen.
-
- TIMEOUT n - How many seconds to allow your child to locate
- an object in the I Spy module. Legal values
- are 5 to 59. Defaults to 15 seconds.
-
- HARDDRIVE - If specified, informs program it is running
- from a hard disk drive and not floppy disks.
- This is set in the icon created for KidsOnly
- when you install it to hard disk. If you
- remove it, you will be asked to insert the
- original floppies when the program runs.
-
- NOABOUT - If specified this stops the program
- information requesters appearing. Useful to
- set this once you are familiar with all the
- activities.
-
- NOLEVEL - Stops the activities from prompting you for
- a level and always defaults to level 1. The
- level can still be changed from within an
- activity.
-
- NOOKS - Stops the program from displaying Ok
- requesters. This does speed things up a
- little, but was really put in only to
- aid debugging the program!
-
- Support Programs
- ~~~~~~~~~~~~~~~~
- All of the activities, except Music Maker, can be extended by the owner of
- the program. For most activities all that is required is an IFF picture or
- two as created by Deluxe Paint or some similar paint program. Because the
- program uses a very rigid colour scheme and screen resolution you must be
- sure of getting this correct in your paint program, for this reason there
- is a Templates drawer containing a template picture for each activity. All
- the templates are write protected so that you do not accidentally delete or
- write over them. When you start designing an extension of your own, start
- by loading the appropriate template!
-
- About Directory Structure And Icons
- ===================================
-
- Each activity looks in a specific drawer for its data files. If you do not
- put the data files in the correct drawer and with the correct file
- extension, the activity will not recognise them!
-
- Example: The file 'fish.iff' is a picture of a fish that will be available
- to the Colouring Pad activity. So that this file is accessible to the
- Colouring Pad, a second file called 'fish.icon' is required. This will be a
- small picture of a fish, 45x35 pixels, that will be displayed in the file
- requester. When the user clicks on the small fish in the file requester,
- Colouring Pad will load the file 'fish.iff'.
-
- In the above example the data file had the extension '.iff' and the icon
- file '.icon'. Each of the activities uses its own extension to recognise
- data files, some activities require more than one data file per game so
- there may be the same name with upto three different extensions. Below is a
- list of the directories where data files should be located and an
- explanation of the file extensions used by each activity:
-
- Colouring Pad: ColourPadFiles All data files in here
-
- name.iff drawing to be coloured
- name.icon 45x35 drawing for file requester
-
- Dot 2 Dot: Dot2DotFiles0 Your data files in here
- Dot2DotFiles1 Level 1 data files in here
- Dot2DotFiles2 Level 2 data files in here
- Dot2DotFiles3 Level 3 data files in here
-
- name.iff drawing to be constructed
- name.data points data file
- name.icon 45x35 drawing for file requester
-
- NOTE: The Dot2Dot editor will produce the 'name.data' file and copy all
- files from the 'Dot2DotFiles0' drawer into the appropriate level drawer.
- See the editor explanation below.
-
- Pairs: PairsFiles All data files in here
-
- name.deck picture of a deck of cards
- name.icon 45x35 drawing for file requester
-
- Picture Slide: SlideFiles All data files in here
-
- name.tile picture of a tile
- name.icon 45x35 drawing for file requester
-
- Word Search: WordSearchFiles All data files in here
-
- name.card picture of 'name', 50x40 pixels
-
- I Spy: ISpyFilesEd Your data files in here
- ISpyFiles All data files in here
-
- name.iff picture of scene
- name.data objects in scene
- name.icon 45x35 drawing for file requester
-
- NOTE: The ISpy editor will produce the 'name.data' file and copy all files
- from the 'ISpyFilesEd' drawer into the 'ISpyFiles' drawer. See the editor
- explanation below.
-
-
- Deluxe Paint
- ============
- You can load any of the activity templates from the Templates drawer of
- KidsOnly into Deluxe Paint. This will ensure the correct screen resolution
- and palette is being used. You can then proceed to design the graphics for
- that activity and finally save the graphics into the required drawer.
-
- Not all the activities use full screen pictures and where possible notes
- have been left in the templates file. However below is an explanation of
- what graphics is required by each activity.
-
- If you are unsure what is required then load in files supplied with the
- program, these are only IFF pictures after all.
-
- Files For Colouring Pad
- -----------------------
- A 640x256, 16 colour outline picture, black on white. Save with the file
- extension '.iff'
-
- A 45x35, 16 colour brush saved with '.icon' extension.
-
- Files For Dot 2 Dot
- -------------------
- Pictures for Dot 2 Dot must be designed on a white background and should
- use only the top 200 lines of the screen. The outline must be drawn in TWO
- colours, BLACK and ORANGE.
-
- The BLACK lines are permanent and will not be effected by the Dot 2 Dot
- Editor whereas ORANGE lines should be used to draw the lines that will be
- missing in the final program. The Dot2Dot Editor will get you to trace the
- ORANGE lines and will record points and remove all ORANGE from the picture
- before saving the data files.
-
- Files For Pairs
- ---------------
- Use the template file to see how to arrange a deck of cards. All the cards
- in a single deck are stored in one IFF picture, the picture is cut up once
- loaded by the pairs program.
-
- Files For Picture Slide
- -----------------------
- Again use the template as a starting point for picture slide files nd
- remember that when saving the final tile, it must be as a brush not the
- entire picture!
-
- Files For Word Search
- ---------------------
- Word Search remembers the name of all files in the WordSearchFiles drawer.
- This list of file names forms the activities vocabulary. When choosing
- words the associated file is loaded and it should be a picture 50x40 pixels
- ( The same size as a card in the Pairs deck, hint, hint ).
-
- Files For I Spy
- ---------------
- As with Dot 2 Dot, I Spy has its own editor. This simply creates a '.data'
- file to accompany each picture file. If you use the template file for this
- activity you cannot go far wrong. Try not to create scenes with too many
- objects in that start with the same letter.
-
-
- Dot 2 Dot Editor
- ================
- This editor will allow you to load a picture created as explained above.
- You can then locate the start of the Dot 2 Dot and click. A banding line is
- shown that you should use to trace the orange lines of the picture.
- Clicking the mouse button will cause a new point to be added to the
- picture.
-
- There is a rectangle to the right of the Undo button that shows the colour
- currently under the pointer. You can use this to line the banding line up
- correctly.
-
- If you make a mistake then the Undo gadget will back-step you one point
- each time it is clicked.
-
- Once you have reached the last point and all the orange has been traced,
- click the Save button. The dot 2 dot will be copied into the correct
- directory, all orange will be removed from the picture and a data file
- created.
-
- I Spy Editor
- ============
-
- The I Spy editor allows you to load scenes, define/undefine objects within
- a scene and save I Spy data files.
-
- Scenes are loaded from the ISpyFilesEd drawer. If there is a data file
- associated with the scene then it is read and the objects defined are
- highlighted in the scene by drawing a box around them.
-
- You can edit an existing object by clicking anywhere in the box
- surrounding it in the scene. This will produce a requester in which the
- name of the object can be changed. This requester contains a Delete button
- and this will undefine the object and remove the box from the scene. Giving
- an object an empty name will also delete it!
-
- To define a new object, simply draw a box around it. Move the mouse
- pointer to the left and slightly above the object to define, hold down the
- left mouse button and move the mouse. A banding box will be dragged from
- the starting point to the mouse pointer. Move the mouse pointer to the
- right and slightly below the object. When you release the mouse button a
- requester will appear, the same requester used to edit an object.
-
- When you save a scene the picture and data file are saved in the editors
- drawer and in the ISpyFiles drawer. If the scene contains less than 10
- objects then an error message is reported warning you of this, all scenes
- must have between 10 and 20 objects defined to be used by ISpy itself.
-
- Contact Address
- ~~~~~~~~~~~~~~~
- If you have any comments about this program, would like details about
- future developments or suggestions for other programs then please write to:
-
- M. Meany,
- 216 Bluebell Road,
- Swaythling,
- Southampton,
- SO2 3LJ.
-
- Please note that this is not my home address, but one which I do call at
- reguarly.
-