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Sounds Like A... 4.0
Copyright (c) 1994 KidStuff Software
10619 Ketch Rd. Plain City, OH 43064
614-873-1374 VickiWatso@aol.com
"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.
Shareware Registration Form - SLA 4.0
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
(Shareware versions of the following programs are available.
See descriptions of these programs at the end of this file.)
[ ] $3.00 "Preschool Pack" [ ] $3.00 "Ms. Piggy Bank"
[ ] $3.00 "Kinder-Carton" [ ] $3.00 "U.S. Geography"
[ ] $3.00 "Talking Time Tutor" [ ] $3.00 "Reading is Kids' Stuff"
[ ] $3.00 "Talking Number Machine"
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
"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. SLA 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
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
"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.
=========================================================================
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?
=========================================================================
T A L K I N G N U M B E R M A C H I N E
=========================================================================
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?". At the time she
could not recognize numbers over about 999. After working with the
"Talking Number Machine" she is comfortable with numbers up to the
trillions. 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 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.