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- ---------------------------------------------------
- | AMY'S FUN-2-3 ADVENTURE! (Shareware Version) |
- | COPYRIGHT 1993 DEVASOFT ALL RIGHTS RESERVED |
- ---------------------------------------------------
-
- This file is a brief look at how to use AMY'S FUN-2-3 ADVENTURE. For a more
- detailed explanation, refer to the manual you get when you register.
-
- --------------------
- STARTING THE PROGRAM
- --------------------
- Type "FUN23" at the DOS Prompt. AMY'S FUN-2-3 ADVENTURE will now begin
- to load.
-
- If you haven't run the program before, it will prompt you to run the
- CONFIG.EXE program to configure sound options for your computer setup.
- Press F1 to run the CONFIG program, or ESC to exit to DOS.
-
- ---------------------------
- MOUSE AND KEYBOARD CONTROLS
- ---------------------------
- We recommend that your child use a Microsoft compatible mouse for easy
- control of the Pointer's position on the screen. Throughout this tutorial,
- we will assume that you have a mouse connected to your computer. If you
- do not, simply substitute the instructions below for keyboard control
- whenever we refer to using the mouse.
-
- Mouse Control:
- To move the pointer with the mouse, have your child move the mouse in the
- direction he or she would like to move the pointer on the screen. To make
- a selection, press either mouse button.
-
- Keyboard Control:
- To move the pointer with the keyboard, your child can press the up/down/
- left/right arrow keys. To make a selection, press either the SPACE BAR
- or the ENTER key.
-
- Other Keyboard Controls:
- Alt-S -- Turns the music and sound effects on or off. (Press the "Alt" key
- and the "S" key at the same time.)
- ESC -- Exits the program to DOS.
-
- ---------------
- THE MENU SCREEN
- ---------------
- The MENU SCREEN lets your child choose where he or she would like to go in
- Amy's world.
-
- In brief, the four destinations your child may choose from are: 1) AMY'S
- DOGHOUSE where number recognition and basic counting skills take place;
- 2) MARTY THE MATCH MACHINE where Marty plays a matching game with your
- child and Amy; 3) THE MUSIC MAGIC ROOM where your child can choose from 8
- different children's songs to play; and 4) COOKIE CASTLE, where Amy and your
- child help King Cookie rebuild a damaged castle wall.
-
- More detailed information on each of the above destinations is given in the
- following sections.
-
- ---------------
- THE EXIT BUTTON
- ---------------
- When your child makes a selection at the MENU SCREEN, he or she will be
- transported to that destination. Once there, they can play and learn
- until they would like to move on to another section in the program.
-
- This is where the EXIT BUTTON comes in. The EXIT BUTTON is a convenient
- way for your child to leave each section of the program. It is depicted
- as a scrolling arrow in a box and is located at the lower left corner
- of each section's screen. By clicking on it, your child will be brought
- back to the MENU SCREEN, where another destination can be chosen.
-
- --------------
- AMY'S DOGHOUSE
- --------------
- This should be the first place your child visits. A visit to AMY'S DOGHOUSE
- presents your child with a fun introduction to number recognition and count-
- ing skills. At the top of the screen are the numbers 1 through 10. By
- clicking on one of these ten numbers, your child will set into motion one
- of an assortment of animations to show what the number clicked on represents.
-
- For example, if your child clicks on the number "5", a voice will say "5"
- to show your child how to pronounce the number. Then Amy might bounce a
- ball on her nose 5 times, or jump over her doghouse 5 times, or do any one
- of a variety of other examples to show how much "5" is. The voice counts
- along with Amy's example, to reinforce the idea of how counting is done and
- what it sounds like.
-
- -----------------------
- MARTY THE MATCH MACHINE
- -----------------------
- This section of the program will help your child further develop his or
- her number recognition and counting skills. In addition, comparison
- abilities come into play as Marty asks your child to count 2 sets of
- shapes and then match one of them to a number he has chosen.
-
- After Amy turns Marty on, Marty will generate a random display of shapes
- and numbers. When Marty has chosen a final set of 2 shape sets and a
- number, it is up to your child to match the number Marty has chosen with
- one of the shape sets. Making a correct choice gets Amy a Doggie Treat
- from Marty!
-
- -----------
- MUSIC MAGIC
- -----------
- In this part of the program, your child can make up songs of his or her own
- design, or choose from 8 children's songs to play.
-
- To play a song from Amy's selection of children's songs, move the mallet
- all the way to the left past KEY 1. The mallet will turn into an arrow
- which can then be used to click on the SONG CHOICE BUTTON (the treble clef).
- The MUSIC MAGIC SCREEN will then be replaced by the SONG CHOICE SCREEN.
- Choose a song by selecting it with the pointer. The MUSIC MAGIC SCREEN
- will then come back on again, and the first note of the chosen song will
- be displayed in the NOTE BOX at the upper right corner of the screen. Your
- child should choose the key that matches the number in the NOTE BOX. After
- the correct key is hit, another number will appear in the NOTE BOX. Hit
- the correct key that matches that one, and then repeat the procedure until
- the song is finished. Amy will dance as long as correct keys are hit in
- a timely manner. If an incorrect key is hit, or the time between key hits
- is too long, Amy will stop dancing and wait patiently.
-
- Additional Keyboard Commands for this section:
- In addition to the normal ARROW and SPACE BAR keys used to move the mallet
- around, the number keys 1-8 (at the top of the keyboard) can be pressed to
- hit the corresponding key on the xylophone.
-
- -------------
- COOKIE CASTLE
- -------------
- On a visit to COOKIE CASTLE, Amy notices that Danny Dragon has "accidentally"
- knocked down one of the Castle walls. Being a helpful puppy, Amy decides to
- help King Cookie repair the wall.
-
- So begins your child's and Amy's job of rebuilding the wall. But Amy
- decides to make a game out of it. The game starts out with four numbered
- squares at the bottom of the broken wall. Amy will choose a number from
- one of the squares to count out on her fingers. It is then up to your child
- to count Amy's fingers and decide where to drop the new wall section. This
- continues until the new wall is finished, at which point King Cookie will
- give Amy a little reward!
-
- ---------------
- ENDING THE GAME
- ---------------
- You can exit AMY'S FUN-2-3 ADVENTURE at any time by pressing the ESC key
- on your keyboard.
-
- After the ESC key is pressed, a QUIT SCREEN will appear which asks you to
- confirm your wish to leave the program.
-
- -----------
- FINAL NOTES
- -----------
- We hope that you and your child find AMY'S FUN-2-3 ADVENTURE to be a great
- addition to your educational software collection.
-
- Much care was put into its creation to help assure that your child would
- obtain many hours of fun and creative learning from it.
-
- If you like it, don't forget to register -- you'll get more of Amy's fun
- software, plus manuals which cover the programs in greater detail. AMY'S
- FUN-2-3 ADVENTURE is just the beginning of a great learning experience for
- your child! (See the ORDER.FRM file and INFO.EXE for more information)
-