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- THE STRING GAME
-
-
- If you would like to encourage efforts of this type in the educational
- software world, please send $10.00 to:
-
- Invisible Light Software
- 21 Grand Street
- Warwick, New York 10990
- (914)986-6255
-
- A version of this game is also available on request for the Commodore
- 64, by mail. Send Diskette, with return address.
-
-
-
-
-
- THEORY:
- This game is based on techniques used in the CEMREL Math Program.
- It encourages logical thought process while strengthening basic math
- skills. Its use of Venn Diagrams and set theory prepares students for
- algebra, as well as any course where logic and deduction is required.
-
-
- OVERVIEW:
- There are two levels in this game. The first level involves
- twelve sets, the second involves fifteen sets. The sets include:
-
- 1) Multiples of 2
- 2) Multiples of 3
- 3) Multiples of 4
- 4) Multiples of 5
- 5) Multiples of 10
- 6) Odd Numbers
- 7) Larger than 50
- 8) Positive Divisors of 12
- 9) Positive Divisors of 18
- 10) Positive Divisors of 20
- 11) Positive Divisors of 24
- 12) Positive Divisors of 27
- * 13) Positive Prime Numbers < 50
- * 14) Smaller than -10
- * 15) Larger than -10
-
-
- * denotes only available in level 2.
-
-
-
- The gameboard itself is made of three intersecting circles,
- labeled A, B, and C, respectively.
-
- The area where circle A intersects with circle B is labeled
- AB;
-
- the area where circle C intersects with circle A is labeled
- AC;
-
- the area where circle B intersects with circle C is labeled
- BC;
-
- the area where circles A, B and C intersect is labeled ABC.
-
- The area outside all three circles is labeled
- D.
-
- The computer selects one set EXCLUSIVELY for each circle from the
- list of sets. By testing numbers in areas of the gameboard, the
- player may logically determine which set has been chosen by the
- computer for a given circle.
- The game also allows the player to mark a set as the game
- proceeds as Possible or Not Possible for a given circle.
-
-
- PLAYING THE GAME:
-
- The player is first asked which level he or she wishes to play (
- 1 or 2). The three circles are displayed on the gameboard screen and
- a prompt appears:
-
- COMMAND: N/C/L/S_
-
- N stands for Number test.
- C stands for Circle test.
- L stands for List of sets.
- S stands for Surrender.
-
-
- TESTING NUMBERS:
- To test a number press N <Return>.
- Another prompt appears requesting the number to test:
-
- Number:
-
- Type the number you wish to test and press <Return>.
- The last prompt appears requesting the area you wish to test the
- number in:
-
- Area:
-
- Type the Area (A, B, C, AC, AB, BC, ABC or D) and press <Return>.
-
- If the number is found in the area you have chosen it will appear in
- the area. If the number is not found a "Sorry!!!" message is
- displayed in the lower left hand corner of the screen. (See the
- discussion of important ideas at the end of this document.)
-
-
- VIEWING SETS, MARKING SETS:
- You may view the list of sets from the COMMAND: prompt by pressing L.
-
- Each set name is given a number from 1 through 12 (level 1), or 1
- through 15 (level 2). These numbers are the SET#'s.
-
- If you do not want to mark sets press N at the prompt:
-
- Do you want to mark sets?(Y/N)
-
- Press a key, and you will be returned to the gameboard.
-
-
-
- If you want to mark a set as Possible or Not Possible press Y at the
- prompt:
-
- Do you want to mark sets?(Y/N)
-
- A prompt appears for the set number you wish to mark:
-
- Set#:
-
- Type the number of the set you wish to mark and press <Return>
-
- The next prompt requests the status:
-
- (P)ossible, (N)ot Possible?
-
- The last prompt requests which circle you wish to indicate this status
- for:
-
- For which circle: (A, B, or C)?
-
- Type your choice and press <Return>.
-
- If you are done marking sets, press <Return> at the Set#: prompt and
- you will be returned to the game.
-
-
-
- TESTING CIRCLES:
- Once you have determined that a given circle can ONLY contain a
- particular set you may test the circle.
-
- Press C for Circle test from the COMMAND prompt.
- A prompt appears to request the circle you wish to test.
-
- Choose Circle (A, B, or C):
-
- Type the circle you wish to test and press <Return>.
-
- Another prompt appears to request the set you wish to test in the
- given circle.
-
- Set#:
-
- Type the number of the set you wish to test and press <Return>.
-
- If the circle does contain the set you have tested, the set will
- appear in the circle . If not, the "Sorry!!!" message will be
- displayed in the lower left corner of the gameboard.
-
- When all three circles have been correctly guessed, the board displays
- all three sets and asks if you want to play again.
-
-
-
- SURRENDER: or the coward's way out.
-
- If you find yourself completely stumped, you may end the game by
- selecting S from the COMMAND: prompt. The three sets are displayed
- for each respective circle.
-
-
- IMPORTANT IDEAS:
-
- Exclusive: A set will only be in one circle. A circle may contain
- some MEMBERS of another set, though, in areas where it
- intersects with another circle.
-
- For example, Multiples of 2 (2,4,6,8,10...) contains
- all of the Multiples of Four (4,8,12...), etc.
-
- If Circle A contains Multiples of Two, and Circle B
- contains Multiples of Three, and Circle C contains Odd
- Numbers then ONLY Area AB will contain a 6.
-
- When testing numbers, remember that you are testing for the only area
- where a number can exist.
-
-
- Sorry!!!: The "sorry" message can mean the following:
-
- 1. The number does not appear ONLY in the tested area. See
- Exclusive, above.
-
- 2. The number does not appear in any of the Circle Areas (it
- is outside the three circles, area D).
-
- You may test numbers in Area D by typing N for Number: and then D at
- the Area: prompt.
-
-
-
- HELPFULL IDEAS:
- Test the same number in many areas until it appears in one of the
- circle areas. Once you have a number in one of the areas you can
- start to test numbers which are not in adjacent areas, thereby
- eliminating set choices.
-
-