Early Learning Maths II

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Screenshots - Early Learning Maths II

Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot
Early Learning Maths II atari screenshot

Information - Early Learning Maths II

GenreEducation - MathematicsYear1992
LanguageSTOS BASICPublisherBudgie UK
ControlsMouseDistributor-
Players1DeveloperPR Software
ResolutionLowLicensed from-
Programmer(s)

Rankin, Philip

CountryUnited Kingdom
Graphic Artist(s)

Rankin, Philip / Bryan, Eddie

SoftwareEnglish
Game design

Rankin, Philip

Box / InstructionsEnglish
Musician(s)

Kay, Louise

LicenseCommercial
Sound FX

Rankin, Philip

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
Dumpdownload atari Early Learning Maths II Download / MSANumber of Disks1 / Single Sided
Protection

Instructions - Early Learning Maths II

Early Learning Maths 2

by

Philip Rankin

for 

Budgie UK


(c)1991,92 Philip Rankin
Coding And Graphics, Philip Rankin
Music provided by Louise Kay

Dizzy Lizzy and The Meanie appear courtesy of Eddie Bryan
Dizzy Lizzy and The Meanie drawn by Eddie Bryan
Dizzy Lizzy and The Meanie (c)1991, Eddie Bryan

This program was coded using STOS

Thanks to Goodman PDL, for their attempts to locate ST speech
routines

NOTE:
If you would like to write to me to give me your thoughts on ELM2,
report any bugs etc etc I can be contacted care of

	67 Pepper Lane, Standish, Wigan, Lancs, WN6 OPY

Your letter will be passed on to me, and I will endeavour to reply 
as soon as I am able. Having said this, if you don't here from me
within a couple of weeks, do not despair - you will eventually receive
a response.

If you enjoyed using ELM2 why don't you contact your nearest PD
supplier and order a copy of ELM1 also available under the 
Budgie UK label.

Before I go on to the instructions a few thanks:

Simon Rush for originally releasing ELM1, and requesting that I write
ELM2 on his ESP Software label. Camy, Eddie (for the graphics) and 
all the rest of the Budgie crew.


			Ciao,
	 
			  Philip Rankin, 1st Feb 1992



Introduction

Following their escapades in Early Learning Maths 1, Dizzy Lizzy
and The Meanie decided that they both needed a holiday.
Unfortunately, in one of those 1,000,000 to 1 occurrences, they
both decided to visit the same place - a small island off the
west coast of Africa. Now if the odds had been 2 to 1, 999,999
to 1 or even 1,000,001 to 1 they would have ended up on different
islands - but no, the odds were exactly 1,000,000 to 1, and here
they are. That's life I suppose.

So - here they both are, on a small island. An island so small
that it only has a single town, a single factory and two beaches.
Now Dizzy Lizzy and The Meanie do not like each other, in fact
they are dire enemies, and on this island they can't get away
from each other. Time for World War III.

Early Learning Maths 2 is based around the conflicts between
Dizzy Lizzy and The Meanie. Throughout the program the user has
to help Dizzy Lizzy, escape from or defeat The Meanie in a
variety of settings, by answering mathematical questions, on one
of the following subjects;

     i) Long Addition
    ii) Long Subtraction
   iii) Long Multiplication
    iv) Long Division 

Following is a brief description of each of the encounters.


The City

In this game Dizzy Lizzy and The Meanie are racing each other,
to reach `The Big Bad Red Death `n' Destruction Button'. When
pressed this button will activate a massive bomb which will 
destroy everything and anyone in the city.

By answering questions correctly you can help Dizzy Lizzy move
towards the button. Incorrect answers will allow The Meanie to
move. Obviously if The Meanie reaches the button before Dizzy
Lizzy, Dizzy Lizzy will be killed and you will have lost the 
game!!


The Factory

Unknown to each other Dizzy Lizzy and The Meanie are both
standing beneath 10 ton weights. In this game you have to help
Dizzy Lizzy dislodge the 10 ton weight above The Meanie, so that
it falls, crushing him.

Whenever you correctly answer a question Dizzy Lizzy will hit the
weight above The Meanie. An incorrect answer will allow The
Meanie to hit the weight above Dizzy Lizzy. The game will
continue until one of the weights has been hit so many times that
it falls, crushing the character beneath it.


The Bay

What a mess!!! Dizzy Lizzy and The Meanie are being pushed
towards a very deep hole by islanders in bulldozers, who are very
angry with them. Why are they angry you ask? Well, wouldn't you
be just a little bit annoyed if someone came to your country and
started to try and destroy your only town? You have to help Dizzy
Lizzy escape by correctly answering mathematical questions.
Whenever you get a question right, the bulldozer pushing The
Meanie will move, shoving him nearer to the hole. An incorrect
answer will result in the bulldozer behind Dizzy Lizzy shoving
her closer to the hole.

When either Dizzy Lizzy or The Meanie has been pushed into the
hole the other will be able to escape, and fly off in his/her
balloon.


The Beach

The Meanie has captured Dizzy Lizzy and is carrying her off in
his balloon. You can help Dizzy Lizzy abseil down from the
balloon - and therefore escape - by correctly answering
questions. Incorrect answers to the questions will give The
Meanie a chance to cut through the rope Dizzy Lizzy is using. Too
many incorrect answers, and The Meanie will succeed and Dizzy
Lizzy will fall to her death. 


Questions

As previously mentioned there are four subjects covered by this
program; long addition, long subtraction, long multiplication and
long division.

There are eight levels of difficulty for each subject, which have
been carefully selected, so as to provide a steady increase in
difficulty. For each of the four subjects these levels are
detailed below.

Addition
     Let the sun be represented: a + b = c

Level 1: a=0 to 9, b=0 to 9, c=0 to 18
      2: a=0 to 19, b=0 to 19, c<=20, No Carry
      3: a=11 to 99, b=11 to 99, c<=99, No Carry
      4: a=0 to 999, b=0 to 999, c<=999, No Carry
      5: a=11 to 99, b=0 to 9, c<=99, Carry To Tens
      6: a=11 to 99, b=11 to 99, Carry To Tens And Hundreds
      7: a=101 to 999, b=0 to 99, c<=999, Carry To Tens
      8: a=101 to 999, b=101 to 999, c<=999, Carry To Tens And
         Hundreds

Subtraction
     Let the sum be represented by: a - b = c

Level 1: a=0 to 10, b=0 to 10
      2: a=11 to 99, b=11 to 99, No Borrow, No Zeros
      3: a=101 to 999, b=101 to 999, No Borrow, No Zeros
      4: a=11 to 99, b=11 to 99, Borrow Tens, No Zeros
      5: a=11 to 99, b=0 to 99, Borrow Tens, Zeros
      6: a=101 to 999, b=0 to 999, Borrow Tens, Zeros
      7: a=101 to 999, b=0 to 999, Borrow Hundreds, Zeros
      8: a=101 to 999, b=0 to 999, Borrow Tens And Hundreds,  
         Zeros

Multiplication
     Let the sum be represented by: a x b = c

Level 1: a=1 to 12, b=1 to 12, c=1 to 144
      2: a=1 to 999, b=1 to 9, No Carry
      3: a=1 to 999, b=1 to 9, Carry To Tens
      4: a=1 to 999, b=1 to 9, Carry To Tens And Hundreds
      5: a=1 to 99, b=1 to 99, No Carry
      6: a=1 to 99, b=1 to 99, Carry To Tens And Hundreds
      7: a=1 to 999, b=1 to 999, No Carry
      8: a=1 to 999, b=1 to 999, Carry To Tens And Hundreds

Division
     Let the sum be represented by:  a / b = c

Level 1: a<=72, b<=12, c<=6
      2: a<=144, b<=12, c<=12
      3: a<=144, b<=12, c>=13
      4: a<=999, b<=12, c<=999
      5: a<=9999, b=20,21,22,30,31,32,40,41,42,...
      6: a<=9999, b=13,14,15,23,24,25,33,34,35,...
      7: a<=9999, b=26,27,28,29,36,37,38,39,46,47,48,49,...
      8: a<=65535, b=101 to 999


Answering questions

To provide a degree of consistency, a single `dialogue' box is
used for the entry of answers to all questions. This box is split
into three areas;

     i) Message Window: This is where the program displays all
        its messages for, requests to, the user etc.
    ii) Work Window: In this area the question, and all       
        associated workings are displayed.
   iii) Calculator: As far as the user is concerned this is the
        most important area of the dialogue box - as it is    
        where he/she will enter his/her answers to the various
        parts of a question.

As the third area is the most important I will spend some time
describing how it works. The area takes the form of a
`calculator' with a couple of extra keys - `Help' and `Clear'.
The best way to illustrate how it operates is to provide an
example.

E.G. 1.1
While attempting to answer the question 

          3 7 2
       +  4 5 1
       --------
       --------

the computer may ask you to `Add these numbers.' while
highlighting the tens column, i.e. 7 and 5. To do this you should
point and click the mouse pointer at the number 1, on the
calculator. A figure 1 will appear in the display window. Next
you should point and click at the number 2 on the calculator. The
number 1 in the display window will shift one place to the left
and a figure 2 will appear in the right most position in the
display window.

Once you are satisfied that you have the correct answer in the
display window, point and click the mouse pointer at the `Enter'
button on the calculator. Depending on whether or not you have
input the correct number the computer will then either, continue
onto the next part of the sum, or, ask you to try again.

If, while for example, entering the 2 above you accidentally
entered a figure 3; by pointing and clicking at the `Clear'
button you can clear the display window, and restart entering
your answer.

At any time, while using the calculator, you can call up the help
system - enabling you to view addition and multiplication tables,
or enter the classroom - by simply pointing and clicking at the
`Help' button.

Occasionally you may be asked questions by the computer which
require you to select from one of two presented options. When
this occurs two option boxes will appear in the message window.
You simply have to point at click at the correct box.
Unfortunately during this time you are unable to access the help
system.

If you are uncomfortable using the mouse to enter answers, the
program will allow you to make use of the numeric keypad at the
right hand side of your computer. The keys on the keypad
correspond to buttons on the on screen calculator in the
following ways:

     Keys: 0..9  correspond to 0..9 on the calculator
     Key : Enter corresponds to Enter on the calculator
     Keys: + -   correspond to Clear on the calculator
     Key : Help  corresponds to Help on the calculator

When you are asked a question requiring you to select from two
options

     Key : (     corresponds to the left hand box
     Key : )     corresponds to the right hand box


Help System

Upon selecting the `Help' key from the calculator, you will be
presented with a screen containing the following menu:

     View Addition Table
     View Multiplication Table
     Enter Classroom
     Return To Game

To select one of these options simply point and click at that
option. As their names imply the first two options will allow you
to take a look at the addition or multiplication tables - for
numbers in the range 0..12. If the numbers in the part of the
question currently being answered lie within this range, the
appropriate rows and columns within the tables will be
highlighted.

The third option on the menu - Enter Classroom - will probably
be most useful on higher levels of the game. By choosing it you
will be transported to the classroom where Dizzy Lizzy will guide
you through the question step by step.


Menu Screen

From the main menu screen you are able to select any of the four
situations in which you wish to answer questions, the options
screen or `Meanie Blaster' - simply by pointing and clicking at
the appropriate picture.


Report Screen

Before you start a game you will be presented with a report
screen, which will tell you exactly how the program is set up.
In other words it will give your name, tell you the subject on
which you have chosen to answer questions etc... 

In order to proceed to the game simply follow the on screen
instructions.

When you have completed a game you will be presented another
screen which will give comprehensive details of how well you did.
Again, to exit this screen simply follow the on screen
instructions.

Once you have left the post game report screen you will be given
a menu with either two or three choices, depending on whether the
level for the current subject is set at eight, or not. Simply
point and click at the required option and you will either be;
returned to the main menu, or returned to the game.


Options Screen

This screen will first appear as soon as the program has loaded,
and then whenever you select the `Options' button from the main
menu screen. From it you are able to alter several of the game
parameters;

     i) You are able to enter/edit your name.
    ii) You are able to set the difficulty level for each
     subject.
   iii) You are able to set the number of questions that you have
to answer correctly to win the game - or alternatively the number
of questions you need to answer incorrectly to lose the game.

To change the difficulty level for a subject simply point and
click at the relevant number box. This box will then be
highlighted, and the old level box will return to normal.

To set the number of questions needed to win the game, as above,
simply point and click at the relevant box.

To edit or enter the player name, simply type something at the
keyboard. You can use the backspace key to correct any mistakes.
The users name can be upto 10 characters in length.

You exit the options screen by either pointing and clicking at
the `Continue' box, or pressing the `Return' key on the keyboard.


Meanie Blaster

For those times when you simply do not feel like answering
mathematical questions ELM2 provides a simple arcade style game -
`Meanie Blaster'.

In this game your object is simply to survive for as long as
possible. Objects will move along the platforms, and depending
on what they are you have to shoot them, or let them pass. The
objects are as follows;

     i) Dizzy Lizzy, who will walk to the end of a platform, turn
around and move back to where she came from. Let her go.
    ii) The Meanie, who will walk to the edge of a platform, and
then jump off the end. If you do not shoot him before he hits the
ground you will lose a life.
   iii) Bombs, will move in a similar manner to The Meanie, so
you should shoot them as soon as possible.

To help you out, in those moments when things become too frantic,
you have three `Smart Bombs'. These will kill everything on the
screen, including any Dizzy Lizzy's - so use them carefully.

To move your sight use the mouse. The left mouse button will fire
your gun, and the right mouse button will activate a smart bomb.

Good Luck!!!!
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