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According to the doc it's "Early Learning Maths"
--- Indeed, thanks :)
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Early Learning Maths
from
Budgie UK
Copyright 1990,92 Philip Rankin
Programmer: Philip Rankin
Graphics : Philip Rankin,
Eddie Bryan
Sound : Philip Rankin
Dizzy Lizzy and the Meanie appear courtesy of Eddie Bryan
Dizzy Lizzy and the Meanie copyright 1990, Eddie Bryan
At last, quality software at an affordable price. Over the past
18 months or so, ELM has been available as a full price, piece of
educational software. During this period it has gained a number
of excellent reviews:
Atari ST User : "A great favourite with all the testers."
Amiga Computing: "Great fun","Great colourful characters"
Implementation 9/10, Overall 8/10
Amiga Shopper : "Implementation is excellent","Testers
maintained high interest levels","I can
heartily recommend this offering for any
family with primary-aged children. It is
flexible, fun, and above all excellent value"
Educational Value 5/5, Addiction 4/5,
Overall 4/5
Unfortunately as it was only available via mail order, it did not
receive the distribution and sales it deserved. Now all this is
going to change with the programs release as licenceware.
Hopefully it will gain the recognition it warrants, as a piece of
quality educational software - at a very reasonable price.
I hope you enjoy using the software as much as I enjoyed
designing and programming it. If you do, maybe you would
consider purchasing Early Learning Maths 2 - also available as a
Budgie UK licenceware release - which follows the continuing
adventures of Dizzy Lizzy and the Meanie, while trying to teach
long addition, subtraction, multiplication and division.
If you would like to give me your thoughts on this program,
report any bugs etc., you can contact me by writing to:
67 Pepper Lane, Standish, Wigan, Lancs, WN6 OPY.
I will endeavour to respond to your letter as quickly as
possible, but this isn't my permanent address - so you may have
to wait a few weeks.
Before I sign off, and go onto the instructions a few hellos to:
Simon Rush for originally releasing ELM on his ESP Software
label, Camy, Eddie (for the graphics) and all the rest of the
Budgie crew, for producing quality software at an affordable
price.
Cheers,
Philip Rankin, 1st Feb 1992.
Introduction:
Early Learning Maths is a program designed to assist children
learn the basic principles of mathematics. It aims to build on
and enhance their abilities in subjects such as addition,
subtraction, multiplication, division, shape recognition,
sequencing, logic and relations - all of which are integral parts
of the National Curriculum for Mathematics. The target group for
the program are primary school children ( 5 to 8 year olds ).
The program consists of twelve games each of which aims to teach
or reinforce at least one, and occasionally more than one, of the
above subjects.
Getting Started:
[ NOTE: in the following you are asked to 'point and click'
at various objects. To do this you should move the mouse
pointer over the object you are told to point and click
at and then press either mouse button. ]
Once the program has loaded you will be presented with a credits
screen. When the mouse pointer appears press a key and you will
be asked to type your name ( see section titled 'Enter name' ).
After you have entered your name you will be asked to enter the
level you wish to play the games at ( see section titled
'Enter Level'. Once you have selected a level the screen will
fade to black and then the main menu will appear.
From this menu you can select a game to play, change your name
and the level you play the games at, or view the credits screen.
To select a game point and click at its picture. To change your
name and the difficulty level point and click at the 'OPTIONS'
button. To to view the credits screen point and click at the
'CREDITS' button.
If you select a game the screen will again fade to black and you
will be asked if you wish to view the 'How to play' instructions
( see section titled 'How to play' ).
A start game animation will now be displayed and once this has
finished the game will either start, or you will be asked to
enter the type of questions you require ( see section 'Select
subject' ).
The game you have selected will then begin and you can play it.
Once the game is complete a report screen will be displayed -
telling you how well you have done. You can press any key when on
this screen to return to the main menu.
Instructions:
During the games various controls are required.Following are
descriptions of these controls.
1) The spacebar - this is fairly obvious, when the
pointer is below, next to etc the answer press the 'space bar' (
the biggest key on the keyboard ). You can also click either
mouse button.
2) On screen calculator - answers can be entered using the
calculator displayed on the screen. To enter an answer you should
point and click the mouse at the numbers. When you have 'typed'
the full number point and click at the 'ENTER' button. If you
make a mistake you can point and click at the 'CLEAR' button.
This will erase what you have entered and you can re-input your
answer.
You can also use the keypad at the right hand side of the
keyboard to enter your answers. The '+' and '-' keys correspond
to the clear button, the '.' key corresponds to the minus button
and all the other buttons directly correspond to their on screen
counterparts.
3) Joystick - This is needed for the Shape Invader and the
Equation games. In both games you move the ship/pointer left and
right by moving the joystick left and right. In the Shape Invader
the joystick fire button is used to fire missiles and in the
Equation game it is used to swap two tiles.
4) Mouse - This is used to move the arrow which appears on
the screen. To select something which the arrow is pointing at
press either of the mouse buttons.
NOTE: You can quit all the games by pressing the Esc key - at the
top left hand corner of the keyboard.
The Relational Game:
In this game you will see two numbers displayed underneath the
tent roof. You have to help Dizzy Lizzy decide whether the first
one is;
i) smaller than the second one - the '<' symbol
ii) the same as the second one - the '=' symbol
iii) bigger than the second one - then '>' symbol
When the pointer is below the correct symbol you should press the
space bar. The symbol will then move between the two numbers -
and if you are correct Dizzy Lizzy will jump in the air.
For example if the numbers 2 and 5 were displayed you would press
the space bar when the pointer was below the '<' symbol.
You have to answer ten questions.
The Symbol Game:
In this game you will see part of a number bond displayed below
the tent roof. The only thing that is missing is the symbol that
makes the bond complete. You have to help Dizzy Lizzy decide
which of the four symbols plus, minus, multiply or divide will
make the number bond correct.
When the pointer is below the correct symbol you should press the
space bar. The symbol will then move up into the number bond and
if you are correct Dizzy Lizzy will jump in the air.
For example if '3 3 = 9' was displayed you would press the
space bar when the pointer was below the multiplication symbol.
You have to answer ten questions.
The Counting Game:
A number of objects - apples, oranges, joysticks, disks, cups -
will be displayed on the screen and you have to help Dizzy Lizzy
count them. You can enter the number by pressing the space bar
when the pointer is opposite the correct number.
For example if 3 apples were shown you would press the space bar
when the pointer is opposite the number 3.
You have to answer ten questions.
The Shape Invader:
You have to defend Dizzy Lizzy's shape stations from attack. The
Meanie is dropping shapes on each station. You have to let the
matching shapes go down to the stations, but you have to shoot
shapes which don't match. Dizzy Lizzy only has three ships so
successfully defending the stations from attack will not be easy.
Use the joystick to control Dizzy Lizzy's ship.
The number of shapes you have to defend against increase
according to the level.
The Rocket Launch:
Dizzy Lizzy wants to get to his spaceship. Help him climb the
launch tower by answering the questions which appear on the
ladder next to him. A correct answer will let Dizzy Lizzy jump up
one level of the tower, and an incorrect answer will cause
Dizzy Lizzy to fall down a level.
Use the on screen calculator to enter your answers to the
questions.
To get Dizzy Lizzy to the top of the tower you have to help him
jump up ten levels. The game will not end until you either quit
or Dizzy Lizzy has reached the top of the tower.
The Picture Displayer:
Dizzy Lizzy has just bought a painting which the Meanie has cut
into twenty five pieces. You have to help Dizzy Lizzy put the
painting back together again by answering questions. Use the on
screen calculator to enter your answers to the questions.
To put the picture back together you have to correctly answer
twenty five questions. The game will end once you have been asked
these twenty five questions.
The Chase Game:
Dizzy Lizzy is going on holiday! You have to help him travel from
the city to his holiday island by answering questions. If you
answer a question correctly Dizzy Lizzy will continue his
journey, wrongly and the Meanie will be able to move. You have to
get Dizzy Lizzy to the island before he is caught by the Meanie.
The number of squares Dizzy Lizzy will move when you get a
question right are shown on a dice. When you get a question wrong
the Meanie will move not more than the number of squares shown
by the dice. He will not begin to move until you are at least
four squares from the start.
Use the on screen calculator to enter your answers to the
questions.
The Division Game:
You have to share out the cakes between Dizzy Lizzy and his
friends. To enter the number of cakes they will each get point
and click at that number.
You have to answer ten questions.
The Code Game:
Oops, Dizzy Lizzy has forgotten the combination to his safe. In
this game you have to help him open his safe. A sequence of
shapes will be displayed which you have to remember. When the
sequence is removed from the screen try to replace it correctly.
To enter a shape press the spacebar when the pointer is below that
shape.
You have to try and correctly replace ten sequences.
The Grid Game:
In this game you will be asked sixteen questions. You have to
point to the answer to each question in the grid. You have to
fill in the grid in as few turns as possible.
You have to answer all sixteen questions to complete the game.
The Card Game:
Will you play cards and help Dizzy Lizzy build up his energy? A
target card is displayed which has two attributes ( shape and
colour ). You have to enter the number of attribute differences
between the shape on the target card and the shapes on the cards
dealt from the pack. Use the mouse to point and click at the
number of differences.
As well as shape cards there are three types of special card in
the pack:
i) The 'New' card - this changes the shape on the target
card.
ii) The 'Dizzy' card - this increases Dizzy Lizzy's energy
by one point.
iii) The 'Meanie' card - this decreases Dizzy Lizzy's energy
by one point.
The game is over when Dizzy Lizzy's energy has reached 10 points.
The Equation Game:
Dizzy Lizzy and the Meanie are having a race. You have to help
Dizzy Lizzy win by re-arranging the number bonds. If you can re-
arrange a number bond before the Meanie catches Dizzy Lizzy then
Dizzy Lizzy will win the race. Fail to re-arrange a number bond
in time and the Meanie wins. Use the joystick to move the pointer
and press fire to swap two tiles.
You have to re-arrange five number bonds.
Enter Name:
Using the keyboard you can type your name ( there is a limit of
10 characters ). If you make a mistake you can erase it by
pressing the backspace or delete keys. Once you have finished
typing your name press the return key.
If you type nothing - and just press the return key - you
will be given the name 'Joe 90'.
Select Level:
To select the level you wish to play the games at you should
point and click at the relevant button in the question box.
How To Play:
When the 'how to play?' question box appears on the screen;
If you wish to see a summary of the instructions for a particular
game you should point and click at the 'yes' button.If you do not
need to see the instructions you should point and click at the
'no' button.
Select subject:
Early Learning Maths allows you full control over the subjects
you are questioned on in several of the games.
When you are asked to 'select subject' you should point and click
at the subjects you require. When you have selected a subject it
will be highlighted. To deselect a subject just point and click
at its button. When you are happy with your selections you should
point and click at the 'okay' button.
Subjects:
A summary of the subjects covered by each game is given below:
The Relational Game - less than, equal to, more than.
The Symbol Game - number bonds, addition, subtraction,
multiplication, division.
The Counting Game - simple counting.
The Shape Invader - shape recognition.
The Rocket Launch - addition, subtraction, multiplication,
division.
The Picture Displayer- addition, subtraction, multiplication,
division.
The Chase Game - addition, subtraction, multiplication,
division.
The Division Game - division.
The Shape Code Game - sequences, shape recognition.
The Grid Game - addition, subtraction, multiplication,
division
The Card Game - simple logic, shape recognition.
The Equation Game - number bonds, addition.
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