1234567890123456789012345678901234567890 INSTANT SOFTWARE DESCRIPTIONS MATH TUTOR I ============ THE MATH TUTOR I PACKAGE IS DESIGNED TO HELP CHILDREN TO LEARN THE CONCEPTS OF MATHEMATICS. IT USES THE TECHNIQUE OF IMMEDIATE, POSITIVE REINFORCEMENT. WHEN CHILDREN ENTERS THE CORRECT ANSWER, HE IS REWARDED WITH THE CHANCE TO MOVE A SPACESHIP, CAST A MAGIC SPELL, OR SAVE HIS MAN FROM HANGING. THIS METHOD LETS THE CHILD ASSOCIATE MATHEMATICS WITH A PLEASANT EXPERIENCE. THE CHILD CAN HAVE FUN WHILE PRACTICING MATH SKILLS.THESE PROGRAMS OFFER YOU, THE ADULT, THE UNIQUE OPPORTUNITY TO INDULGE IN LERNING EXPERIENCE WITH YOUR CHILDREN AND ALSO INTRODUCE THEM TO THE EXCITING WORLD OF MICROCOMPUTERS. TEACHERS CAN USE THIS PROGRAM IN A CLASSROOM SETTING. CHILDREN ARE FACINATED BY COMPUTERS. YOU CAN GIVE YOUR STUDENT THAT EXTRA ATTENTION AND THE INCENTIVE TO WORK AT THEIR MATH LESSONS. THE FOLLOWING PROGRAMS ARE INCLUDED IN THIS PACKAGE: HANGING - PRACTICE USING DECIMAL NUMBERS SPELLBINDER - EXCERCISE YOUR SKILL IN USING FRACTIONS WHOLE SPACE - DO MATH USING WHOLE NUMBERS DESCRIPTIONS OF INDIVIDUAL PROGRAMS: * HANGING YOU WILL BE TRYING TO CHEAT THE HANGMAN. YOUR MAN WILL APPEAR ON THE STEPS HALFWAY BETWEEN THE NOOSE AND FREEDOM. THE COMPUTER WILL PRESENT YOU WITH A PROBLEM USING DECIMALS. YOU MUST ANSWER THE PROBLEM. IF YOUR ANSWER IS CORRECT, YOUR MAN WILL MOVE ONE STEP CLOSER TO THE NOOSE. IT WILL TAKE TWO TO FIVE ANSWERS, DEPENDING ON THE DIFFICULTY OF THE PROBLEM, TO MOVE YOUR MAN DOWN ONE STEP. YOUR PROBLEM WILL BE SHOWN IN THE LOWER LEFT HAND CORNER OF THE SCREEN. TYPE IN YOUR ANSWER AND PRESS RETURN. THE COMPUTER WILL TELL IF IT IS CORRECT OR NOT. ROUND OFF YOUR ANSWER TO TWO DECIMALS EVEN THOUGH IT WILL BE PRESENTED WITH NINE DECIMALS. * SPELLBINDER YOU ARE A MAGICIAN COMPETING WITH A COMPUTER CONTROLLED SORCERER. THE COMPUTER WILL PRESENT YOU WITH A PROBLEM USING FRACTIONS. IF YOU ANSWER CORRECTLY, YOU CAN TRY CAST A SPELL ON YOUR OPPONENT. YOU CAN THROW A DEAD CLOUD, FIREBALL, PARALYSIS RAY, OLD AGE IGNITER OR COLD BEAM. THE SORCERER WILL TRY TO PUT UP A DEFENCE AGAINST YOUR SPELLS. IF HE SUCCEEDS, HE DOESN'T LOSE ANY POINTS. IF YOU MISS A PROBLEM, THE POSITIONS ARE REVERSED. YOU WILL NEED TO SELECT A DEFENCE. BOTH YOU AND THE SORCERER START THE COMPETITION WITH 20 POINTS. IF EITHER REACHES ZERO, HE LOSES. ALL ANSWERS MUST HAVE THE LOWEST COMMON DENOTATION. ENTER YOUR ANSWER BY TYPING IN THE NUMERATOR (TOP NUMBER) ,A COMMA AND THE DENOTATOR (BOTTOM NUMBER). EVEN IF THE DENOMINATOR IS THE ONE OR THE NUMERATOR IS ZERO, THEY MUST BE ENTERED. * WHOLE SPACE YOU WILL BE FLYING A SPECESHIP IN AN ATTACK AGAINST AN ENEMY PLANET. THE COMPUTER WILL PRESENT YOU WITH PROBLEMS USING WHOLE NUMBERS. EVERY CORRECT ANSWER WILL LET YOU MOVE YOUR SHIP, FIRE AT THE PLANET OR FIRE AT THE ENEMY SPACESHIPS. YOU CAN SPECIFY THE DIRECTION YOU WANT YOUR SHIP TO MOVE OR TO FIRE. IF YOU ENTER AN INCORRECT ANSWER, AN ENEMY SHIP WILL APPEAR AND BEGIN FIRING AT YOU. YOU MUST DESTROY ALL THE ENEMY SHIPS BEFORE DESTROYING THE PLANET. IF YOU COLLECT FORTY HITS ON YOUR SHIP, YOU WILL BE DESTROYED. YOU WILL NEED TO BE WITHIN TEN UNITS OF THE ENEMY PLANET TO DESTROY IT. THE DIRECTIONAL COMMANDS ARE: 1 = 180, 2 = 210, 3 = 225, 4 = 240, 5 = 270, 6 = 300, 7 = 315, 8 = 330, 9 = 360 (360 IS STRIGHT UP, 270 IS TO THE LEFT ETC). WHEN ENTERING YOUR DIVISION ANSWERS, ENTER THE SUM OF THE WHOLE NUMBER AND THE REMINDER. SAHARA WARRIORS =============== WHETER YOU STRUGGLE TO MOVE YOUR TROOPS ACROSS THE DESERT OR TRY TO CAPTURE THE ELUSIVE DESERT FOX, GENERAL ERWIN ROMMEL, THE WARRIORS PACKAGE WILL GIVE YOU THE GRITTY REALISM OF DESERT WARFARE. SEND YOUR COMMANDOS OFF AT DARING NIGHTTIME MISSION, OR SEE IF YOU CAN LEAD YOUR TROOPS TO SAFETY OF A DESERT OASIS. * COMMANDO IN COMMANDO, YOU ARE GIVEN THE RANK OF CAPTAIN, AND THE COMPUTER BECOMES A GERMAN GENERAL. YOUR MISSION IS TO SORRUND THE GENERAL WITH YOUR COMMANDOS AND CUT HIM OF FROM HIS TROOPS. YOU CAN PLAY THE EASY OR THE HARD GAME. IN THE EASY GAME, YOU MUST TRY TO SURROUND GENERAL GUDERIAN. HE IS TRAINED IN THE FINEST PRUSSIAN TRADITION AND MOVES ONLY IN STRAIGHT LINES. IN THE HARD GAME, YOU MUST SURROUND GENERAL ERWIN ROMMEL. GENERAL ROMMEL, UNLIKE GENERAL GUDERIAN, CAN MOVE IN EITHER STRAIGHT OR DIAGONAL LINES (THEY DON'T CALL HIM THE DESERT FOX FOR NOTHING). BOTH GENERALS CAN MOVE ONLY ONE SPACE AT A TIME. AFTER CHOOSING WHICH GAME YOU WANT, YOU'LL BE ASSIGNED A NUMBER OF COMMANDOS. THE NUMBER VARIES DEPENDING ON THE LEVEL OF DIFICULTY. THE GAME IS PLAYED ON AN 8 X 8 GRID. THE GENERAL'S LAST REPORTED IS MARKED BY A QUESTION MARK. HE MAY OR MAY NOT STILL BE THERE. THE POSITIONS OF PREVIOSLY PLAYED COMMANDOS ARE MARKED BY ZEROS. THE COMMANDOS ARE DEPLOYED BY ENTERING THE HORIZONTAL AND VERTICAL COORDENATES OF THE SPOT WHERE YOU WANT TO PLACE THEM. IF YOU TRY TO PLACE TWO COMMANDOS ON THE SAME POSITION, YOU'LL BE DEMOTED ONE GRADE IN YOUR RANK. COMMANDOS CAN BE LOST FOR THREE REASONS. IF YOU DROP A COMMANDO ON THE GENERAL'S PRESENT POSITION, HE'LL BE CAPTURED BY THE GENERAL'S GUARDS. OCCATIONALLY A RANDOM GERMAN PATROL MAY COME ACROSS ONE OFF YOUR COMMANDOS AND CAPTURE HIM. FINALLY, ONE OF THE THREE COMMANDOS MAY BE LOST IF THEIR TROOP-CARRYING AIRCRAFTS IS SHOT DOWN. THE MISSION IS TO CONTINUE UNTIL THE GENERAL HAS NOWHERE LEFT TO MOVE TO OR YOU HAVE NO COMMANDOS LEFT TO DEPLOY. AT THE END OF THE MISSION YOU WILL RECEIVE A SCORE BASED ON THE SPEED WITH WHICH YOU CAPTURED THE GENERAL AND ON THE NUMBER OF COMMANDOS REMAINING. YOU CAN CONTINUE PLAYING THE GAME UNTIL YOU'RE EITHER PROMOTED TO GENERAL OR DEMOTED TO CIVILIAN. * FRENCH FOREIGN LEGION FRENCH FOREIGN LEGION IS A GAME FOR TWO PLAYERS AND REQUIRES TWO GAME PADDLES. THE OBJECT OF THE GAME IS TO CROSS THE DESERT SAFELY AND CAPTURE THE OASIS. ONE PLAYER CONTROLS THE BATTALIONS OF THE FRECH FOREIGN LEGION, AND THE OTHER PLAYER CONTROLS THE ARAB BATTALIONS. THE PLAYING SURFACE IS A SERIES OF COLORED ROWS. THE GREEN TOP ROW IS THE OASIS. THE FOUR YELLOW MIDDLE ROWS ARE THE DESERT. THE SIX LIGHT-GREEN BOTTOM ROWS ARE THE ENCAMPMENT. AN ORANGE VERTICAL BAND IN THE MIDDLE OF THE ENCAMPMENT IS THE MOUNTAIN. HEADQUARTERS TENT ARE REPRESENTED BY THE TWO BROWN BOXES AT THE TOP OF THE SCREEN. THE OPPOSING GENERALS ARE REPRESENTED BY FLASHING SQARES. THE ARAB BATTALLIONS, REPRESENTED BY RED SQUARES, ARE POSITIONED IN THE LEFT ENCAMPMENT AREA. THE FRENCH BATALLIONS, REPRESENTED BY BLUE SQUARES,ARE POSITIONED TO THE RIGHT. THERE ARE FOUR OPTIONAL VARIATIONS TO THE GAME. YOU CAN PLAY A STANDARD GAME WITH THREE BATTALIONS ON EACH OF THE ENCAMPMENT ROWS, WITH A RANDOM NUMBERS OF BATTALIONS ON EACH ROW, OR WITH AN EQUAL NUMBER OF BATTALIONS FOR EACH SIDE DISTRIBUTED RANDOMLY IN THE ENCAMPMENT AREA. THE FOURTH OPTION ALLOWS FOR SANDSTORMS, WHICH APPEAR OCCATIONALLY, CROSSING ONE OF THE DESERT ROWS AND WIPING OUT ALL BATTALIONS ON THAT ROW. A GENERAL WILL, INDICATING WHOSE TURN IT IS TO PLAY. YOU MAKE A MOVE BY POSITIONING YOUR GENERAL, USING ONE OF THE GAME PADDLES. WHEN A GENERAL IS LINED UP WITH A DESERT OR ENCAMPMENT ROW, HOLD DOWN THE TRIGGER BUTTOM FOR ABOUT TWO SECONDS. THIS WILL CAUSE ALL THE BATTALIONS ON THAT ROW TO LINE UP BEHIND THE GENERAL. THE GROUP WILL THEN MARCH FORWARD, LEAVING ONE BATTALION ON EACH PASSING ROW UNTIL ALL HAVE BEEN ASSIGNED A NEW ROW. IF THE LAST BATTALION IN A MOVE LANDS IN THE OASIS OR ON A ROW HAVING NO FRIENDLY BATTALIONS, THAT PLAYER'S TURN IS OVER. IF THE LAST BATTALION LANDS ON A ROW WITH ANOTHER FRIENDLY BATTALION, AN ADDITIONAL MOVE IS ALLOWED BUT NOT MANDATORY. THE ADDITIONAL MOVE MUST BE MADE ON THE ROW RECEIVING THE LAST BATTALION. THIS ROW IS INDICATED BY THE FLASHING OUTSIDE BATTALION. IF NO ADDITIONAL MOVE IS DESIRED, THE GENERAL MUST BE MOVED TO HIS TENT AND THE FIRING BOTTON DEPRESSED UNTIL OPPOSING GENERAL APPEARS. IF YOUR LAST BATTALION LANDS ON A DESERT ROW CONTAINING A SINGLE ENEMY BATTALION AND YOU CAN'T CHOOSE NOT TO MOVE, YOU CAPTURE THAT BATTALION AND YOU CAN'T CHOOSE NOT TO MOVE, YOU CAPTURE THAT BATTALION AND ARE GIVEN ONE POINT. TWO POINTS ARE AWARDED FOR EACH BATTALION TO MAKE IT TO THE OASIS. HOWEVER ONLY ONE BATTAION PER TURN CAN ENTER THE OASIS. ANY OTHER ARE RETURNED TO THE BOTTOM ENCAMPMENT ROWS. THE PLAYER WITH THE HIGHEST SCORE WINS. MIMIC ===== * MIMIC MIMIC IS A FAST-ACTION MEMORY GAME THAT'S PLAYED ON A 3 X 3 GRID OF SQUARES. YOUR COMPUTER WILL FLASH A SEQUENCE OF FIGURES IN DIFFERENT SQUARES. THEN IT IS YOUR TURNS TO PRESS THE CORRESPONDING KEYS ON THE KEYBOARD WITHIN THREE SECONDS. THESE ARE THE KEYS USED TO PLAY THE GAME: T ! Y ! U - + - + - G ! H ! J - + - + - B ! N ! M PRESS THE CORRESPONDING KEY TO ENTER YOUR RESPONSE. THIS PACKAGE INCLUDES FIVE DIFFERENT VERSIONS OF THE GAME. JUST ENTER THE APPROPRIATE NUMBER LISTED IN THE MENU. YOU CAN RETURN TO THE MENU AT ANY TIME BY PRESSING RETURN. IN MIMIC LEVEL 1, YOU MUST WORK YOUR WAY UP TO REMEMBER FIVE FIGURES TO WIN. IN LEVEL 2, YOU NEED TO REMEMBER TEN FIGURES. THE LEVEL 3 CAN CONTINUE ENDLESSLY OR UNLIT YOU GIVE UP. IN REVERSE MIMIC, YOU MUST ENTER THE FIGURES IN THE REVERSE SEQUENCE OF WHAT YOU SEE. SUPER MIMIC WILL GIVE YOU A DIFFERENT SET OF FIGURES EVERY TIME. YOU AND YOUR FRIENDS CAN COMPETE TO SEE WHO HAS THE BEST MEMORY OR WHO'S THE MOST PERSISTENT.