PPPPPPPPPPPP LL AAAAAAAA YY YY
PP PP LL AA AA YY YY
PP PP LL AA AA YY YY
PPPPPPPPPPPP LL AA AA YY YY
PP LL AAAAAAAAAAAA YYYY
PP LL AA AA YY
PP LL AA AA YY
PP LLLLLLLLLLL AA AA YY
'' nn nnnn ''
'' nn nn nnn ''
'' nnnn nnn ''
LL EEEEEEEEE AAAAAA RRRRRRRRRR NNNN NN
LL EE E AA AA RR RR NN NN NN
LL EE AA AA RR RR NN NN NN
LL EEEEEE AA AA RR RR NN NN NN
LL EEEEEE AAAAAAAAAA RRRRRRRRRR NN NN NN
LL EE AA AA RR RR NN NN NN
LL EE E AA AA RR RR NN NNNN
LLLLLLLLL EEEEEEEEE AA AA RR RR NN NNNN
Copyright 1988, 1989, 1990 - Steven C. hudgik
Published by HomeCraft
P.O. Box 974
Tualatin, OR 97062
PLAY 'N' LEARN
Computers came into our life about the same time as our first
child, Amanda. Eighteen months later Zakary was born. As they
grew they noticed daddy spending nearly every day working with a
computer and they wanted to use the computer like daddy did. So, I
went through the software stores and saw all kinds of wonderful games
and educational software - but nothing for very young children.
What I wanted was something that would let an 18 month old bang
on the keyboard and be entertained. As he grew older, and his
coordination improved, the software should teach him about letters,
numbers, colors, shapes using the keyboard and multiple key
combinations. Since I couldn't find anything I wrote Play 'n Learn.
Play 'N' Learn provides several different games and there are
multiple games that can be played within each main game. For
example, with Play 'n' Learn young toddlers can push keys that
change colors and symbols on the screen and get sounds from the
computer. As your kids grow older they progress to locating specific
keys and learning multiple key combinations. At the most difficult
level of play you need to correctly pick five secret letters to win
Letter Lotto. It works just like a miniature version of the Lotto
games run by many states.
In these instructions we'll describe the different games and how
they can be used. You can also invent your own games and we
encourge you to play with and guide your kids so you can all have
The names of the games included in Play 'n' Learn are:
COLOR SCREEN and COLOR WHEEL
AMANDA'S LETTER LOTTO
BLACK BOARD SHAPES
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Please note that this software is copyrighted. I realize that kids
rapidly grow older and will only use this software for a limited time.
I have tried to price it as reasonably as possible. In return we ask
that you be fair with us. We can not continue to support or software
or develop new software without the income we get from selling our
software. So, if you know someone who likes Play 'n' Learn,
then please ask them to contact us to purchase a copy. Our address
and phone number is:
HomeCraft Software - P.O. Box 974 - Tualatin, OR 97062
To make a backup copy load your DOS System disk and type
"DISKCOPY A: B:" at the A> prompt. Put the Play 'n' Learn
disk in the "A" drive and a blank disk in the "B" drive. If you
only have one disk drive, you will be prompted to remove the "source"
(the original Play 'n' Learn disk) disk and replace it with the
destination (blank) disk. If you have a hard disk, just copy all of
the files to a directory on your hard disk.
There are several ways that Play 'n' Learn can be booted.
If you do not have a hard disk, first boot your computer with
your DOS System disk. When the A> prompt appears remove your DOS
System disk and put the Play 'n' Learn disk into the "A" drive.
Type "PLAY" and push ENTER.
You can also set up a disk so that Play 'n' Learn will
self boot. First format a blank disk and copy the DOS System onto
that disk by typing:
The /S indicates that you want the DOS System copied to the
newly formatted disk. Next put the Play 'n' Learn disk in the "A"
drive (the blank formatted disk should still be in the "B" drive).
Now copy all of the files from the Play 'n' Learn disk to the disk
you just formatted by typing:
Take the disk out of the "B" drive and put it in the "A" disk
drive. When you push CTRL-ALT-DEL, to reboot your computer, DOS
will load and then Play 'n' Learn will load and run. With
the disk set up this way you can also start Play 'n' Learn
by putting the disk in the "A" drive, typing "PLAY" and pushing ENTER.
Throughout Play 'n' Learn we'll be referring to the user
(your child) as her. We realise that your child could be either a
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boy or girl, but saying "him or her" all of the time would be cumbersome.
Since the game is named after my daughter Amanda, we'll use her.
When using Play 'n' Learn I encourage you to play with
your child and cheer her on. We'll describe various games that you
can play, and although you can leave your child to play by herself
(a welcome break for parents), also take some time to help her learn
her colors and letters.
STARTING THE GAME
To start playing Play 'n' Learn on a computer with only floppy
disks: if you've made a self booting Play 'n' Learn disk dput that
disk in the "A" drive, hold down the CTRL and ALT keys and then push
the DEL key. This will reboot your computer and automatically start
Play 'n' Learn can also be started, with the Play 'n' Learn disk
in the "A" drive, by typing "PLAY" at the A> prompt and pushing ENTER.
When using a hard disk first change to the directory containing
Play 'n' Learn, then type "PLAY" and push ENTER.
A menu showing the selection of games available in Play 'n' Learn
will be the first thing you see. You can stop the music before then
end of the song by pushing any key.
To select a game from the menu use the up/down cursor keys to move
the scroll bar to the game you wish to play then push ENTER.
To return to the DOS prompt push the ESC key.
This is a very simple game designed for the youngest children. Any-
time a key is pushed the screen color changes and small sprites appear
on the screen while the computer makes sounds. . It teaches
children that the computer will respond when they push keys.
To exit this game push the ESC key while the music is playing.
This is a more advanced game that requires children to be able
to match both colors and letters. A color will appear at the top
of the screen. Four boxes, each a different color will be across
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the bottom of the screen. Select the box at the bottom that matches
the color at the top by pushing the letter that is next to the
To exit push ESC.
AMANDA'S LETTER LOTTO
To start play just push any key.
The character you push will be printed on the screen.
If you do not push a key, the copyright screen will eventually
disappear and a prompt that says, "Push any key" will appear. The
amount of time the copyright notice stays on your screen will depend
on the speed your computer runs at.
You are now playing Amanda's Letter Lotto at the simplest level.
Any key you push will be displayed as a large, bold character on the
screen. You can push either upper or lower case letters, numbers,
symbols and pushing the control key and a letter key will put graphics
characters on the screen.
Each character is displayed on the screen in the same way your
computer produces that character and the quality will vary among the
different brands of computers. On some computers the letters may look
somewhat choppy and we can not guarantee the quality of the
There are two key combinations that will not produce a character:
Holding down the CTRL key and pushing the letter "X" will result in
a blinking display.
Holding down the CTRL key and pushing the letter "E" will result
in your exiting the game and going to the Letter Lotto Menu. This
menu allows you to set the screen colors and switch to other, more
My kids also find two other CTLR key combinations to be exciting.
Holding down CTRL and pushing the letter "A" will display a happy face.
Holding down CTRL and pushing "B" will display a happy face with the
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colors reversed. Amanda really gets excited about making a pink
happy face. Of course her favorite color is pink.
MONOCHROME SUGGESTED GAMES
A color display tends to hold a small child's attention much
longer than monochrome, but if you do not have a color monitor
there's still a lot you can do with Letter Lotto. Of course, all
of these games can also be played in color.
As you read through this list of games please remember that
each requires progressively more skill and coordination. Don't
expect an 18 month old child to identify specific letters or push
multiple keys. However, if your 18 month old can do this, then I'd
feel very proud. All children develop at different rates so keep in
mind that today your child may only be interested in pressing random
keys and next week you'll be teaching him the alphebet.
Also, I'd like to offer one hint for playing Amanda's Letter
Lotto games. When your child gets something right make a big deal
about it. Cheer. Clap your hands. Throw a party! Make a lot of
noise! Do it up just as you would if you team just scored the winning
point in the third overtime of the title game.
Let's describe a few games that can be played using the settings
Amanda's Letters Lotto has when it first boots.
GAME 1 - Keyboard Kaos
This game is for kids who have not yet learned the alphebet or
what letters look like. Sit with your child at the computer and let
her push whatever keys she wants. You may need to push a few keys
so she can see how to do it and what happens. Kids like to feel
they control something, and pushing a key (or a bunch of keys) and
seeing a response on the screen makes them feel in control.
By the way, I've had quite a few kids banging on my keyboard to
test this software and none of them damaged the keyboard or computer.
If your child wants to, you can let her push random keys and watch
the changes on the screen. Very young kids may get excited and start
hitting the keys fairly hard. Don't try to get them to push individual
keys. Let they play, freely. If they start to get too violent with the
keyboard, tell them to take it easy. Show them that pushing keys gently
will also get results. However, don't expect little kids to be instant
typists or even be interested in pushing individual keys. Let then go
ahead and push five, ten or all of the keys at one time.
Amanda's Letter Lotto has been designed to handle a massive
overload of keyboard input, so your child should be able to hit as
many keys as she wants without upsetting anything. However, if she
should find a key combination that locks up the computer (these vary
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with computer brand), just push CTRL-ALT-DEL or turn your computer
off, wait a few seconds and turn it back on again. Amanda's Letter
Lotto will reboot and you'll be ready to start again.
Just allowing your child to push bunches of random keys starts to
teach her about the keyboard. She learns that pushing keys produces
a result on the screen. With your help she'll also learn to push
keys softly and one at a time. Most importantly she learns to think
of a computer as a friend and to feel comfortable using a computer.
GAME 2 - Make A Pointer
As your child becomes used to the keyboard you can start to teach
her to push individual keys. One way to do this is to first teach
her to make a pointer (extending the index finger to point at something).
This is something you can work on without being in front of your computer.
Next sit down at the computer, have your child make a pointer and
then guide the tip of her finger to a key and say, "Push a key."
Depending on how exicitable she is, you may or may not get her to
do this right away. However, with some patience on your part, and
as your child grows older, she'll eventually be able to do it.
Also, when your child first learns to "make a pointer" and you
help her push a few keys, she'll probably become impatient and revert
to using all fingers to push bunches of keys. It's to be expected,
so let her have some fun for awhile and then come back to making a
pointer and pushing individual keys.
GAME 3 - The Name Game
Once your child can push an individual key she can then learn
to push specific keys. A good way to start is with the first
letter of your childs name. For example, with Amanda I told her
to "find the letter A for Amanda." Then I'd guide her finger to
the letter A. It took going over it a few times, and some days
she seemed to have forgotten everything we did the day before, but
shortly she could find the letter A, which she called Amanda.
Once your child can find the first letter in her name, introduce
her to the first letters of the names of other people she knows.
You can show her that D is for daddy, M is for mommy, and Z is for
her brother Zak. Little kids associate much better with the people
in their lives (family, relatives and friends) than they do with
objects. Amanda was much more interested in learning that A stood
for Amanda and B was her friend Brenda than she would be in learning
that A is for Apple and B for Barn.
After your child can identify five or six letters by peoples
names, then you can move onto other letters. Either let your child
name some people and you point out the letter that name starts with,
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or use the names of objects when you run out of people.
These types of games teach your child that each letter is an
individual symbol. For example, kids can learn to sing their ABCs,
but many times they just know it as the words to a song. For example,
most little kids think LMNOP is one letter because they are sung very
quickly, all together in the "Now I Known My ABCs" song. Having then
pick out the individual letters on the keyboard teaches than that each
is a separate, distinct symbol.
GAME 4 - Robot Invaision
Now you can move on to teaching your child how top push several
keys to make some new things happen on the screen. Start by having
your child hold down the CTRL key with one finger and then push a
letter. This will produce a graphics character. Amanda called these
characters robots (although there are two happy faces, CTRL-A and
CTRL-B and a few she thought looked like spiders).
GAME 5 - Flash A Smile
Another multiple key combination is to hold down the CTRL key and
push the letter X. This will cause the screen to display blinking
characters. Pushing CTRL-X again will switch the blinking off.
Amanda liked to make blinking happy faces.
These first five games can also be played in color. Of course,
with color they are many other games you can play. We'll describe a
few of these shortly, but first let's see how to get the color turned on.
When you first boot up Amanda's Letter Lotto it will be operating
in the monochrome mode. Hold down the CTRL key and push the letter "E."
This will display the Letter Lotto Menu.
The first three items on the menu allow you to set Amanda's Letter
Lotto for either color or monochrome operation. Selections can be made
from this menu by either pushing the function key (F Key) associated
with the selection you want or by using the up/down cursor keys to
move the scroll bar to the desired selection and then pushing the ENTER
F1 - Multiple Colors
The first choice on the Amanda's Letter Lotto Menu is usually the
one kids find the most interesting. Pushing F1 will set Amanda's
Letter Lotto to change the background, character and border colors
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on a random basis. While playing the game these colors will change
each time a key is pushed.
F2 - Set Three Colors
The second selection, F2, switches Amanda's Letter Lotto to the
color mode and allows you to select three colors that will be used
all of the time. You can select the color of the character, the
background color and the border color around the edge of the screen.
This color setup is generally used if your child finds the changing
colors to be a distraction or if your child is more interested in the
changing colors than learning about letters.
When you push F2 a menu will appear that allows you to select the
background color. Push the function key associated with the color you
want to use.
Next you can select the color of the characters. Again push the
function key associated with the color you want to use. If the
selected color is not compatible, for example if you select the same
color for the character as you selected for they background, they
will blend together when displayed. You'll be returned to the menu
to make another selection.
The final menu is used to select the border color.
After selecting three colors you'll be returned to the Letter
Lotto Menu. To play the game either push F8 or move the scroll bar to
"F8 - Play Game" and push ENTER.
GAMES WITH COLOR
All of the games described for monochrome use can also be played
in color. In addition you can make up new games that use the colors
displayed. All of the following games are played with Amanda's
Letter Lotto set to change colors randomly, selection F1 on the Letter
GAME 6 - Rainbow
The first game is basically the same as described for monochrome
use. Just let your child push random keys and watch the colors and
characters change. This game provides you with the opportunity to
name the colors as they appear on the screen. Generally children
focus on the color of the character, so as each character appears
name its color. Of course, kids are all diffenent and it's impossible
for me to predict what your child will focus on. It she seems to be
noticing the background color first, then name that color for her.
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GAME 7 - Color Search
Once your child can identify one specific color by name, then
ask them to find that color. Have them push keys, any keys, until
that color appears. When they correctly identify that color cheer
like your team just won the superbowl. Don't be afraid to get excited
and make some noise.
GAME 8 - My Special Letters
Another game with colors is to have your child to find a specific
letter or character that is also a specific color. Amanda loved to
find the letter "A" in her favorite color, pink.
Let's go back to the Letter Lotto Menu and see what other
functions are available.
BLINKING ON / OFF
If you should forget that CTRL-X is used to turn the blinking
either on or off, you can go to the Letter Lotto Menu and push F4.
CAPITAL LETTERS ON/OFF
When you first start teaching your child the names of letters,
or when playing some of the Amanda's Letter Lotto games, you may only
want to have capital letters displayed. Showing two shapes on the
screen, a big A and a little "a" for example, and calling them by
the same name, might be confusing for some kids. However, you may
have a kid that likes to push the SHIFT or CAPS LOCK keys. To avoid
problems you can push F5 and Amanda's Letter Lotto will only display
upper case letters reguardless of what your child pushes. Push F5
again to switch back to using both upper and lower case letters. The
status of this function will be shown in brackets on the F5 - Capital
Letters menu selection line.
THE AWARD LETTERS
The sixth selection on the Letter Lotto menu allows you to pick
up to five award letters. When your child picks a character you've
selected as an award letter, she'll be rewarded with a short computer
When you first push F6 a vertical line of six dots will appear.
A scroll bar will be next to the top dot and the word EXIT will be
next to the bottom dot. The up/down cursor keys move the scroll bar
up and down. A character can be entered for each of the upper five
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dots. Just push the character you want and it will appear.
Characters can be changed by putting the scroll bar on the character
you want to eliminate and entering a new character or pushing the
space bar to leave a blank.
Any character on the keyboard can be entered including both
upper and lower case letters, numbers, symbols and the graphics
characters made by holding down the CTRL key and pushing a letter.
However, keep in mind that if you enter a lower case letter as an
award letter, your child will need to also push the same lower case
letter in order to get the song to play.
When you've entered all of the award letters you want to have
(you can have fewer than five), move the scroll bar to the word EXIT
and push ENTER. The Letter Lotto menu will appear and you can then
push F8 to play the game. Now anytime your child pushes an award
letter she'll be rewarded. However, I still encourage you to cheer
her on when she gets the right letters.
GAME 8 - Go Get 'Em
Having award letters adds a new dimension to having your child
push specific letters or combinations of keys. Pick the letters or
characters you want your child to learn and set them as the award
letters. She then has to find the award letters. You can either
give her the name of each letter, or let her search for them on her own.
GAME 9 - Big & Little
A good game to play with the award letters is Big & Little Letters.
Set the award letters so they are all either upper case or lower case.
For discussion purposes we'll assume they are upper case. Then play
the game and have your child push one of the award letters but not
the shift key. Tell him the name of the letter, for example "Capital
A." Next hold down the shift key, or have your child hold the shift
key and push the same letter. This time the "award song" will play.
Tell your child the name of this letter, for example say, "little A."
Practice this a few times until your child learns that she needs to
push the shift key in order to get the capital (big) letter and the
GAME 10 - Learning To Write
In spite of the predictions that electronic publishing would
eliminate paper, a pencil used with a piece of paper remain as
useful and popular as ever. Amanada's Letter Lotto can help your
child learn to use these tools.
When you start to play any of the games have a pencil and some
paper next to your computer. As the letters appear on the screen
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have your child copy them. You can also have her look for a
specific letter. When that letter appears on the screen have her
copy it on the paper.
THE LETTER LOTTO GAME (Games 11 and 12)
The final selection on the Amanda's Letter Lotto Menu sets up
the actual Lotto game. Push F7 and five letters will be chosen at
random. When you start playing the game you'll then have 26 chances
to find all five letters. Since only upper case letters are selected,
and there are 26 letters in the alphebet, you should be able to find
all five just by pushing all the letters on the keyboard. However,
Amanda's Letter Lotto will compute a score based on the number of
keystrokes it takes you to find all five letters. The fewer key
strokes you use, the higher your score will be. Finding all five
letters with five key strokes will result in a score of 100. If you
use 26 key strokes to find all five, or you can't find all five, you
get a score of zero.
Before you start playing Letter Lotto, you'll be asked whether
or not you want your selections displayed. If you push the letter Y
(for Yes) at this prompt, your key strokes will be listed across the
top of the screen as you make them. If you push the letter N, you
will need to remember the keys you've already pushed (making the
game a little harder).
When you begin playing Lotto the number of key strokes left will
be displayed in the lower right corner of the screen. Each time you
select a correct letter the award tones will sound and that letter
will be listed in the bottom center of the screen.
If you should want to stop the game, before you use all of the
available key strokes, just push the ESC key.
That's all there is to playing Letter Lotto. So, here's your
chance to test your ESP before you buy your next Lotto ticket. Of
course, you'll need to get kids away from the computer first.
When you are done playing Amanda's Letter Lotto you can return
to the menu by going to the Letter Lotto Menu and pushing
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This game takes a word or short phrase and "whirls" it around on
the screen. It is an excellent game for teaching your children how
to spell their name or write their phone number.
When you select Word Whirl you will be prompted to enter a word.
Have your child type their name. You can include any letters, numbers
or punctuation marks, including spaces. When you push the ENTER key
whatever you've typed will be "whirled" around in a rainbow of changing
Push ESC to exit.
This game has been named after my son Zachary, whose knickname
is Zach-A-Do. I've forgotten how he got that name, and I'm sure he'll
want to forget it as he grows older, but for now that's what everyone
This is an Etch-A-Sketch type game designed for very young children.
Your child can draw pictures using several types of "paint brushes,"
colors and patterns. Up to four pictures can be painted and retained
in the computer's memory. Here's how it works:
When you start this game a blank screen with a white square in the
upper left corner will appear. You can use the cursor keys to move
the square around and draw lines. For small children who do not yet
have the coordination to use the cursor keys the main keyboard can be
used. It has been divided into four sections for drawing. The upper
left section moves the line up. The upper right moves the line right.
The lower left moves the line left and the lower right moves the line
down. The keyboard is split like this:
move up 1 2 3 4 5 6 7 8 9 0 - = move right
Q W E R T Y U I O P [ ]
A S D F G H J K L ; '
move left Z X C V B N M , . / move down
Pushing any key within a section moves the line in the specified
The color of the line can be changed by pushing F1, F2, F3, F4 or
F5. These five keys all do the same thing. We have provided multiple
keys with the same function so that a child does not have to exactly
- 12 -
push the specified key. For example, tell your child to use F3 to
change colors. If they miss a little and push F2 or F4 it makes no
One of the available colors is black. As this matches the screen
background it can be used as an eraser. If you do not see a blinking
symbol (see below for list of symbols) then the cursor is black. Moving
it around will erase whatever it passes over.
The size of the line can be changed by pushing F6, F7, F8, F9,
or F10. When you change the size of the line the current picture
will be erased and a blank screen will appear. Do not change line
size, if you wish to continue working on the same picture.
The Space Bar changes the type of symbol used to draw the line.
A variety of symbols are available, including a happy face, hearts,
diamonds, solid blocks, and grid patterns.
The END and HOME keys will erase the screen.
The PgUp and PgDn keys alllw you to switch between four different
pages. Whatever has been drawn on a page will remain in the computer's
memory. This allows several children to draw pictures and each is
available to be displayed. It also allows you to produce simple
animation by flipping through the pages quickly with a slightly
different picture on each page.
This is more than a drawing game. It also teaches about the
computer keyboard. It shows children that different functions are
performed by different parts of the keyboard. It allows them to
learn about moving the cursor using the cursor arrow keys and how
to use the page changing keys. It is a basic introduction to the
To exit push the ESC key.
This is a game that teaches counting. A series of three numbers
will be displayed on the screen. Push the key for the next number
in the sequence. If no number is pushed the computer will display
the correct answer after a short delay.
Push ESC to exit.
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This is a shape recognition and matching game. It also helps to
teach the use of the cursor keys. A shape will appear at the top of
the screen and three shapes will be at the bottom. Use the cursor
keys to move the arrows until they are above and below the shape that
matches the one at the top of the screen. Push ENTER to select that
as the matching shape.
Push ESC to exit.
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Underground Alphabet is a game in which Mickey Miner (the happy
face) digs tunnels to get letters out of the ground and put them
in the bank. This game is designed for a variety of ages up to
five years old.
NOTE: This game requires color graphics.
Playing The Game
The first screen that appears has the words, "PUSH ENTER TO
START..." When you push a key Mickey Miner appears in the
middle of the mine and a randomly selected letter will appear
somewhere underground. In the lower right hand corner is a timer
that displays the amount of time available to get letters. You
will have 60 seconds to dig tunnels and collect as many letters as
Mickey Miner can be moved in several ways:
<> Look at the letter that apppears on the screen and push
that same letter on the keyboard. Mickey Miner will
dig a tunnel to the letter using the most direct route.
<> The cursor keys can be used to move Mickey Minor. The
advantage of using the cursor keys is that Mickey can take
shortcuts. Mickey can quickly get from the right side of the
mine to the left by moving all of the way to the right side
then moving one more space. The same approach works for getting
from the top of mine to the bottom, just move Mickey Miner
all of the way to the top and the next move will bring
Mickey directly to the bottom.
A second advantage of using the cursor keys is that they allow
Mickey to run through tunnels that have already been dug. If
you move Mickey into an existing tunnel, he doesn't have to do
any digging and he can run towards the letter. Since he
doesn't have anyone to tell him which direction to go when he's
running on his own, he doesn't always take the right turn.
However, when he stops running he will be a lot closer to the
letter - maybe right next to it.
- 15 -
As Mickey collects letters a counter in the lower left corner will
keep track of how many he has.
When time runs the letters Mickey Miner dug up will be put in
the Second National Bank. Your score will be calculated and
displayed. The score is based on the number of letters collected
and the amount of time available. If Mickey digs up more letters
than the bank can hold, the bank will have to build an anex to
hold the additional letters.
SETTING THE AMOUNT OF TIME TO PLAY
You can set the amount of time Mickey Miner has to dig out
letters. When the "PUSH ENTER TO START..." prompt is on the
screen enter the number of seconds you want the game to run.
You can enter times up to 300 seconds (five minutes). The default
setting, if you enter nothing, is 60 seconds. Once a time has
been entered it will remain as the game duration until a new time
If a new high score or a new high number of letters collected has
been reached you will be prompted to enter your initials. Under-
ground Alphabet will maintain a record of the highest score and
the initials of the person who got it.
If you would like to start the scoring over again, when the "PUSH
ENTER TO START..." prompt is on the screen hold down the CTRL key
and push the letter E. Then if you want to reset the score push
the letter Y. Pushing any other key will return you to the game.
A score of 25 to 35 is average for most children, however this
will vary a lot with age. A score of 75 to 85 are very good.
Scores above 100 are almost impossible to get.
Hint 1: When Mickey is running through the tunnels he will try to
get closer to the letter by always trying to run up or down first.
If he can't get any closer by moving up or down he will then try
to move right or left.
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Hint 2: If Mickey is running through an existing tunnel, pushing
the letter he is trying to get will move him toward that letter
when he stops running.
Hint 3: If Mickey is in an existing tunnel and he is on the same
horizontal level as the letter, he will not move up or down. If
you want to have him move up or down, get him out of the existing
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NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE
With some computers there are key stroke combinations that will "lock up"
the operation of your computer. These vary among different brands. The
Tandy 1000 series of computers, in particular, are very likely to have
this problem when running Amanda's Letter Lotto. (Tandy computers will
lock up when running Tandy's own Deskmate Software). If this should
happen push the CTRL-ALT-DEL keys to reboot. If this does not work, turn
the power off and then on again.
These problems only occur when random key combinations are pushed. On
some computers the problem is less if you are running the BASICA source
code directly. We have included the source code (LETTERS.BAS) for your
use. To run the source code first load BASICA. Then, with the Amanda's
Letter Lotto disk in the "A" drive, type: RUN "LETTERS"
We encourage you to play Amanda's Letter Lotto with your children. This
will help them learn, they'll be gentler with your computer and you'll
have fun together.
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er and you'll
have fun together.