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-
-
-
- Brandon's BigBox
-
- a series of
- educational programs
- for 3 to 7 year olds
-
-
- @ 1989,90,91 Joey Robichaux
- P. O . Box 82311
- Baton Rouge , La. 70884
-
- Compuserve: 71336,336
- GENIE: JEROBICHAUX
- Phone: (504) 752-2620
-
-
- NOTE:
-
- "Brandon's Bigbox" requires an IBM PC or compatable with
- color graphics capability. The programs all use CGA
- graphics.
-
- "Brandon's BigBox" may be copied to and run from a hard
- drive. All programs MUST exist in the current default drive
- and directory.
-
- ASSOCIATION OF SHAREWARE PROFESSIONALS
-
- This program is produced by a member of the Association of
- Shareware Professionals (ASP). ASP wants to make sure that the
- shareware principle works for you. If you are unable to resolve
- a shareware-related problem with an ASP member by contacting
- the member directly, ASP may be able to help. The ASP Ombudsman
- can help you resolve a dispute or problem with an ASP member,
- but does not provide technical support for members' products.
- Please write to the ASP Ombudsman at 545 Grover Road, Muskegon,
- MI 49442 or send a CompuServe message via CompuServe Mail to
- ASP Ombudsman 70007,3536.
-
-
- The BigBox
-
- The BigBox programs must all exist in the current drive and
- directory.
-
- To begin, type "BIGBOX" at the DOS prompt and press enter.
-
- (NOTE: This version of the BigBox is
- customized to display a child's name. Simply
- supply the child's name as a parameter. For
- example, "BIGBOX MARY" or "BIGBOX ALEX".)
-
- You'll see:
-
- -------
- : :
- +------------------------+
- : :
- : B R A N D O N ' S :
- : :
- : L U N C H B O X :
- : :
- +------------------------+
-
- A B C D E F G H I J K L M
- N O P Q R S T U V W X Y Z
-
-
- The BigBox contains twenty-six educational games. To select a
- game from the BigBox, just press one of the letters A
- through Z.
-
- To quit the BigBox and return to DOS, press a "+" or the Escape
- key.
-
-
- Game number one -- Game A
-
- The first game drills letter matching.
-
- The BigBox displays an upper case letter. The player tries
- to press the upper case key matching this letter.
-
- If the player presses a non-matching key, he'll receive an
- audible warning. He'll receive a hint -- and a second
- chance.
-
- If he misses again, the BigBox cycles through to another
- upper case letter.
-
- If the player matches the letter successfully, he'll receive
- an audible award -- plus a "ticky" mark in a tote box on the
- screen. He gets two ticky marks on a successful first guess
- and one for a successful second guess.
-
- Once the player fills his tote box with ticky marks, the
- BigBox breaks away to a cartoon scene with dancing ...
- little things. The BigBox then returns to upper case
- drilling.
-
- Press a "+" or Escape at any point to quit this first game and
- return to the main "BigBox" menu.
-
-
- Game number two -- Game B
-
- The first game drills upper and lower case letter matching.
-
- The BigBox displays a lower case letter. The player tries
- to press the upper case key corresponding with this lower
- case letter.
-
- If the player presses a non-matching key, he'll receive an
- audible warning. He'll receive a hint -- the proper upper
- case key -- and a second chance.
-
- If he misses again, the BigBox cycles through to another
- lower case letter.
-
- If the player matches the letter successfully, he'll receive
- an audible award -- plus a "ticky" mark in a tote box on the
- screen. He gets two ticky marks on a successful first guess
- and one for a successful second guess.
-
- Once the player fills his tote box with ticky marks, the
- BigBox breaks away to a cartoon scene with dancing ...
- little things. The BigBox then returns to lower and upper
- case drilling.
-
- Press a "+" or Escape at any point to quit this second game and
- return to the main "BigBox" menu.
-
-
- Game number three -- Game C
-
- The third game is a memory / problem solving drill.
-
- The BigBox displays a series of ten doors. They are number
- "1", "2", "3", "4", "5", "6", "7", "8", "9", and "0". This
- number sequence corresponds with the number keys on the top
- of the alphabeteic keyboard.
-
- The BigBox displays a picture of an object in the center of
- the screen. The player tries to guess which door conceals a
- matching object.
-
- The player can open a door by pressing that door number. The
- door opens for a moment, revealing the object behind the
- door.
-
- If the objects match, the player receives an audible award
- and the door disappears. If the objects don't match, the
- door closes.
-
- In either case, another object appears on the center of the
- screen. The matching process continues.
-
- As the player remembers which doors conceal which objects,
- the doors will gradually disappear. When the last door is
- opened and matched successfully, the screen cycles through a
- kaleidescope of colors while a siren wails.
-
- The game then resets and another ten doors appear.
-
- Press a "+" or Escape at any time to return to the main
- BigBox menu.
-
-
- Game number four -- Game D
-
- Game number four is a counting game.
-
- Players see a number of objects on the screen (between 1 and
- 9 objects will appear). They must press the number key that
- describes the number of objects on the screen.
-
- If they press the wrong key, they'll receive an audible
- warning, a hint -- and a second chance.
-
- If they guess wrong again, they'll recieve another audible
- warning, plus a short repeating drill to reinforce the proper
- number. A new set of objects then appear on the screen.
-
- If the player selects the proper number, he's rewarded with an
- audible trill.
-
- Press a "+" or Escape at any time to return to the main
- BigBox menu.
-
-
- Game number five -- Game E
-
- Game five is a numeric sequence game. Players are drilled in
- number relationships on a number line. The numeric keys on
- the top of the alphabetic help serve as a number line
- mneumonic.
-
- Players receive a starting number between 1 and 9. They must
- first select the proper number just less than the given
- number. They'll receive a hint if they guess wrong.
-
- They must then select the next number greater than the given
- number. Again, they'll receive a hint if they guess wrong.
-
- When both lesser and greater numbers are selected, the rest
- of the number sequence displays in a graphic manner that
- reinforces the sequential number relationship.
-
- Press "+" or Escape to return to the main BigBox menu.
-
-
- Game number six -- Game F
-
- Game number six is an addition drill.
-
- Players first see an addition problem displayed in the form:
-
- 3
- + 4
- ------
- ?
-
- They must try and select the proper answer.
-
- If they're incorrect, the program displays graphic objects in
- the amounts that correspond with the problem.
-
- For example, the hint for the above problem may be three
- sneakers displayed above four sneakers. The player may count
- the objects to find the proper answer. This drills the
- player in counting -- it also drills the player in
- identifying patterns of numerical groups.
-
- If the player misses the problem twice in a row, he'll
- receive the correct answer. It will repeat several times as
- reinforcement.
-
- When the player selects the proper answer, he'll receive an
- audible reward.
-
- In both cases, the game then cycles with a new addition
- problem.
-
- Once the player correctly solves 12 problems, he'll receive a
- flashy graphics reward.
-
- Press a "+" or Escape to return to the main BigBox menu.
-
-
- Games number seven through ten -- Games G through J
-
- These four modules are sets of reading drills. Each of the
- four modules contains 26 unique words. These drills should
- be played with a monitoring helper (like Mom or Dad!), although
- I've heard that many little users will honestly rate themselves
- on whether or not they know the displayed word!
-
- Just to keep the game fresh, you can add your own custom word
- lists. See the section on "CUSTOMIZING WORD LISTS" later in this
- document.
-
- The player receives a word. If he reads the word properly,
- then press the "+" key. The player receives an audible
- award, plus a brightly colored object pops up on the screen.
-
- If the player misses the word, press any other key. This
- word goes back into a stack of missed words. It will not be
- displayed again until the player goes through the list of all
- 26 words.
-
- Once the player goes through all 26 words, the missed words
- will begin to repeat. When the player successfully reads a
- word, the word is dropped from the missed stack. If the
- player misses a word again, it goes back into the stack.
- However, it will not repeat until all of the other missed
- words are displayed.
-
- This process continues. Since missed words return to the
- stack, players get the chance to drill on the words they have
- the most problems reading. Since words don't repeat until
- all of the other words have passed, players don't get bored
- with the same words.
-
- Once the player reads all 26 words (and fills the screen with
- 26 rewards), he's rewarded with flashing lights, a siren
- wail, and a cartoon of dancing teddy bears. The game then
- begins over again.
-
- Press a "@" or the Escape key to return to the main BigBox
- menu.
-
-
- Games number eleven through fourteen -- Games K through N
-
- These four modules contain reading and memory drills.
- Each module contains 20 recommended "sight" words for pre-
- primer through first grade. These drills can be monitored
- or they can be played alone. (You can add your own custom
- words -- see "CUSTOMIZING WORD LISTS")
-
- Four boxes (numbered 1, 2, 3, and 4) flash on the screen.
- Each box covers a word. One at a time, each box vanishes for
- two seconds, revealing the word underneath.
-
- The player then receives a word on the bottom of the screen.
- This word matches one of the words behind the boxes. The
- player must guess which box hides the matching word.
-
- The player presses a number from 1 through 4. The matching
- box vanishes and reveals its word.
-
- If the words do not match, the computer buzzes and the box is
- replaced. The drill chooses a new word for the player to
- match (although it may be the same word).
-
- If the words match, a siren wails for a moment. Both words
- display for two seconds. Then both words disappear. The
- vanished box is NOT replaced. The drill chooses a new word
- for the player to match.
-
- In this manner, each of the four boxes vanishes as the player
- successfully matches words.
-
- When all four boxes disappear, the drill "trills" and colors
- flash on the screen. The four boxes reappear, with four new
- words -- one behind each box. The game continues as above.
-
- Each time the player clears the screen of boxes, a "ticky"
- mark appears on the screen. There are twenty words to match.
- The player matches four words per screen. Therefore, the
- player must clear five screens to match all of the words.
- The "ticky" marks help keep track of how many words remain.
-
- Once the fifth screen of words is matched, the drill breaks
- away to a Mardi Gras parade!
-
- After the parade, the drill begins again with the twenty
- words.
-
- At any time, press the "+" or the Escape key instead of a
- number key to return to the BigBox menu.
-
-
- Game number fifteen - game "O"
-
-
- This game starts off with a package, a laser matter
- transmitter, a power requirement, and a destination state on
- a map of the United States.
-
- For example, it might take "25 pellets of power" to
- transmit a package to Oklahoma -- and you start off with zero
- pellets!
-
- Every time you press the space bar, 2 power pellets are
- added to your current power level. You must try and match
- the required power rating to successfully transmit the
- package.
-
- When you're ready, press the "G" key to try and transmit
- the package. (Note: There's no way to back up! If you pass
- up the required power amount ... well, you'll just have to
- take your chances!)
-
- The package will successfully transmit if you're within
- two pellets of the required amount. You'll see the package
- load into the transmitter, you'll hear the matter transmitter
- warming up, you'll see and hear the laser beam transmit the
- package across the United States ... then you'll see your
- package appear in it's destination state!
-
- If you're over or below the two power pellet cushion,
- you'll either fall short in the Atlantic Ocean or ... you
- might BLOW UP the matter transmitter! (Not to worry --
- there's plenty more where that came from!)
-
- This module helps introduce the states of the U.S. and their
- geographic position. It helps little users learn to count by
- two -- and also to watch a target value and notice when
- you're too low or too high! Finally, it introduces the
- notion of vectors -- the concept that a line has a value
- depending on its direction and length.
-
- Press the "+" or the Escape key to return to the BigBox
- main menu.
-
-
- Game number sixteen -- game "P"
-
-
- Game "P" is identical to game "O" except that you count
- pellets by fives instead of by twos. Also, the power
- requirements are higher (the packages are heavier!)
-
- This game starts off with a package, a laser matter
- transmitter, a power requirement, and a destination state on
- a map of the United States.
-
- For example, it might take "25 pellets of power" to
- transmit a package to Oklahoma -- and you start off with zero
- pellets!
-
- Every time you press the space bar, 5 power pellets are
- added to your current power level. You must try and match
- the required power rating to successfully transmit the
- package.
-
- When you're ready, press the "G" key to try and transmit
- the package. (Note: There's no way to back up! If you pass
- up the required power amount ... well, you'll just have to
- take your chances!)
-
- The package will successfully transmit if you're within
- four pellets of the required amount. You'll see the package
- load into the transmitter, you'll hear the matter transmitter
- warming up, you'll see and hear the laser beam transmit the
- package across the United States ... then you'll see your
- package appear in it's destination state!
-
- If you're over or below the four power pellet cushion,
- you'll either fall short in the Atlantic Ocean or ... you
- might BLOW UP the matter transmitter! (Not to worry --
- there's plenty more where that came from!)
-
- This module helps introduce the states of the U.S. and their
- geographic position. It helps little users learn to count
- by five -- and also to watch a target value and notice when
- you're too low or too high! Finally, it introduces the
- notion of vectors -- the concept that a line has a value
- depending on its direction and length.
-
- Press the "+" or the Escape key to return to the BigBox
- main menu.
-
-
- Game number seventeen -- game "Q"
-
-
- Game "Q" differs from game "O" in that YOU pick the state!
-
- When the game begins, the state of "Washington" is the
- selected state. Every time you press the spacebar, the
- selected state will advance (roughly north to south, west to
- east). Once you get to Maine, it will cycle back to
- Washington.
-
- When you're satisfied with the state, press the "G" key.
- The game will now operate just like game "O".
-
- After you mail your package (either successfully or
- unsuccessfully), you'll again select a state. Your
- beginning choice will be the state you just used.
-
- Press the "+" or the Escape key to return to the BigBox
- main menu.
-
-
- Game number eighteen -- game "R"
-
-
- Game "R" differs from game "P" in that YOU pick the state!
-
- When the game begins, the state of "Washington" is the
- selected state. Every time you press the spacebar, the
- selected state will advance (roughly north to south, west to
- east). Once you get to Maine, it will cycle back to
- Washington.
-
- When you're satisfied with the state, press the "G" key.
- The game will now operate just like game "P".
-
- After you mail your package (either successfully or
- unsuccessfully), you'll again select a state. Your
- beginning choice will be the state you just used.
-
- Press the "+" or the Escape key to return to the BigBox
- main menu.
-
-
- Game number nineteen - Game "S"
-
- This is an extension of the popular "Doors" game in menu
- pick "C".
-
- Instead of 10 different surprises behind the doors, there
- are five pairs of surprises -- you have to try and pick
- which two doors hide the same surprise.
-
- The player can open a door by pressing that door number. The
- door opens for a moment, revealing the object behind the
- door. The player then picks a second door.
-
- If the objects match, the player receives an audible award
- and the doors and objects disappear. If the objects don't
- match, the doors close after a short buzzing sound. The
- player then tries again for a match.
-
- As the player remembers which doors conceal which objects,
- the doors will gradually disappear. When the last two doors
- match successfully, the screen cycles through a kaleidescope
- of colors while a siren wails.
-
- The game then resets and another ten doors appear.
-
- Press a "+" or Escape at any time to return to the main
- BigBox menu.
-
-
- Game numbers twenty through twenty-two - Games "T","U","V"
-
- The next three games introduce the concept of a matrix --
- a table made up of rows and columns.
-
- Game T is a 2 by 8 table of doors; game U is a 3 by 8 table
- of doors; game V is a 4 by 8 table of doors.
-
- In each game, half of the doors hide surprises that match with
- the remaining doors. Just like game "S", the player tries to
- find which doors hide the matching figure pairs.
-
- The main difference is that each door is identified by a ROW
- and a COLUMN. The ROW is an alphabetic character: A,B,C, or D
- -- depending on which game you're playing. The COLUMN is a
- number from 1 to 8. You're prompted on the bottom of the screen
- for your choice. You cannot choose a ROW while you're prompted
- for a COLUMN.
-
- If you press the escape key or "+" while entering a ROW, the program
- terminates. If you press the escape of "+" while entering a
- COLUMN, the program backs up and lets you re-enter the ROW.
-
- As the player identifies each door, the door opens to reveal the
- surprise figure.
-
- If the two objects match, the player receives an audible award
- and the doors and objects disappear. If the objects don't
- match, the doors close after a short buzzing sound. The
- player then tries again for a match.
-
- As the player remembers which doors conceal which objects,
- the doors will gradually disappear. When the last two doors
- match successfully, the screen cycles through a kaleidescope
- of colors while a siren wails.
-
- The game then resets and another matrix of doors appear.
-
- Press a "+" or Escape while entering a ROW to return to the main
- BigBox menu.
-
-
- Game number twenty-three - Game "W"
-
- To play "Buggy Path", you'll use the arrow keys to move "Buggy"
- around the screen. The counter in the top corner shows you how
- many more steps you need to move.
-
- When the counter hits zero, "Buggy" takes off in a hilarious dance
- that traces the path you've defined. When the dance is over, you
- can optionally repeat the same dance or define a new one.
-
- "Buggy" defaults to 400 dance steps -- this sounds like a lot, but
- if you hold the arrow keys down and keep them down the dance steps
- will move quickly.
-
- When you begin "Buggy", you can increase the dance steps up to 1000
- by pressing the "+" key. Decrease the steps down to 100 by pressing
- the "-" key.
-
- Press a "+" or Escape while tracing Buggy's path to return to the
- main BigBox menu.
-
-
- Game number twenty-four - Game "X"
-
- "Speed Read" has a list of 330 words suggested for pre-schoolers to
- 2nd graders. The words lists randomly on the screen for the user
- to read.
-
- Each word displays for 2 seconds. You can speed this up by pressing
- the "+" key. You can slow things down by pressing the "-" key. If
- you know the word and want to move the next word, press the Enter
- key.
-
- Press an Escape to return to the main BigBox menu.
-
-
- Game number twenty-five - Game "Y"
-
- "Sizes" displays a list of 10 balls of varying sizes. The idea is
- to rearrange these balls in order of ascending size -- from smallest
- to greatest.
-
- You do this by moving the red "underline" from one ball to another.
- Use the right and left arrow keys for this. Press the spacebar to
- swap the underlined ball with the ball to its right.
-
- When you arrange the balls in proper order, you'll receive a
- "surprise visit" as a reward!
-
- Press the ESCAPE key or the "+" to return to the main menu.
-
-
- Game number twenty-six - Game "Z"
-
- "Gone Fishin'" is just for fun.
-
- Pick a number from 1 to 100. You'll receive a graphics screen
- showing a fisherman in a boat. You'll also see a lake churning with
- the number of fish you select. The fish move randomly about the lake.
-
- Kids have fun watching the fish swim, plus they'll also have fun
- trying to count the fish ("But they won't stay still!") to see if
- their number selection matches up.
-
- Press the ESCAPE key or the "+" to return to the main menu.
-
- Shareware
-
- This BigBox is part of a shareware series of educational
- programs designed for 3 to 7 year olds. Commercial packages
- tend to ignore this age group.
-
- This product is a SHAREWARE product -- it has the ultimate
- money-back guarantee! Try it all you like -- see if it fits your
- needs. If you don't like the product, then you have no further
- obligation. Erase it from your machine, or pass it along to a
- friend.
-
- If, however, you've found this program useful, then you can register
- your copy for $20.00. This registration fee will get you:
-
- * A copy of the latest version
- * A free copy of the next update when it is
- released.
- * A printed, bound manual
- * Notices and specials on new releases of
- home/family/educational software
- * 3 months of FREE technical support
-
- Please send payments to:
-
- Joey Robichaux
- P. O. Box 82311
- Baton Rouge, La. 70884
-
- You can also use your AMEX/VISA/MC -- just call 1-800-847-0309
- or 1-502-228-4492.
-
- A registration form -- REGISTER.DOC -- is included for
- your convenience.
-
- In any case, I'd like to hear your comments -- including any
- ideas you may have for other educational programs you'd like
- to see.
-
-
-
- **NEW ** Customizing Word Lists
-
- This version of BigBox gives you the ability to customize
- the word lists. You must run the standalone utility,
- WORDLIST.
-
- WORDLIST lets you select whether you want to customize
- one of the four 20 word lists or one of the four 26 word lists.
- You can re-select several times to alter every one of the
- lists.
-
- Make sure you are in the subdirectory containing your copy
- of BigBox. Then type WORDLIST at the DOS prompt and
- press the Enter key.
-
- You're prompted for either the 20 word list, the 26 word list,
- or you can quit. Enter a 1 to select the 20 word lists, enter
- a 2 to select the 26 word lists, or enter a 3 to quit and
- return to DOS. Press the Enter key after you type the proper
- number.
-
- Once you've selected either 1 or 2, you must identify which
- of the four possible word lists you wish to change. If you
- want to back without changing anything, enter a 0 to return
- to the previous selection.
-
- Otherwise, enter either 1, 2, 3, or 4 and press the Enter key.
-
- You now will see each of the words in the current list.
- You'll run through the words one at a time. At each word,
- you're prompted for a Y or an N -- do you want to change the
- word? If you press N, you continue on to the next word.
-
- If you press Y, you're prompted for the new word. Type the
- new word and press enter. You'll then continue on to the next
- word.
-
- Once you've cycled through the possible words, WORDLIST
- will save the word list. You'll return to the menu where you
- can select the 20 word list, the 26 word list, or exit to DOS.
-