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Disk No: 2994 Disk Title: Math for Prizes PC-SIG Version: S1 Program Title: Math for Prizes Author Version: 2/92 Author Registration: $12.00 Special Requirements: No special requirements. A modern-day equivalent of flashcards, MATH FOR PRIZES is the perfect tool to improve addition, subtraction, multiplication, and division. Focused learning is encouraged by the ability to enter a range of numbers to be tested. The program can show the problems with the answers, do random testing, and test for accuracy and speed. You can even play for prizes when additional incentives are at stake. MATH FOR PRIZES is a simple yet effective way especially for children to increase math scores, but it can be for anyone who wants to do a quick brushup on their simple math. PC-SIG 1030D East Duane Avenue Sunnyvale Ca. 94086 (408) 730-9291 (c) Copyright 1989 PC-SIG, Inc.
M A T H F O R P R I Z E S USER MANUAL SOFTWARE MASTERS P.O. Box 1592 Ellicott City, MD 21041 (410) 750-0577 MATH FOR PRIZES is a program that is both distributed through shareware channels as well as retail stores. Shareware users that decide to use the program should register their copy. Users that register receive the following: 1) A validation number that permanently removes all registration reminder screens. 2) A printed manual 3) A disk containing the latest version of the program, if the program has been updated. 4) Notices of updates. 5) Information about other Software Masters' programs. We have tried to make the registration fee extremely reasonable. If you decide to begin using the program on a regular basis, we would appreciate it if you register so that we may continue to distribute and support the program. We feel that as shareware products go, MATH FOR PRIZES is an outstanding bargain. ALL USERS You do not own the software, but are only licensed or permitted to use it, depending on your registration status. You are permitted to make copies of the file "MATHP.EXE" to give to friends or co-workers for evaluation. Although this version is not specifically designed for a local area network (LAN), you are permitted to install the program on a LAN as long as you limit access to a single user at a time. LICENSE AND WARRANTY This document is the sole agreement between Software Masters and registered and non-registered users of MATH FOR PRIZES. TERMS This copy of MATH FOR PRIZES is protected under Federal copyright laws. Failure to comply with those laws may result in fines and/or jail terms. (However, we have tried to provide you with all the flexibility you need so that you will not be tempted to violate the law.) WARRANTY AND LIMITS OF LIABILITY SOFTWARE MASTERS guarantees that the program, if used with common sense and in accordance with proper computer techniques, will operate in accordance with the printed manual for a period of 90 days from the registration date. SOFTWARE MASTERS shall not be responsible for any data that is lost or destroyed. SOFTWARE MASTERS' liability will be limited under any and all circumstances to the registration fee paid for using the software. Copyright 1991 by Software Masters All Rights Reserved GETTING STARTED Congratulations on choosing to use MATH FOR PRIZES. We think you will find that the program is an extremely useful tool in learning math. The program is designed to make the learning process fun, challenging and productive. MATH FOR PRIZES is also extremely easy to use. You will probably master the program in a matter of minutes. MATH FOR PRIZES has tremendous educational value for novice computer users. MATH FOR PRIZES users will quickly find that a computer is a tool to use, rather than a mysterious, complex box of wires. Some other features of the program are: o Color/Monochrome -- You can choose between the two modes depending on your video card and monitor. This flexibility is very helpful for laptops as well as for some monitors. o Keyboard Assistance -- The bottom two lines of the screen will generally contain helpful hints as to which special keys are active and the result of using them. o Text Sensitive Help -- If at any point in the program you are not sure what to do, you can press the F1 key to get on-line help on that item. o Error System -- If an error should occur (damaged diskette, etc.) an error screen will appear indicating specifically what the problem is. Although the resolution of the error is sometimes difficult, having the specific problem displayed will help us more quickly resolve the problem over the phone. But enough, let's get on with the show! INSTALLING/STARTING MATH FOR PRIZES This program will run on computers with or without a hard drive. Also, the program will automatically adjust itself to run on a color or monochrome monitor, depending on what you have. Finally, the program will run on any MS-DOS machine, whether it be an XT, 286, 386 or 486. Installing the Program on a Hard Drive: To install the program on your hard drive from the "C:\" directory, type the command "MD MATHP" and press <Enter> to create a directory called MATHP. Then type the command "CD MATHP" and press <Enter> to change to that directory. Next, place the MATH FOR PRIZES diskette into the floppy (A:) drive, close the drive door and type "COPY A:MATH.EXE" (where A: is the drive you are using) and press <Enter>. Finally, type "MATHP" and press <Enter> to run the program. You can remove the MATH FOR PRIZES disk from the floppy drive and put it away in a safe place. Running MATH FOR PRIZES from a Diskette: If you are going to run the program from the diskette (much slower than running it from a hard drive), put the MATH FOR PRIZES diskette in the appropriate drive and close the drive door. Then type the drive letter "A:" or "B:",( depending on which drive you are using), and press <Enter> to switch to that drive. Then type "MATHP" and press <Enter> to run the program. The diskette should be left in the computer whenever the program is running because the data you enter will be stored there. Leave the diskette in the drive until after you have exited the program (by pressing the <Esc> key). If you get an "Open Error" Message: Most new computers have a file called "CONFIG.SYS" which allows database files to be opened. If you get an "OPEN ERROR" message when you run the program, you need to create the "CONFIG.SYS" file. Although an experienced PC user can quickly create this file, PC novices should ask for help in creating this file. If you do not know anyone that can help you, please call us and we'll walk you through the process. Copying the Program for a Friend or Co-worker to Evaluate: You should copy only the MATHP.EXE file to the new diskette. All database files and system configuration files will be created for the new user the first time they run the program. Copying files other than the MATHP.EXE files causes problems for a new systems manager, can cause corruption to the data, and may prevent the program from running properly. In addition, copying other files violates the agreement made with Software Masters concerning the creation of evaluation copies, as well as pertinent copyright laws. To create an evaluation copy, follow these instructions: If your program is installed on the hard drive: Place a blank, formatted diskette in the disk drive and close the drive door. Type: COPY C:\MATHP\MATHP.EXE A:, where A: is the drive you are using, and press <Enter>. The program will be copied to the floppy disk. If you are running the program from a diskette: You'll need a computer with two disk drives. Place your MATH FOR PRIZES diskette in one (A:) drive and a blank, formatted diskette in the other (B:). Type COPY A:MATHP.EXE B: and press ENTER. The program will be copied to the diskette in the B: drive. SYSTEM CONFIGURATION QUESTIONS During the initial configuration, you will be asked whether you have a printer attached to your computer. You should either press Y or N. Entering Y will allow you to print out an invoice. It serves no other purpose. Next, you will be shown a reminder screen suggesting that you read the UTILITIES--APPLICATION USAGE/SUPPORT screens before exploring the program. (It is OK to ignore this advice if you just can't wait to get into the program, but you should go back and read these screens soon thereafter!) Finally, the program will automatically configure itself to the type of computer and the speed at which your computer operates. The program will likewise configure itself to the type of monitor and video card you are using. These automatic configurations will be saved and used throughout the life of the program. MAIN MENU General Instructions When the main menu first appears, you will notice that the bottom two lines of the screen are generally reserved for "keyboard assistance". This area will contain instructions as to which special keys are currently active. You will also note that the F1 key is generally available for help. To select a menu option, you can either move to the option using the up and down arrow keys and press Enter, or simply press the letter for the desired menu option. If you type the desired letter, you do not need to press the Enter key as you will advance directly to the next level. Submenu selections are made the same way. Basically, the process is simple. You should first decide whether you want to work with ADDITION, SUBTRACTION, MULTIPLICATION or DIVISION. Next, you must decide whether you want to be taught the information (SHOW ALL PROBLEMS), practice the information (UNLIMITED PROBLEMS) or be tested on the information (GO FOR THE PRIZE). Whichever activity you decide upon, you should then go the UTILITIES section to specify the number ranges and other conditions you wish to concentrate on. In other words, if your want to learn the "12 times" tables, you should go to UTILITIES and restrict the first number to 12 and the second number to 0-12. By doing so, you will see 12 multiplied by all the numbers 0-12. Selecting 0-12 for both numbers would also cover the 12 times tables, but the problems would be mixed with other numbers (ie. 3 x 9, etc.). A - SHOW ALL PROBLEMS This menu option is for those that do not yet know the answers to the respective problems. The program will take the user through all possible combinations at the user's pace. To terminate this exercise, simply press the <Esc> key to return to the main menu. Keep in mind that the method of restricting the problems to specific number ranges is through the UTILITIES section. B - UNLIMITED PROBLEMS This option will present the user with random problems that the user will have three chances to enter the correct answer before the program will provide the answer. The problems will continue until the user presses the <Esc> key. Keep in mind that the method of restricting the problems to specific number ranges is through the UTILITIES section. C - GO FOR THE PRIZE In this option, the user will be racing against the clock. To win, the user must successfully answer all the random problems presented. The provision above where the answer is provided after three unsuccessful attempts does not apply in this option. If the user wins, they will be prompted for their name. The last five winners, with their statistics will be displayed with the main menu for the whole world to see! Again, keep in mind that all number ranges, time limits, amount of problems and prizes set up in the UTILITIES section. UTILITIES There are several submenus that are available by selecting the UTILITIES menu. The items are as follows: A - APPLICATION USAGE/SUPPORT This menu option provides a general description of the program, licensing, copying, and support. It should be read by all users. If you have a printer attached to your system, this menu option can be used to print out a manual and/or registration form. B - REGULAR AND PRIZE DEFAULTS This menu option allows for changes in the number ranges applicable to each section. Also, the conditions for winning under the GO FOR THE PRIZE option are also specified here. In other words, you can change the number of problems, the amount of available time, the size of the numbers and the prize for success. When you have made the desired changes, simply press the <F7> key to save and exit. You do not need to go through the entire list of options. When entering the number ranges, you will note a column for the A-RANGE and another column for the B-RANGE. The two columns represent the two numbers in the math problems that will be displayed. In other words, you can specify that the first number in the problems will be in the range 0-12 and the second number will be in the range 12-12. By doing so, you will be presented with problems like "3 x 12", 9 x 12, 1 x 12, etc., where the first number can be anything from 1 to 12 and the second number will only be 12's. By doing so, the user can concentrate on learning the "12 times tables". This concept may seem a little complicated, but it will provide you with much more power in tailoring the learning process. After experimenting, you will soon get the hang of it. NOTE: The B-RANGE number must be at least as large as the A-RANGE number. V - VALIDATE PROGRAM This menu option will only be displayed if the program has not been validated. If you select this option, an Initialization Number will be displayed on the screen and you will be asked to enter the Validation Number. To obtain the validation number, you can print and mail the invoice (which lists the Initialization Number) from the APPLICATION USAGE/SUPPORT option or call us at (410) 750-0577.
Volume in drive A has no label Directory of A:\ MATHP EXE 317440 2-26-92 9:50a MANUAL DOC 14618 1-21-92 12:37a FILE2994 TXT 1777 4-23-92 3:50p PREVIEW EXE 7317 4-08-91 10:01a GO BAT 97 4-23-92 3:55p 5 file(s) 341249 bytes 18432 bytes free