     

Math Explorer
Version  2.00

Beat the Bomb
Version  2.00












Program and documentation copyright by John M. Gallant, 1993-95









Welcome to Math Explorer!

Here are a few additional topics to supplement the instructions
contained in the program. 


Disclaimer - Agreement 

Users of Math Explorer software must accept this disclaimer of
warranty: The Math Explorer programs are supplied as is.  The
author disclaims all warranties, expressed or implied, including,
without limitation, the warranties of merchantability and of
fitness for any purpose. The author assumes no liability for
damages, direct or consequential, which may result from the use
of Math Explorer software. Liability is limited to refund or
replacement. 

BACKUP YOUR DISK! 


Backing Up Your Disk
     Make a backup copy of the software before starting. If you
have a two-floppy drive system, place the backup disk into drive
a. Place a new formatted disk into drive b and type 
     copy a:*.* b: <enter>
If drives a and b are not the same on your system and the
distribution disk only fits in the b drive then just reverse the
above instructions. Put the original disk in a safe place and use
the copy to run the programs. 
     To install the software on a hard drive, insert the
distribution disk into drive a or b and type
      a: install <enter>      (or b: install <enter>)
to start the installation software. Follow the instructions on
the screen.

Running Math Explorer
     To start Math Explorer go to the drive and directory
containing the program and type         me<enter>
     Once inside the program at the main menu, press h or F1 or
click the mouse on the help button for more instructions. Each
menu has its own help message. Be sure to read them all. 

Using the Mouse

     You will need a mouse to run Math Explorer. If you have used
a mouse before, you will have no trouble with Math Explorer. If
you have never used a mouse before, you are in for some fun. (We
will assume you have a two-button Microsoft compatible mouse.)
Move the mouse around and watch the little arrow go the same way
you push the mouse. The things on the screen that look like
buttons work like buttons or keyboard keys. Move the arrow over
one of the buttons and then press the left or right mouse button.
This is called "clicking on an option." Either mouse button may
be used.  You will use this procedure to select options or to
answer questions. 
     In general, each screen or pop-up message has a button in
the upper left corner to exit the screen or remove the pop up.
Many pop ups can be cleared by pressing any key on the keyboard
or clicking the mouse anywhere. Some pop ups present you with
options and you will need to press one of a few specific keys on
that pop up to continue. Some options can be selected by typing
the first letter of the name on the key. Unfortunately, sometimes
two names will start with the same letter so it is usually easier
to use the mouse. You MUST use the mouse to answer the problems. 

Main Menu and Game Menus
     After the First Magnitude logo and copyright information
flashes on the screen, the main menu will appear. It contains
pictures and simple titles that represent the four programs in
your new software package. Press the mouse key on the picture or
title to get to menu for each program. Pressing Up to 10 will
take you to Math 1, Beyond 10 will start Math 2,  x and  will
start Math 3, and Beat the Bomb can be started by pressing Timed
Drill. The buttons in the blue control panel allow you to preset
the level, speed, and sound options from this menu. You can also
select these options from the individual game menus.
     The button marked help in the blue rectangle is important.
Push it and read what it says. Most screens have a help button.
Each message is different and applies to the current screen. 
     Press the speed key. If you were to press the help button on
the new panel that just popped up you would read that speed
controls how fast the game is played. Select slow, medium, or
fast to make the objects move slow, medium, or fast.
     The level key is similar to the speed key except it controls
whether the questions are easy, medium, or hard. You can set the
program for easy questions and fast objects, hard questions and
slow objects, or any combination.
     The sound key is used to turn the sound on or off. You can
also use F2 in any menu to turn off the sound.    
     The first screen that appears after you press a picture or
title is the game menu. It has a blue control panel in the upper
left corner and a column of numbered keys and game titles below
it. To the right is an animated picture. You cannot pick up
numbers or objects or answer questions on the game menu screen.
They are just there for fun. 
     To start a game, press one of the numbered keys below the
blue rectangle or type a matching number using the keyboard. When
you get to the game screen, be sure to press the help button and
read the message for instructions on that game. All of the help
messages are short.    

Games

     Although each game offers something different, they all have
elements in common. For example, they all use a mouse to press
keys or pick up and move objects. The screens are arranged so
that the game part is on the right side and the problem part is
on the left side. There is usually a scoreboard to keep track of
the number of questions answered so far. Usually, when a problem
is answered incorrectly, a small window pops up to show the
error. If the problem is missed a second time, the correct answer
is displayed.
     All of the games have similar control panels in the upper
left corner. On these control panels are at least a red quit key
to return you to the main menu and a light blue help key to give
instructions on how to play the game. We have tried hard to make
the game instructions simple and similar. This allows you to
spend your time solving problems and playing the game instead of
learning the instructions. We spent a lot of time testing these
games on children (of all ages). We tried to make them so that,
with a little experimentation, you could easily figure out how to
play the game even without reading the instructions. But, since
we went through the trouble of writing the help instructions, we
would like you to read them anyway. They are all brief. 
     Five of the games consist of sets of problems to be
answered. If you score at least 80% correct, a trophy or medal is
awarded as follows: 
        100%   Gold trophy
         95%   Silver trophy
         90%   Gold medal
         85%   Silver medal
         80%   Bronze medal
Awards earned are displayed at the bottom of the screen, but are
not saved when you exit the program. Awards are given but scores
are not displayed at the easy level. 
     In the games where you must catch a moving number, the
cursor is sticky when it is on the left side of the screen. That
means the numbers will stick to the cursor. Catch one of the
numbers by moving the cursor to a number. Once the number sticks,
move the number and cursor to the left side of the screen. Unless
you are pressing a mouse key, the number will fall off and move
to a small blue rectangle. That is where it is supposed to go. If
the wrong number sticks to the cursor, press and release the
mouse button to drop it. If a wrong number gets into the answer
box, catch the correct number and drop it over the old one. 
     You can also drag a number out of the box. Place the cursor
over the number. Press the mouse button and (with the button
still down) drag the number back to the right side of the screen.
Release the mouse button and the number should return to play.
This is called "drag and drop." Use this method to remove extra
fish from the small tank in Math 1. Drag and drop the numbers in
the multidigit addition and subtraction games to solve problems. 
MATH 1 

Math 1 consists of a set of seven games that cover number
meaning, counting, and addition and subtraction to 10. Here is a
description of each game.

[1]  What does this number mean?
     In this game, a balance shows the relationship between
numbers and objects. Move a number to the scale. Then move the
right number of balls to the other side of the scale. When the
number of balls matches the number on the balance the dog will
wag its tail. 
     The easy level covers numbers one to four. The medium level
covers one to seven. The hard level covers numbers one to 10. The
speed setting has no effect.

[2]  How many is this?
     Number recognition is taught in this game. Catch one of the
numbers from the right side of the screen. Move it to the blue
box in the counting machine. The machine will flash and beep for
a few seconds and then display a number of objects matching the
number selected. Four different patterns are used to display the
objects so that you have a chance to see the objects in different
arrangements. The random pattern is not used at the easy level. 

[3]  Count the fish.
     This game teaches counting. You are asked to catch a given
number of fish in the big tank and bring them to the small tank.
(See the drag-and-drop instructions under "Games" for how to use
the mouse to catch and move objects.) Use the s, m, or f keys in
the main menu to make the fish move slow, medium, or fast. Use
the e, m, or h keys in the main menu to change the maximum number
of fish to count. At the easy level, only five questions are
asked per set and the maximum number of fish to count is five. 

[4]  How many is this?
     This game teachers number recognition. Catch the number that
matches the objects on the left and bring it to the small blue
rectangle. Press check to check your answer.

[5]  Find the missing number.
     This game introduces number order. A series of numbers is
shown with one missing. Catch the missing number and put it in
the box. Press check to check your answer.

[6]  Learn to add.
     The addition game teaches single-digit addition (to 10) with
sets of counting object and simple written instructions. If the
student cannot read these instructions, go through the game once
or twice with the student and read the instructions aloud. 
     At the easy level, the problems are presented horizontally
and the maximum sum is five. At the medium level, sums are done
vertically and horizontally and the sums are up to 10. The hard
level does not use the counting objects.

[7]  Learn to subtract.
     This game is similar to "Learn to add" but covers
subtraction. See the above description for more information.
MATH 2 

Math 2 consists of a set of seven games that cover place value,
and multidigit addition and subtraction. Here is a description of
each game.

[1]  Pick apples.
     This game introduces place value. At the left of the screen
is a number. Pick apples from the tree to match this number.
Bring them to the left and put them in the big boxes. Use the
baskets of 10 apples in the tens place. If there is a zero, do
not put any apples in the box.
     Press check when you have the right number of apples and
baskets. If you are wrong, the computer will change the box that
has the wrong number from blue to red. You can get more apples or
drag apples away to correct the answer. If you are wrong a second
time the computer will add yellow apples if there are not enough
or slash through the extra apples.

[2]  Pick numbers.
     This game is the opposite of the previous game. Pick the
correct numbers growing on the tree to match the number of
apples.

[3]  Find the number to match.
     This is a sequence game like the one in Math 1. This game
introduces concepts such as counting by two, three, five, and
counting backwards. It also handles multidigit numbers.

[4]  Learn to add. (See below.)
     
[5]  Learn to subtract.  
     [4] and [5] are lessons on how to solve multidigit addition
and subtraction problems. You are not required to answer any
questions. Make a problem to solve by dragging numbers from the
shelves and dropping them in the boxes. When the problem is
ready, press the go key. The computer will go through
step-by-step instructions on how to solve the problem. If you
want to pause at any point, press the pause button. Press go
again and the computer will continue from where it left off. The
s, m, and f keys change the speed of the lesson. Start with
simple problems. When you understand the easy problems, try
working some problems in the "Practice addition" or "Practice
subtraction" game. If you can do those problems come back here
and have the computer show you how to do problems with carrying
and borrowing.

[6]  Practice addition. (See below.)
     
[7]  Practice subtraction.
     [6] and [7] are games that present multidigit addition and
subtraction problems. The left side of the screen has a
multidigit addition or subtraction problem. The right side has a
set of cages set into stones. Steel bars close over the numbers
in the cages when the cursor comes near them. You must look at
the problem, decide which numbers are needed to solve the
problem, and try to get the numbers out of the cages before the
doors close. This will take a little practice but it is fun. If
the doors are a problem then go to the main menu and select
'speed' and then 'slow'. This will stop all the doors. 
     You should solve the problems one column at a time, from
ones column to tens, and so on. This is a more natural method
than is used in almost all other math games. 
     The boxes above the problem are for regrouping (carrying).
They do not need to have numbers in them to get the problem
correct. They are only there as an aid. For example, if you want
to carry one 10 from the ones column, catch a one and place it in
the box above the tens column. 
     When a problem is answered incorrectly, the computer will
change the color of the box containing the error from blue to
red. The regrouping boxes are ignored unless the sum is in error.
You only need to correct the numbers in the red boxes. This will
help you quickly identify the error and correct it. 
     There is no regrouping at the easy level and only two digit
problems are given. Regrouping is introduced at the medium level. 
The hard level includes double borrowing (borrowing through a
zero) and three-digit numbers. Press the work key to let the
computer solve the problem.
MATH 3

There are six games in Math 3. They cover multiplication and
division (with and without remainders). Here is a description of
each game. 

[1]  Learn to multiply.
     The computer will ask for two numbers to form a
multiplication problem. After the second number is selected, the
computer presents one number as rows and the other number as
objects in each row (for example 3 x 2 is shown as three rows of
two objects each). After all the objects are on the screen the
computer rearranges the objects to form rows of 10 for easy
counting. A description of what is happening is shown at the
bottom of the screen.

[2]  Multiplication multiple choice.
     Catch the numbers as they pop up from behind the wall. One
is the correct answer to the problem. Put it in the box and check
your answer. The easy level covers the 1, 2, and 3 tables. Medium
covers the 0 through 6 tables. The hard level covers the 0
through 9 tables and also includes missing-factor problems. These
are problems of the type ? x 2 = 6 and 4 x ? = 20. 

[3] Timed multiplication.
     This game is a timed division test. The challenge is to
answer the questions within two minutes. The s, m, and f keys in
the main menu select 5, 10, or 20 questions per set. The easy
level uses the 1, 2, and 3 tables. The medium level uses the 1
through 6 tables. The hard level uses the 1 through 9 tables and
also uses missing-factor problems. 

[4]  Learn to divide.
     The computer will ask for two numbers to form a division
problem. After the second number is selected, the computer
presents the dividend as a set of objects in rows of 10. The
other numbers are then rearranged into rows. The rows contain the
same number of objects as the divisor. When all of the objects
have been rearranged, the number of rows is the answer
(quotient). A description of what is happening is shown at the
bottom of the screen. 
     At the easy and medium level only numbers that would leave
no remainder are allowed for the second number. The computer
introduces remainders at the hard level. 

[5]  Division multiple choice.
     Catch the numbers before they fall behind the wall. One is
the correct answer to the problem. Put it in the box and press
check to check your answer. The easy level covers the 1, 2, and 3
tables. Medium covers the 0 through 6 tables. The hard level
covers the 0 through 9 tables and also includes missing-factor
problems and remainders. 

[6]  Timed division.
     This game is a timed division test. The challenge is to
answer the questions within two minutes. The s, m, and f keys in
the main menu select 5, 10 or 20 questions per set. The easy
level uses the 1, 2, and 3 tables. The medium level uses the 1
through 6 tables. The hard level uses the 1 through 9 tables and
also uses missing-factor problems. 

BEAT THE BOMB 

Beat the Bomb contains five timed drill games. These games can be
tailored to fit your specific needs by pressing the setup key on
the game menu screen. 
     Keys on the setup menu allow you to select the tables to
study, options for the combined game, number of problems per
test, orientation for the problems (horizontal or vertical), and
where the missing numbers can be (missing answer or missing
factor). You can also turn the sound and timer on or off. For
more variety, several different animation patterns can be chosen
from the setup menu. To select an option, press the button for
it. When the option button changes from black to green or full
color, the option is selected. 
     You can save a setup by pressing the save key. Type the
name for how you want the setup saved. To retrieve a setup,
press the setup key on the game menu, press load, then click on
the name of the setup you want to retrieve.
     The Beat the Bomb game menu also contains a best key. Press
this key to see a table displaying the best times for this game.
We preloaded some best times just for fun. Perhaps you will
recognize the names of some of these great mathematicians. See if
you can beat them all!
     Beat the Bomb's five games are
[1]  Addition
[2]  Subtraction
[3]  Multiplication
[4]  Division
[5]  Combined
All of the game screens have the same design. On the left is the
control panel, timer,  problem to be solved, and tally of
problems solved in each set. To answer a problem, press the
correct key pad number on the right side of the screen. If you
press the correct number key, a new problem will appear and the
animation will change. If you press an incorrect key, you will
hear a buzzer and depending on which animation pattern you have
chosen, there may be a change in the animation. For example, if
you are building a castle, new pieces are only added with correct
answers. If you are racing against a frog, your frog will advance
when you answer correctly, the computer's frog will advance if
you answer incorrectly. If you are racing against the bomb, its
fuse will continue to burn until the time is up or you finish the
game.
     If your game time is faster than one on the "Best Times"
table, a screen will pop up and ask you how you want your name
listed in this table.
     To see the correct answer for any problem you missed, press
the correct key at the end of the game. A complete list of all
the problems will be displayed with any items you missed printed
in red. Press correct again and the correct answers to these
problems will appear in light blue.
IF YOU HAVE PROBLEMS WITH THE PROGRAM 

We hope you never have any problems but if you do, the program
will try to print a message on the screen that lets you know what
is wrong. Here are some examples. 

"Could not find an EGA or VGA card"
     This message will be displayed when you try to run the
program on a computer without the proper display driver card.
Earlier CGA monitors do not have sufficient resolution for the
text that accompanies the instructions and are not supported.
Monochrome systems are also not supported. The program will work
fine on true EGA and VGA systems. 

"Not enough memory"
     Although the program will work with systems with less than
512K of memory, most of that memory must be available to the
program. Some computers have memory set aside for RAM disks or
TSR programs. TSR (Terminate and Stay Resident) programs include
such pop up or background programs as Borland's Sidekick. These
subtract from the memory available to the program. You may have
to remove one or more of these to run Math Explorer. You will
find them in a file called AUTOEXEC.BAT or CONFIG.SYS. If you are
not familiar with these, seek out a friend who is or read the
manuals that came with your computer. Another good place to get
information on AUTOEXEC.BAT and CONFIG.SYS is in a book on DOS.
There are usually several in the library. 

"Could not find file"
     This would most likely be caused by trying to run the
program from a directory that does not include the "extra" files
used by Math Explorer. These files typically contain graphic
images that are loaded as needed. It is easiest to go to the
drive and directory containing a copy of the complete set of
programs that came on the distribution disk (the one you bought)
and run from there. 

"Could not read file"
     This is more serious than not finding the file. It says the
file was found but the computer was not able to read all of the
information in the file. It is possible that the file has become
corrupted. In that case, just replace the corrupted file with the
one from your backup disk. (It is just as easy to start over and
replace all of the files). It is also possible that the disk
drive is having trouble reading the disk. Remove the disk from
the drive and tap the disk on the table. Then reinsert the disk
into the drive and try again. This does not work all the time but
it is so simple that it is worth a try. 

The program runs but there is a bunch of junk flickering on the
screen. 
     If this happens, press the F1 key. If the flickering stops
then you probably have an old EGA driver with less than a full
complement of memory. True EGA has memory for two complete
screens (called "pages"). Math Explorer needs both. Although many
EGA programs will run on these cards, others will not. You might
check with your hardware dealer about an upgrade. 

Program does not run at all.
     Hmm? Never heard of that happening. Try the disk on another
IBM compatible. You should at least get a message in text
identifying the program (before the First Magnitude screen). If
you do not, then the disk or program has been corrupted or your
disk drive may have an alignment problem. 

None of the above.
     Even though we tried very hard to make a foolproof program,
there is still a chance that something could go wrong. When that
happens, we would like to know about it. Be sure to get as much
information ready before calling as possible. We need such
information as type of computer, type of display, DOS version,
TSR's that might be running, and a detailed explanation of the
symptoms. The more complete the information the easier it will be
to solve the problem. 

TELEPHONE SUPPORT
     If you have read and tried all of the above and still need
help, call us at (513) 436-0232. It will help if you have all of
the information ready and you are sitting in front of your
computer when you call. 

