5bd00000fa00fe0367001c1afff ^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ^5 R I C K ' S R E V I E W S I I. ^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ^1 The following reviews are from Rick Corbett from Bristol. These are ^1taken from reviews he has written for MicroMart magazine. ^1 As most of you will know, we have titles on Deja Vu's Licensed ^1software range as well as one commercial release and other projects ^1which will be mentioned in future issues. We did not think it very ^1fair to write reviews on our own programs however much we like them, ^1but as Rick has written the following, we will include them - and no, ^1we did not bribe him to say what he has, the reviews are as he sent ^1them to us!! Also included are reviews of PollySoft's Licensed ^1Software. ^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ^5 AMOS Educational Licenseware ^5 Deja Vu Software. ^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ^7 Play It Safe (LPD14) ^6 This program was written by Len (aka Sparx) and Anne Tucker to teach ^6children about dangers they may come across at home, in the garden, ^6street, car and in the park. ^6 When the program loads there's an intro sequence which shows ^6"beasties" going into a house to make it unsafe. The purpose of the ^6game is to undo their foul deeds and make everything safe again. An ^6option screen follows where the child is asked to type his or her ^6name to be used later in a progress chart. There's a picture of a ^6house with various places labelled e.g. To the kitchen, to the ^6bathroom, to the park, etc. The program moves on to a location of ^6the child's choice and the mouse pointer changes to a teddy bear. ^6 In each location there are 5 dangers to be found. The child can ^6click on objects and areas in each location using the teddy pointer. ^6The teddy will nod or shake his head and a description will appear in ^6the window under the picture. If the child is right the teddy goes ^6to get a cage with part of a "beasty" inside it. When teddy is back ^6on the screen, the child can click on a down arrow to a reason the ^6situation was dangerous. The dangers are chosen at random from a ^6larger list so that the game is different each time it's played and ^6the child will learn about different dangers. ^6 Each location has option buttons below. WAY OUT lets the child ^6leave the room but this means the location cannot be entered again ^6until a new game. SCORE shows a progress chart to see how many ^6dangers have been found in each place and the overall score for the ^6current game. NEW GAME resets the score chart and restarts the game ^6without having to reload from the start while QUIT exits the program ^6completely. ^6 The entire program appears well written and bug-free. A lot of ^6effort has gone into making it informative, interesting and ^6child-friendly. The graphics are colourful, detailed and well drawn. ^6The animations are smooth and flicker free while the music, which can ^6be toggled on and off using the "M" key, is bright and cheerful. ^6Criticisms? I don't have any! ^7 Work & Play (LPD8) ^6 Work and Play is the title of yet another program by Len Tucker ^6using his pseudonym Sparx. The program contains 3 games:- Funtimes ^6table, Let's Go Shopping and Click Clock. The first game, Funtimes ^6Table is designed to teach children their multiplication tables by ^6means of a board game. The child chooses how many players (1 or 2), ^6enters the names of the player(s), then decides whether the game will ^6be easy or hard. A nice idea here is that the difficulty level can ^6be set differently for each player. After choosing which game piece ^6to use the player(s) move onto the game board. ^6 This looks similar to the familiar "Snakes 'n' Ladders" board with ^6100 numbered squares. Some of the squares are plain, others have ^6coloured stars on them. To the right of the screen is a set of dice, ^6a Start button and the playing pieces to be used. ^6 The dice are rolled by clicking on START and the game piece advances ^6up the board by the number that is thrown. If a game piece lands on ^6a coloured square then another screen slides smoothly into place ^6showing a professor in front of a chalkboard above a row of number ^6buttons. ^6 A maths problem appears on the board according to the level of ^6difficulty chosen and the colour of the square. It must be answered ^6by clicking on the numbers below. A "help" screen is available that ^6shows a number of multiplication tables. If the correct answer is ^6entered then the playing piece advances a number of squares. If the ^6answer is wrong then the player misses a go and stays where they are. ^6In either case the question screen slides out of sight again to ^6reveal the game board once more. Play continues until one player ^6reaches the last square. The game can then be played again or ^6another game chosen. ^6 The second game, Let's Go Shopping, takes place in a village shop ^6where the child can learn how to do simple sums by answering the ^6questions on the screen. The screen shows a cartoon character ^6tending a till on a counter surrounded by shelves of tins and ^6cartons. At the bottom of the screen is another set of number ^6buttons and three option buttons - NEXT SUM, HELP and EXIT. ^6 Click on the NEXT SUM button and a maths problem appears. The sum ^6is answered once more by clicking the number buttons. If you are ^6wrong, you can either try again or you can choose NEXT SUM to go on. ^6HELP gives you a screen with multiplication tables to help you if ^6you're really stuck while EXIT gives you your score and options to ^6play again or go to the main menu. ^6 Click Clock is the only game that doesn't try to teach ^6multiplication. Instead, as the name suggests, the object is to ^6teach children how to tell the time using either analogue or digital ^6clocks. ^6 The game screen shows both types of clock and the player is asked to ^6choose which one to use when setting the time. At the top of the ^6screen a piece of cheese appears, guarded by a sleeping cat. The ^6child is then asked to set their clock to the time shown at the top ^6of the screen by clicking on hours and minute buttons. The time on ^6the other clock changes as well so the child can compare the ^6different ways of displaying the same information. ^6 When the child is satisfied they can check their answer by clicking ^6on a SET TIME button. If they have set the clock correctly a mouse ^6appears, creeps past the sleeping cat and makes off with a portion of ^6cheese. If the time was set incorrectly the cat wakes up and ^6frightens the mouse away before returning to sleep. I was nice to ^6see that there was no violence, the cat merely frightened the mouse ^6away and did not kill it. After ten successful goes the mouse has ^6taken all the cheese so the game ends with options to play again ^6using the same clock or a new one or return to the main menu. ^6 This is a marvellous program and shows how well the Amiga's sound, ^6colour and graphic capabilities are suited to primary education. ^6However, it's up to the programmers to make the best use of these ^6facilities - as the saying goes "Garbage In, Garbage Out". ^6 Work and Play demonstrates not only the authors' programming and ^6graphics skills but also their understanding of children's ^6development. The maths problems are commensurate with the abilities ^6of children learning and practising their multiplication tables and ^6help is available at every stage of each game. I particularly like ^6the gentle encouragement throughout. Unlike many other games which ^6address the same educational themes there are no forfeits for wrong ^6answers which can lead to a child giving up too quickly. ^6 A small criticism is that if the child gets the answer wrong in ^6Click Clock it leads to a more entertaining sequence than getting it ^6right. I noticed Laura, my nine year old daughter, deliberately ^6getting the time wrong just to see the cat spring into action. She ^6said it was more interesting that way. Apart from this I cannot ^6fault any aspect of the program and look forward to more in the same ^6line of primary education. ^7 Big Top Fun (LPD29) ^6 This program was also written by Len and Anne Tucker. It comprises ^6a set of four educational games set in a circus for children with ^6varying reading abilities. When it loads, a title screen appears ^6followed by an options screen where the choice of circus act can be ^6made. ^6 The first act, WORD BALANCE, is suitable for children who are just ^6starting to learn how to read. A juggler on a unicycle rides into ^6the circus ring balancing a block with a word on it on his hand. The ^6purpose of the game is to match the word with one of the eight ^6pictures shown so that he keeps his balance. If a wrong choice is ^6made he loses his balance and drops the block. On the first level 3 ^6to 4 letter words are used. On levels two and three the length of ^6the words are increased. ^6 The second circus act, MATCHPLAY, is a "match the pairs" game using ^6cards. Level 1 uses pictures on the backs of the cards, level 2 uses ^6words and level 3 uses a combination of words and pictures. When a ^6card is clicked on it turns over for a quick glimpse of the reverse ^6side. Each time a match is made, more of the circus audience ^6appears. ^6 The third act, SEAL-A-GRAMS, is intended for children who can ^6already read and is designed to help with spelling. A clown throws ^6balls, with letters on them, for the seals to balance on their noses. ^6The letters are in the wrong order so the child has to put them in ^6the right order to make a word by exchanging pairs of letters until ^6they are in the right order. Clicking on the heads of two seals make ^6the balls exchange places. Level one uses 3 to 4 letter words once ^6more. On levels two and three the length of the words are increased. ^6A "Show Me" button can be used to have quick look at a picture of the ^6mystery word. ^6 The last act, BALLOON BURST, is also intended for children who can ^6recognise words. In this game a clown has a pop gun and must shoot ^6lettered balloons to make a word shown in the picture. Fifteen words ^6need to be identified. ^6 The clown walks continuously across the screen while the coloured ^6balloons float up from the bottom of the screen and line up along the ^6top. The child has to burst the right balloons by clicking the mouse ^6when the clown is underneath the letter that is needed. The balloons ^6do not have to be burst in the order that the letters appear in the ^6word. Once again, level one uses 3 to 4 letter words and the lengths ^6of the words are increased on levels two and three. ^6 Every effort is made throughout the program to retain the child's ^6interest by imaginative use of colour and animation. Speech can also ^6be used during each act although this does have the effect of slowing ^6the game down. User friendly options offer opportunities to see a ^6score chart and show how many words are left in the game. ^6 In conclusion, this program has been well designed and does not ^6attempt to be too ambitious by introducing any words longer than 6 ^6letters. It shows not only the programming skills of the authors and ^6their command of AMOS but also their understanding of how a child ^6learns. Len and Anne Tucker appear to have a great deal of talent ^6for producing programs aimed at teaching primary education skills and ^6I would be interested to see whether this can be extended to ^6secondary education. Their work does not address National Curriculum ^6themes directly and I wonder whether this is a reflection of the fact ^6that, unlike the ageing BBC, Amiga's are rarely to be seen in Primary ^6Schools (as yet). ^6 It's the old chicken and egg situation again - primary schools are ^6unlikely to choose Amiga's to replace BBC's when programs adhering to ^6National Curriculum guidelines are few and far between. (Yes, I know ^6BBC's and now Archimedes are subject to large educational discounts ^6but Commodore UK is trying to address that problem at the moment.) On ^6the other hand, authors are unlikely to write for what is such a ^6small market both in terms of subject and machine, especially those ^6who depend on wages from, or commissions by, major publishing houses. ^6 Education thus seems to remain the forté of smaller concerns, ^6including individuals releasing their products as licenseware or into ^6the public domain. High level BASIC interpreters like AMOS have ^6certainly helped many people put their ideas into practice fairly ^6easily (I'm struggling with AMOS myself so I know it's not THAT ^6easy!) and, as a parent, I appreciate many of the results. ^6 On the other hand - how did I end up with three hands? - the ^6Tucker's may well just be writing for their own children and ^6releasing the results for the benefit of others. Whatever the ^6reasons, their programs offer consistently high standards, excellent ^6value and real educational benefit. ^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ^1 PollySoft PD Education ^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ^6 Classroom Maths (PS014) ^7 Classroom Maths, written using AMOS, is a collection of 4 games - ^7Lift Off, Goal, Rescue and Classroom Maths - that share the same ^7table of maths problems. A front screen lets you read instructions, ^7set the level of difficulty, choose the theme and load, save or edit ^7the problems. ^7 Lift Off shows a launch pad where correct answers launch a rocket ^7while Goal shows a goalkeeper who misses or saves the ball depending ^7on a correct answer. Rescue involves saving people jumping from a ^7burning building. Correct answers let you position two firemen ^7holding a net by using a joystick. Classroom Maths shows a teacher ^7and a chalkboard where the problems appear. Answers are input ^7throughout the games using a mouse to click on numbers at the bottom ^7of each screen. ^7 My overall impression was not very favourable. I thought the ^7graphics were blocky and flickered, the animations were jerky, the ^7spelling mistakes throughout the program were annoying, the teacher's ^7pointer sometimes obscured the answer if it was a long number in ^7Classroom Maths, changing from mouse to joystick then back again in ^7Rescue was very awkward and it was impossible to change your answer ^7if you knew you had made a mistake. ^7 The two redeeming features were the good quality speech used ^7throughout the program and the ability to edit the problems supplied. ^7This made it easy to match the level of difficulty to a particular ^7age group. These edited problems can be saved to disc and recalled ^7when needed. Finally, the author asks you to send a contribution of ^7£4. In return you will receive an updated version. I hope it's ^7better than this one! ^6 Dizzy Funtime 1 (PS008) ^7 The other PollySoft product, Dizzy Funtime 1, is another collection ^7of 4 games written using AMOS - Shapes, Keys, Clock and Picture - and ^7introduces "Dizzy", a large colourful character resembling a giant ^7light blue Smartie. Shapes is a picture recognition game. On the ^7easy level a blue Dizzy stands on a ladder to one side of a large ^7blank picture frame with a blank space for a title at the bottom. A ^7picture appears in the frame and a word appears below. Using the ^7mouse the word must be moved towards the space for the title. The ^7word is automatically grabbed as it approaches the space and is stuck ^7in place while Dizzy advances up the ladder. On the hard level there ^7is a red Dizzy on the opposite side of the picture frame and a ^7selection of words appear below. Using the mouse the correct word ^7that describes the shape must be selected and moved towards the ^7space. Blue Dizzy advances up the ladder if it's the right word, red ^7Dizzy if it isn't. ^7 Keys has four levels, all set against a beautifully drawn backdrop ^7showing Dizzy stood in front of a wall next to an apple tree on the ^7top half of the screen while the bottom half shows a QWERTY keyboard. ^7The first level tests recognition of upper case (capital) letters ^7which slide along the top of the wall. If you press the right letter ^7key on the keyboard the letter shoots back again out of sight, Dizzy ^7grins and a caterpillar advances up the apple tree. If you press the ^7wrong letter or the right letter in the wrong case then a magnet ^7appears from the top of the screen and grabs the letter from the ^7wall. The caterpillar falls to the bottom of the tree and you have ^7to start all over again. Level two is the same format but adds lower ^7case letters. Beware level three! It goes back to testing upper ^7case recognition but this time the letters drop by parachute instead ^7and a red caterpillar is added to the green one in a race. If you ^7are not fast enough pressing the correct letter or press the wrong ^7letter the screen whites out in an explosion and the red caterpillar ^7advances. Fast correct answers advance the green caterpillar. ^7 Level 4 substitutes words in a mixture of upper and lower case ^7instead of single letters. A robot voice speaks the word as it falls ^7to the ground and the word must then be typed in using the correct ^7case. You must get it right first time because, surprisingly, there ^7is no backspace to erase mistakes. ^7 The purpose of Clock is to teach youngsters 12 and 24 hour time. ^7The screen shows a large analogue clockface and a keypad on which to ^7enter the time shown. The first level concentrates on using 12 hour ^7time and is very easy as it doesn't use any divisions of the hour. ^7The hands advance around the clockface. When they stop you have to ^7enter the corresponding time on the keypad. The second level ^7introduces the 24 hour clock and shows a demonstration before ^7beginning the test. Again, there are no divisions of the hour used ^7which should have made this level only slightly harder than the ^7first. In practise there is no indication to show whether the ^7program is expecting the time to be entered in 12 or 24 hour ^7notation. For example, I entered 1400 hrs when the clock hands stood ^7at 12 and 2 but was informed I should have entered 0200 hrs. ^7 Picture is a "match the pair" game where Dizzy, standing under an ^7apple tree, shows you a number of closed cupboards. Clicking on each ^7cupboard opens the doors for a second showing the shape behind them. ^7An apple falls off the tree for each pair of shapes discovered. ^7Three levels of difficulty control the number of cupboards that ^7appear, either 6, 12 or 14. A requester appears at the end of the ^7game asking if you want another go. It doesn't matter if you choose ^7Yes or No - in both cases you go back to the beginning of the same ^7game. I eventually found I could get back to the game choice screen ^7by pressing ESC. Whether a bug or deliberate, it's confusing. ^7Thorough testing at development stage or on-screen prompts would have ^7helped. ^7 In conclusion, the overall presentation is very good - screens are ^7beautifully drawn, animations are smooth and flicker-free, sound ^7effects are used throughout, levels of difficulty are reasonably well ^7thought out, keyboard response is excellent. The use of a colourful ^7central character and overall use of the same reward theme, i.e. ^7advancing upwards, to link the games has been used very effectively. ^7 The overall high quality of the program is slightly spoiled by the ^7poor speech and a lack of instructions and prompts, particularly ^7useful for younger children playing it. There is also an occasional ^7small screen glitch. However, in my opinion, it is still more than ^7worth the £3 purchase price AND the £5 contribution requested by the ^7authors, especially if this encourages them to write more of these ^7types of programs. I can imagine youngsters returning to this ^7program again and again and I am looking forward to seeing Dizzy ^7Funtime 2. ^4These 2 PollySoft titles can be obtained for £3 each inclusive of ^4post and packing from Unique Computing, 114 Salters Road, Gosforth, ^4Newcastle Upon Tyne NE3 3UP ^2%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% \