Home » Archimedes archive » Archimedes World » AW-1996-04-Disc2.adf » !ManiaDemo_MathMania » Manual

Manual

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Archimedes World » AW-1996-04-Disc2.adf » !ManiaDemo_MathMania
Filename: Manual
Read OK:
File size: 278B bytes
Load address: 0000
Exec address: 0000
File contents
MATHMANIA
=========

Introduction
------------

Mathmania is a program designed to cover various different attainment targets (ATs) in Mathematics across KeyStages 2, 3 and 4. This may sound very ambitious for one program, but the questions and gameplay have been carefully constructed to appeal to all ages. This appeal has been shown during the extensive testing of the software.

Getting Started
---------------
The program can be run from either floppy or hard disk. Installing the program on hard disk is simple:

        - Open a window where the program is to be located.
        - Place the Mathmania master disk in the floppy drive.
        - Open the filer window of the floppy disc in the usual way.
        - Drag the !Mathmania icon to the window on the hard disc.

The program is not copy protected. Therefore you are free to make multiple back-up copies for your personal use or for use within school.

Loading
-------
The program loads in the normal way. Just double-click on the !Mathmania icon and after a few seconds this icon will appear on the icon bar at the bottom of the screen.

Clicking on the icon with the left or right mouse button will start Mathmania running. Each time you run the program you are asked to type in your name. This will be used on the High Score table later. The player's name can be changed at any time using this option from the menu - see under 'Changing Player' for more details.

Once a name has been entered, Mathmania will start, displaying the main screen. Note that the program will take over the entire machine when running, but will multi-task on exiting the game.

The Icon Bar
------------
There are four main choices on the menu, as well as the normal INFO and QUIT options, which do the normal thing. The other options are briefly outlined below:-
CHOICES
Allows you to customise the program
PERFORMANCE
Gives a breakdown of pupil's answers
HIGH SCORES
A record of scores at each level
NEW PLAYER
Allows a new player to start the game
Customising the Program
Clicking on this option will display a window similar to the one below.
This should be self-explanatory. If '0' is entered in the Time Limit for the puzzles, this will set NO time limit. At least one operator must always be selected. The default values are shown above.
Changing Player
A new player can start the game without re-loading it. Use the 'New Player' option from the desktop menu. Type in the player's name. When the Mathmania icon is next selected all the scores and records of achievement will be reset.

The Maze Menu
-------------
The main menu gives you access to the other parts of the program.

You can choose which character you want to be by simply clicking on their icon. A box indicates which character is currently selected. There are six other icons, which lead to six different mazes. There is a central theme linked with the mazes. These are:

        - NUMBER - concentrates on the four rules
        - TIME - 12hr, 24hr clock and related questions
        - MEASUREMENT - metric measurements and units
        - ANGLES - bearings, properties etc..
        - SHAPE & SPACE - Shapes, areas, volumes and properties
        - LUCKY DIP - a combination of ALL the above

Clicking on any of the above 'icons' will select that maze.

CHANGING LEVELS:        To change levels whilst on the main menu, simply press ALT+F1 for level 1, ALT+F2 for level 2 etc. There are four levels in all.

                SOUND ON:       Press F5
              SOUND OFF:        Press F6

GAMEPLAY
--------

THE MAZES
The object is to get out of each maze. In order to exit the maze you must build up a certain number of points for that maze. The score required is shown in yellow.

The score can be built up in two ways. First, you get a point for each question answered correctly, but one point is lost if you are wrong. Second, there are bonus points in the form of Gold bars. There are 10 such bars in each maze.

Once you have enough points you need to find the exit. BUT, before you leave you need to find the KEY. This is located somewhere in the maze.

Each maze is progressively a little more difficult to get through. The level of questioning is similar in each maze, but the total number of points you need to get to exit the maze steadily increases. The higher the level you start on, the more points required to exit.

The points needed to leave increase from maze to maze as follows:-
NUMBER�TIME�MEASUREMENT & CONTROL�ANGLES�SHAPE & SPACE�LUCKY DIP

MOVING
Movement is by use of the cursor keys on the keyboard. That is, the left, right, up and down arrows.

Questions and Levels
You are equally likely to get one of two types of question:

SUMS:   These are conventional sums. Answers are typed in at the keyboard, followed by [RETURN]

M/C:    Multiple Choice questions are on the theme connected with the maze. Choose the answer by moving left and right with the cursor keys. Make your selection by pressing [RETURN].

If you get a question wrong, you will lose a point and be TRANSPORTED to another part of the maze.

LEVELS
There are four levels in all:
Levels 1 and 2 are targeted at Keystage 2
Levels 3 and 4 are targeted at levels Keystage 3 and 4

Obviously there is a lot of overlap within the National Curriculum and this is reflected in the questioning in the program.

Questions using Operators
Level 1:  �    Includes the 1, 2, 4, 5 and 10 times tables
               +-       All sums involve numbers up to and including 10
Level 2:  �    Includes the tables from 2 to 10 inclusive
               +-       All sums involve numbers up to and including 20
Level 3:  �    Includes the tables from 3 to 12 plus 15,20,30,40 & 50
               +-       All sums involve numbers up to and including 100
Level 4:  �    Multiplication as level 3 plus 13, 14, 16, 17, 18 & 19
               +-       All sums involve numbers up to and including 500

Multiple Choice Questions
These are based on the theme of the maze and are appropriate to the level set. The 'Lucky Dip' option is a revision of all the previous mazes.

THE PUZZLES
After successfully completing a maze you will have the chance to increase your score by rising to the challenge of a mathematical puzzle. There are five puzzles in all which are detailed below.

SLIDING BLOCK

You are presented with a grid of numbers that have to be placed in order, smallest to largest, going from left to right and top to bottom. To move a number, just click on it using the mouse and it will move into the adjacent blank square if possible. Only one square can be moved at a time. The puzzle should be completed within the maximum number of moves for bonus points to be awarded.

MAGIC SQUARE

The object here is to place all the numbers on the grid so that ALL rows, columns and diagonals add up to the same value. Bonus points are awarded for each correct row, column or diagonal.

To place a number, simply click on it with the mouse and click on the position where you want it to be placed. Numbers can be removed by clicking on them. Equally, numbers will be replaced if there is already a number in the grid where you wish to place a new number.

This time you are up against a time limit to complete the challenge.


FILL IT

This puzzle involves filling two tanks with exactly the same volume of water.

Click on the tank you wish to fill, then choose which flask of water you wish to empty from the top of the screen, again by clicking on it.
If you make a mistake, click on an empty flask at the top of the screen to refill it from whichever tank it was emptied into. If you are successful you will be given another problem. The object is to solve as many as you can within the time limit.

TOWERS OF HANOI

This is a very old puzzle, which involves logical thought to re-arrange a set of discs (not the floppy variety!!) from one base to another. The only snag is that you cannot place a large disc on top of a smaller one.

You move one disc at a time. Click on the base you wish to move the disc from followed by the base you wish to move it to. Any illegal moves will not be allowed.

The challenge is to complete the task in a given number of moves. The fewer number of moves you take, the more bonus points will be awarded.

COINS

Coins is a game of strategy. The object of the game is to be the player to pick up the last coin or coins on the screen. You pit your wits against the computer.

Use the mouse to click on the coins you wish to remove from any one column on your go. You must remove at least one coin, but up to the number of coins that are in the column. Select the coins from the top of the pile by clicking on the edge of the coin from which you want to remove.

Three games are played in all. Bonus points are awarded for each game that you win.
Performance Indicator
This shows how well the student has done in answering the questions. This can be viewed from the desktop by selecting 'Results' from the Performance sub-menu. These can be saved as a textfile using the save option. You can either save to disc or load straight into another application, that will accept text files, ready for printing.

Puzzles Only Option
You can choose to just play the puzzles by selecting this option in the Choices dialogue box. When you start the game you will presented with the puzzles menu screen. This is used in the exact same way as the mazes screen.

Click on the icon of the puzzle you wish to play. The time limit etc. will be set as in the main game. NO points are credited to your score for this option.

Quitting

MAZES:  Simply press 'X". You will be returned to the main menu, but will not get any points that you amassed in that maze. Every time you return to a maze, you always go back to the beginning.

PUZZLES:        Again, press 'X'. This will return you to the main menu - NO bonus points will be awarded. This will be essential if you turn off the time limit and/or the maximum move options and fail to complete the puzzle.

PROGRAM:        Clicking on the desktop icon will return you to the desktop. Equally, you can press CTRL+ESC (^ESC), which will have the same effect.
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00002300  2e 20 54 68 65 73 65 20  63 61 6e 20 62 65 20 73  |. These can be s|
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000023c0  4f 70 74 69 6f 6e 0a 59  6f 75 20 63 61 6e 20 63  |Option.You can c|
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00002550  41 5a 45 53 3a 20 20 53  69 6d 70 6c 79 20 70 72  |AZES:  Simply pr|
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00002630  58 27 2e 20 54 68 69 73  20 77 69 6c 6c 20 72 65  |X'. This will re|
00002640  74 75 72 6e 20 79 6f 75  20 74 6f 20 74 68 65 20  |turn you to the |
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00002740  2e 20 45 71 75 61 6c 6c  79 2c 20 79 6f 75 20 63  |. Equally, you c|
00002750  61 6e 20 70 72 65 73 73  20 43 54 52 4c 2b 45 53  |an press CTRL+ES|
00002760  43 20 28 5e 45 53 43 29  2c 20 77 68 69 63 68 20  |C (^ESC), which |
00002770  77 69 6c 6c 20 68 61 76  65 20 74 68 65 20 73 61  |will have the sa|
00002780  6d 65 20 65 66 66 65 63  74 2e 0a                 |me effect..|
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