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by

Gregory M. Robbins

Advanced Ideas Inc.


2550 Ninth Street, Suite 104
Berkeley, California 94710
(415) 526-9100
DISCLAIMER OF ALL WARRANTIES AND LIABILITIES
Advanced Ideas Inc. makes no warranties, expressed or implied, to the quality, per
formance, merchantability, or fitness for any particular task of the software; suitability
for a given task is w ith the buyer. Advanced Ideas Inc. will not be held liable for direct,
indirect, incidental, or consequential damages resulting from any defect in the soft
ware or manuals, even if Advanced Ideas Inc. has been advised of such defects. In
states which do not allow such exclusions, the above disclaimer may not apply.
This manual and the software described herein are copyrighted. All rights are
reserved. This docum ent and the software described may not, in whole or part, be
copied, photocopied, reproduced, translated, or reduced to any electronic medium or
machine readable form w ithout prior consent, in w riting, from Advanced Ideas Inc.
1983 by Gregory M. Robbins
2550 Ninth Street, Suite 104
Berkeley, California 94710
(415) 526-9100
The programs distributed on this diskette were compiled using
Chris Galfo's INTEGER BASIC COMPILER
w hich is now marketed by Synergistic Software of Renton, Washington.
USING THIS BOOKLET
Use this booklet in conjunction w ith your computer. The easy-to-use tutorials and
quick reference sections describe features of Master Match. The first chapter is an
introduction to using your computer. The second and third chapters are tutorials
w hich show you how to play the game and how to add your own subjects to the
diskette. The remaining chapters are reference sections describing the various special
features which will help you write and correct various subject areas you create.
In this manual, keys that players are asked to press and characters that may be
entered are printed in italic type. On-screen messages are in BOLDFACE.
This manual is designed for use w ith several computers: Apple M's, IBM PC/PCjr, and
Commodore 64. Note: To use the IBM PC/PCjr., you must perform the install pro
cedure first. The game will not function otherwise. Refer to Appendix C for instruc
tions on h o w to install.

TABLE OF CONTENTS
In tro d u c tio n ..................................................................................................................P. 1
Chapter I Using Your C o m p u te r.............................................................................P. 2
Chapter II Playing the Game .................................................................................. P. 3
Chapter IIICreating New Subject A r e a s .......................................................... . P. 5
Chapter IVChanging Old Subject A re a s ................................................................P. 10
Chapter V Specific F unctions.................................................................................. P. 13
Catalog of Subject Areas .................................................................................. P. 13
Edit the Current S u b je c t.....................................................................................P. 13
Delete a Subject from Disk ............................................................................... P. 13
Format a New Subject D is k ............................................................................... P. 13
Use a Subject Area Diskette .............................................................................P. 13
The Key ............................................................................................................... P. 13
Using Upper and Lower Case .......................................................................... P. 14
Alternate Character S e ts .....................................................................................P. 14
Graphics Character Set T u t o r ia l........................................................................P. 14
Chapter VISupplementary A c tiv itie s .....................................................................P. 17
Appendix A List of Subject Areas P ro v id e d .......................................................... P. 18
Appendix BGraphics Character Set C h a rt............................................................. P. 19
Appendix C Install Procedures for the IBM .......................................................... P. 20
INTRODUCTION
W elcom e to Master Match, another of Advanced Ideas' entertaining educational
com puter programs for your Apple II, IBM PC or Commodore 64 m icro-computer.
Master Match uses the popular TV quiz form at and animated color graphics to
enhance m emory skills while teaching vocabulary and concepts.
You can play Master Match w ith a friend or by yourself. A t the start of Master Match,
a colorful game board of numbered boxes appears. The object of Master Match is to
m atch information in one box to information in another box. Matches can be between
a w ord and its definition, a w ord and its picture, or even between a math problem and
its answer. Each time you choose matching boxes, you receive tw o points. W atch for
the lucky 'free boxes' and get one point free. The Master Match emcee, the animated
Al ow l, tells you when boxes match and announces the score. If you score more
points than your opponent, you win.
Master Match comes complete w ith numerous game topics and the authoring sys
tem, a unique educational advantage of programs from Al. The authoring system
allows you to create your own lessons by supplementing the subject areas provided
or creating totally new ones. No com puter programming is required to create your
own match sets. Master M atch's authoring system has an additional advantage. You
can design pictures by using Master M atch's graphics character set. The subjects you
create can help you, your children, or your students improve specific skills, enjoy
classroom learning more or provide entertainment for your family.
Using Master Match requires that you have any 48k Apple II* and a Disk II system
(either 13 or 16 sector), an IBM PC/PCjr. * * w ith DOS 1.1 and disk drive or a Com
modore 6 4 * * * w ith disk drive. Note: Different machine versions are not interchange
able. Verify that you have the proper version for your computer. Throughout this
instruction booklet, differences between the machine versions will be noted.

Documentation by Deena Aerenson and Geoff Zawolkow


"APPLE is a registered trademark of APPLE COMPUTER INC.
* *IBM is a registered trademark of IBM CORPORATION.
* * 'COMMODORE is a trademark of COMMODORE BUSINESS MACHINES INC.

1
CHAPTER I
USING YOUR COMPUTER
This first chapter gives you the computer background you need to play Master Match.
If you are already familiar w ith your computer, then you can go on to the next chapter
and learn how to play Master Match.
Right now , look at the computer keyboard. Most of the keys are the same as on a
typewriter. There are some important additions, however. The big RETURN key on
the right side of the keyboard lets you tell the computer " I'm finished ty p in g ." Various
keyboards use names such as CARRIAGE RETURN, CR, or ENTER, or < ^fo r this key.
Whenever the com puter wants you to type in something (such as your name), it puts
a flashing checkerboard, called the cursor, on the screen. After you type in w hat it
asks for, press the RETURN key to tell it you're done. On the left side of the keyboard
are the keys ESC (for ESCAPE) and CTRL (for CONTROL). For the Commodore 64,
use the F I key on the right side of the keyboard to ESCAPE. The ESC/FI key is used in
Master Match to tell the com puter " I w ant to stop th is ." Just press it as you would
any key. The CTRL key works like a shift key; hold it down while you type other keys.
"C TR L-keys" tell the com puter to do special functions. The left (or back) arrow key is
a backspace; use it to correct a typing error. The right arrow key is used for editing
subjects. The RESET key erases whatever is in the computer. D on't press it when
using Master Match.
The Master Match program comes on a floppy disk or diskette. Always keep the
program disk, and any others you might have, in their protective sleeves and away
from anything'm agnetic (including televisions)! The disk drive only needs the small,
oval opening in the permanent vinyl casing to read from and w rite to the disk.
Because disks are extremely sensitive, never touch the exposed, shiny part or the hub
of the disk. Never use any hard-tip or ballpoint pens when labelling a diskette. Use
only soft, felt-tip pens which-will not damage the surface of the disk.
To insert the Master Match diskette into the disk drive, lift open the door of the disk
drive and gently slide in the diskette, exposed side first. The label should be between
your fingers, face up. W ith the disk fully inserted, close the door. Disks should never
be forced into the drive. To use the program, you m ust boot the disk. "B o o tin g " a
disk means starting up the disk drive from the beginning. Just put the disk in the drive,
close the door, turn off the com puter and then turn it on again. (The switch is on the
back panel) *. For Commodore versions, first turn on the disk drive w ith Master Match
diskette inside. Then turn on the com puter and type LOAD " A l" , 8 and press
RETURN. Type RUN and press RETURN again. The disk drive "IN USE" signal
should light up, and the program will load. Your com puter may be slightly different
than described in this section. If you have questions, check your user manuals.
The following chapters show you how to play Master Match and describe various
features of the Master Match System.

* For early Apple ll's, starting the disk drive requires that you type:
6 CTRL-P
and then press RETURN. 2
CHAPTER II
PLAYING THE GAME
To play Master M atch, turn on the computer, start the disk drive, and put the Master
Match diskette into drive #1 *. For Commodore versions, first turn on the disk drive
w ith Master Match diskette inside. Then turn on the com puter and type LOAD A l" ,
8 and press RETURN. Type RUN and press RETURN again. After a few moments, the
com puter displays the initial screen:
Press Press
RETURN ESC
to play to quit
the game
Press S to create or change a subject
The following tutorial shows you h o w to play Master Match. Press the RETURN key to
play the game.
The computer will ask you several questions. Each time you complete an entry, you
must press the RETURN key. This tells the com puter you are ready to continue.
The first question is:
Would you like sound effects? (Yes or No)
Type YES. Press the RETURN key. The next question is:
Would you like instructions? (Yes or No)
Type YES; then press the RETURN key. Notice that once again the disk drive comes
on. Complete instructions for the game will now appear on the screen. Read these
instructions before you continue w ith the game. A t the end of the instructions, the
com puter asks:
W hat is your name?
Respond w ith your first name, then press the RETURN key. You are limited to nine
characters in the name you type. (If your name is longer than nine characters, use a
nickname. Note: The IBM version allows you to enter a 10-character name.) The
computer then asks:
Will someone else play also? (Yes or No)
For now, type NO and press the RETURN key. This response allows you to play
against yourself. You can try to beat your own score. If you had responded YES,
the com puter would have asked you the other person's name.
Next, the screen displays:
Insert proper Type CATALOG
subject area diskette to see subjects
on this diskette
W hat subject area? _______________

3
The subject area used for this tutorial is on the Master Match diskette (see Chapter V
for use of additional subject area diskettes). Type CATALOG. Press the RETURN key.
The com puter will list up to nine of the subject areas provided on this diskette.
If you press RETURN, the com puter will continue listing subjects. The subject area
you will use for this tutorial is ANIM AL SOUNDS. Type:
1
and then press RETURN. The disk drive comes on, and ANIM AL SOUNDS is loaded
into the com puter from the diskette.
You are now ready to play Master Match. The object of the game is to match informa
tion in one box to information in another box. Matches may be made between a word
and its definition, a w ord and its picture, or even between a math problem and its
answer. The animated Al ow l, the moderator for Master M atch, appears on the
screen and says:
Let's get this game started.
Numbers flash in the boxes on the screen and w ithin a few moments, the Al owl asks
you to choose a box number. After you choose a box number, a pulldown w indow
appears in the left hand corner of the screen. (As the w indow is pulled dow n, the box
that you chose on the Master Match game board changes color). The information
from the box appears in the pulldown w indow . The Al owl then asks you to select a
second box. A pulldown w ind ow appears again, but this tim e it appears in the right
hand corner of the screen. W hen tw o boxes m atch, lights flash on the screen and the
Al owl announces the score. You receive 2 points for each match. You also receive
one point whenever you choose a ' 'free b o x ''.
After you make a match, press RETURN to continue playing. The Al owl then asks
you to select another box number. If you do not make a m atch, the Al owl asks your
opponent to select a box number. The game continues until all the matches are
made. A t the end of the game, the Al owl announces the score and then asks:
Would you like to play again?
If you answer 'NO', you will return to the initial screen. You then press ESC/FI to quit.
If you answer 'YES', the Al owl then asks:
Would you like to use the same subject?
If you answer 'YES', the game begins again.
If you answer 'NO', you will return to the initial screen. You then press RETURN, and
the com puter will ask you the questions listed at the beginning of this chapter.

4
CHAPTER III
CREATING NEW SUBJECT AREAS
To create a new subject area, you should have the initial screen in front of you. * You
will recall that the initial screen looks like this:
Press Press
RETURN ESC
to play to quit
the game
Press S to create or change a subject

FOR APPLE AND COMMODORE COMPUTER VERSIONS


To create a subject, press 'S'7and then press the RETURN key. A message appears
on the screen:
Put the Master Match diskette into the
drive, type 'Y ' and press RETURN.
(Press ESC now to return to the game.)
You will notice that the disk drive comes on as the com puter loads the program from
the diskette. (Make sure the Master Match diskette is in place. If it is not in place, you
will get a "d isk e rro r" and will be returned to the initial screen.) For the Apple II, the
screen will next display:
!
Please type an EXCLAMATION POINT (!) to continue
At this time, the com puter is checking to see if you have a special modification to your
com puter which allows shifting between upper and lower case. This modification is
for the Apple II or Apple 11+ only. (See Chapter V).
Type an EXCLAMA T/ON POINT <!).

FOR IBM VERSION ONLY


After you press 'S 'o n the initial screen to create a new subject area, this message
appears on the screen:
Insert the program diskette and press enter

*Make sure you are back to the initial screen. If you are not, restart the program by
turning off the com puter and rebooting the disk (to 'b o o t' means to start up the
computer system from the beginning).

5
FOR APPLE, COMMODORE AND IBM COMPUTER VERSIONS
The screen displays the "A u th o r W ork M en u":
1. CATALOG of subject areas
2. CREATE a n ew subject area
3. CHANGE an old subject area
4. EDIT the current subject
5. SAVE the current subject
6. DELETE a subject from disk
7. FORMAT a new subject disk
8. RETURN to the game
Choose a number:
(then press the RETURN key)
Since you are creating a new subject area, press the 2 key and then press RETURN.
The screen displays:
Match Set Use ctrl-B to change box
Number 1 Press ESC when finished
- :move right ctrl-A:Alternate set
<- :move left ctrl-S:Show alternate
ctrl-K:move up ctrl-l:lnsert space
ctrl-J:move down ctrl-D:Delete letter
ctrl-C:Clear box
ctrl-R: Restart
You are now ready to create a subject area. Notice that a flashing character appears
in the upper left hand corner of the box on your left. This is called a cursor. It indicates
where the next character you type will be placed. The box you see is exactly the same
size as the pulldown w ind ow w hich appears during the game. The item in this box will
appear in the game exactly as you type it. You are now ready to begin. Let's create a
subject area of BREAKFAST RECIPES. Press the RETURN key twice. This will cause
the cursor to move down tw o lines. Now type (with the mistakes as they appear):
4eggs
2 tbl butter
1 cup swiiss
cheese
If you typed the above just as it is printed here, you will notice tw o mistakes. First, a
space should be inserted between the " 4 " and the " e " in the first line and one of the
i's in "s w iis s " needs to be deleted. Start by moving the cursor up to the " e " in
"e g g s ". Then press CTRL-1. Notice that everything follow ing the cursor has been
moved one space to the right. Now press RETURN. The cursor moves to the begin
ning of the next line. Next press CTRL-D. Every letter following the cursor is moved
one character to the left. Again press RETURN. Move to the first " i " in "s w iis s ".
Type CTRL-D. Press RETURN and type CTRL-1. If your com puter has up arrow, down
arrow, tab (or insert), and/or delete keys, you may use them instead of CTRL-K,
CTRL-J, CTRL-1, and CTRL-D, respectively. The mistakes are corrected, and you're
ready to move to the next box. R
N ow you are ready to create the matching box. To move the cursor into the second
box, hold down the CTRL key and press the letter 'B'. Press the RETURN key tw o
times. This will center your line in the box. Type:
swiss cheese
omelette
If you made a mistake in this box, use the edit functions to help you correct it. When
you are satisfied w ith your match set, press ESC/FI. The com puter is. now ready for
your second match set.
You will notice the word 'key' at the bottom of the screen. This allows you to coordi
nate different match sets which have the same answer. For example, in the first box
type:
BLUEBERRY
Hold down the CTRL key and press the letter 'B'. The cursor is now in the second
box. Type:
BANANA N U T
Hold down the CTRL key and press the letter 'B'. The cursor is now in the box marked
'key'. Both BLUEBERRY and BANANA N U T are kinds of muffins, so in the box
marked 'ke y', type:
MUFFINS
Press ESC/FI to continue to your third match set.
In the first box, type:
CRANBERRY
Hold down the CTRL key and press the letter 'B'. The cursor is now in the second
box. Type:
APPLE N U T
Hold down the CTRL key and press the letter 'B'. The cursor is now in the box marked
'key'. Both CRANBERRY anti APPLE N U T are kinds of muffins, so in the box marked
'ke y', type:
MUFFINS
Either of the tw o boxes from your second match set will now match either of the tw o
boxes from your third match set.
Once you have entered all three match sets, you are ready to save your new subject
area on the diskette. Be careful! If you do not save your match sets, you will lose your
new subject area when you turn off your com puter or leave the authoring system.
To save your subject area, press the ESC/FI key. The screen then asks for Match Set
4. Press the ESC/FI key once more to indicate that you are finished adding match sets
to this subject area.

7
The com puter then displays the edit menu:
EDIT MENU
A. Add a match set
D. Delete a match set
E. Edit a match set
L. List match sets
P. Print out match sets
C. Load alternate characters
S. Save current subject to disk
R. Return to author work menu
Choose a letter:
Since w e are finished creating this subject area, type:
S
and press the RETURN key.
The com puter then tells you the num ber of m atch sets you created and the n u m
ber of game boxes your m atch sets w ill fill. Tw o game boxes are created for each
m atch set, so the com puter displays:
There are 3 match sets in memory, enough to fill 6 game boxes
The com puter then asks:
H ow many game boxes should appear on the screen during the game (6 ,1 2 ,
1 8 ,2 4 or 30)?
Type 6. Press the RETURN key.
Since the number of game boxes you chose is exactly the number of game boxes you
need for your match sets, the computer asks:
H ow many free boxes should be on the game board (0, 2, 4 or 6)?
Type 4 and press RETURN.
The com puter then asks:
Should there always be exactly 4 free boxes on the game ?
If you type 'NO', the com puter will vary the number of free boxes each time you play
the game. The maximum number of free boxes per game, in this example, is four.
If you type 'YES', there will be four free boxes on the game board each time you play.
If the number of game boxes you choose is greater than the number of game boxes
you need for your match sets, the com puter will automatically assign the number of
free boxes. For example, if you typed "1 2 for the number of game boxes, the com
puter would respond:
There are not enough match sets in memory to fill 12 boxes, so there will be
6 FREE BOXES on the board in every game. (Press ESC to change the num
ber of boxes on the screen.)
The com puter then asks the name of your subject area. Type:
BREAKFAST RECIPES
and press the RETURN key.
The com puter responds by printing "SAVING BREAKFAST RECIPES" on the
screen. The disk drive comes on, and the new game is saved on the diskette. The
com puter returns you to the Author W ork Menu.
Note: The ESC/FI key has a special function throughout the Master Match System. In
Chapter II, we used the ESC/FI key to end the game. In this chapter, pressing the
ESC/FI key terminated the process of adding a subject area and moved us to the edit
menu. The use of the ESC/FI key is standard throughout the Master Match Authoring
System. It always allows you to stop w hat you are currently doing and moves you to
the next step in the authoring process.

9
CHAPTER IV
CHANGING OLD SUBJECT AREAS
You created a new subject area in Chapter III. If you made some mistakes, you will
w ant to fix them. First, make sure the Author W ork Menu is on your screen. * It
should look like this:
1. CATALOG of subject areas
2. CREATE a n ew subject area
3. CHANGE an old subject area
4. EDIT the current subject
5. SAVE the current subject
6. DELETE a subject from disk
7. FORMAT a new subject disk
8. RETURN to the game
Choose a number:
(then press the RETURN key)
Press the number 3 key, indicating you wish to change an old subject area, and press
the RETURN key. The com puter then requests the name of the subject area to be
changed. To get the demonstration subject created in Chapter III, type:
BREAKFAST RECIPES
The disk drive comes on, and the subject is loaded into the computer. The "e d it
m e n u " then appears on the screen. The edit menu lists the following options:
EDIT MENU
A. Add a match set
D. Delete a match set
E. Edit a match set
L. List match sets
P. Print out match sets
C. Load alternate characters
S. Save current subject to disk
R. Return to author work menu
Choose a letter:
You will notice that the Edit Menu looks different from the Author W ork Menu. This is
designed to keep you from confusing the Author W ork and Edit Menus. To select the
function you wish to perform, type the appropriate word or the first letter of that word,
then press the RETURN key. At the end of each function, except S4 VEand RETURN
to author work menu, you will return to this Edit Menu. A t the end of the S/4 VE and
RETURN to author work m enu operations, you will return to the Author W ork Menu.
A description of each editing option follows.

* lf the Author W ork Menu is n oto n the screen, keep pressing ESC/F1 until you see
the Edit Menu shown above. Then follow the directions for saving a subject area as
described at the end of Chapter III.

10
ADD
The A d d option allows you to increase the number of match sets in your subject
areas. After you type 'A 'and press the RETURN key, the computer allows you to add
additional match sets to the subject area. You will notice that the A d d function follows
the same procedure used for creating new subject areas (refer to Chapter III). When
you are done adding match sets, press the ESC/FI key.
DELETE
The Delete option in the edit menu allows you to remove single match sets from the
currently loaded subject area. After you type 'D 'a n d press the RETURN key, the
com puter will ask:
Which match set (1-n)
(The letter 'n ' refers to the number of match sets in the subject area.) After you
respond w ith the number, the com puter will display that match set on the screen and
ask if it is the correct one. If you respond with the l e t t e r t h a t match set will be
deleted.
Caution: Once a match set has been deleted and the change saved on the diskette, it
cannot be restored.
EDIT
The Edit option allows you to change match sets w hich are already in a subject area.
After you type 'E ' and press the RETURN key, the com puter will ask you which match
set you wish to edit. The com puter will then place that match set in the edit box on
the screen. To edit, follow the same procedure as A d d (refer to Chapter III for details).
LIST
The List option allows you to list, not edit, the match sets in a subject area. After
typing 'L ' and pressing RETURN, the com puter asks:
Start listing with which match set (1-n)?
(The letter 'n ' refers to the number of match sets in the subject area.)
Type 1 and press RETURN.
Match set 1 appears on the screen. At this point, you may return to the edit menu by
pressing the ESC/FI key or list the next match set by pressing the forward arrow key.
For trial purposes, press the forward arrow key (->).
You now have three choices: you may list the previous match set by pressing the left
arrow key (-); list the next match set by pressing the right arrow key (*); or return to
the edit menu by pressing the ESC/FI key.

11
PRINT OUT MATCH SETS
The Print option allows you to print, on paper, all of the match sets in a subject area.
After typing 'P ', the com puter displays:
Press the ESC key to return to the work menu.
IMPORTANT! You must save the subject to disk before printing!
If you have forgotten to do this, press ESC now.
W hat slot number is your printer plugged into (1-7)?
(The slot number is asked for in the Apple version only.)
If your subject has not been saved to the diskette, you should press ESC/FI. The
com puter will then take you to the edit menu. (This is done to make sure you do not
lose an unsaved subject during the printing process.)
If you have saved the subject to disk, type the correct slot # and press the RETURN
key. Printing will begin. (Note: This software does not support the RAM driven
printers. If you do not know w hich slot number your printer interface card is in, either
talk w ith your dealer or check your reference m anuals.)
LOAD ALTERNATE CHARACTERS
The Master Match System allows you to load and use alternate character sets. For
example, A l's Graphics Character Set, a special feature of this diskette, can be used
to create simple pictures. Italics and foreign language character sets are also included
on this diskette (see Appendix B: Graphics Character Set Chart and Chapter V for
further description of alternate character sets).
SAVE CURRENT SUBJECT TO DISK
The Save option allows you to save the match sets currently stored in the com puter's
memory onto the diskette. Refer to Chapter III for details.
RETURN TO AUTHOR WORK MENU
W hen you return to the Author W ork Menu, the com puter displays:
1. CATALOG of subject areas
2. CREATE a n e w subject area
3. CHANGE an old subject area
4. EDIT the current subject
5. SAVE the current subject
6. DELETE a subject from disk
7. FORMAT a new subject disk
8. RETURN to the game
Choose a number:
(then press the RETURN key)
The Author W ork Menu allows you to return to the game and provides all the fu nc
tions you need to enter or change subject areas.

12
CHAPTER V
SPECIFIC FUNCTIONS
To use the functions described below, you must have the Author W ork Menu on the
screen. (See Chapter III for instructions on how to display the Author W ork Menu).
CATALOG OF SUBJECT AREAS
This comm and tells the computer to list the name of each subject area on the Master
Match diskette.
EDIT THE CURRENT SUBJECT
This comm and allows you to return to the subject currently in the com puter's m em
ory. It takes you from the Author W ork Menu to the Edit Menu. If no subject has been
loaded into the com puter's memory, this comm and gives you an error message and
returns you to the Author W ork Menu.
DELETE A SUBJECT FROM DISK
This comm and allows you to remove a subject area from the diskette. Caution should
be used when deleting subjects. Once they have been deleted, they cannot be
restored.
FORMAT A NEW SUBJECT DISK (APPLE AND COMMODORE
COMPUTER VERSIONS)
The purpose of this comm and is to allow you to create a blank subject diskette. The
subject diskette can be used to store additional subject areas.
Caution: This procedure will erase everything on a diskette. Make sure there is noth
ing valuable on the diskette you intend to use. Be especially careful not to use the
Master Match diskette.
USE A SUBJECT AREA DISKETTE
There are tw o basic reasons for making a separate subject area diskette. You may
find that your Master Match diskette is full and that you are not able to save any more
subjects on it, or you may feel it is more convenient to store subjects on separate
diskettes. In either case, the subject area diskette cannot be used alone. The program
must be started using the Master Match diskette. In addition, Master Match must be
in place during the following transitions:
1. when moving between the initial game screen and the authoring system, and
2. when requesting instructions before playing the game
At all other times, a subject area diskette is sufficient. For example, when actually
playing the game or w riting a new subject area, you do not need the Master Match
diskette in the drive. This is particularly handy in a com puter lab, since one Master
Match diskette can be shared among several computers.
THE KEY
The k e y ' is a special feature of Master Match that allows items from different match
sets to match. For an example of the use of the key, refer to Chapter III.

13
USING UPPER AND LOWER CASE (APPLE VERSION ONLY)
If your Apple II or II + has been modified, it will automatically allow you to use upper
and lower case when creating match sets for your subject areas. To shift from lower
case to upper case, simply press the shift key and type the letter you wish to capital
ize. In order to type the following characters:!], / t , type:
CTRL-Q, CTRL-W, CTRL-E
respectively.
If you do not have this modification, you may use CTRL-Z the same way you use the
shift lock. Hold down the CTRL key and press 'Z 'to use upper case. To return to
lower case, hold down the CTRL key and press Z '.
Technical note: This modification essentially connects the shift key on the Apple II
keyboard to the third paddle switch connector on the mother board (generally, this
paddle switch is unused). Please be advised that this alteration may not w ork with all
paddle I/O peripheral devices and that it may void your Apple warranty. If done incor
rectly, it could damage the computer. Advanced Ideas Inc. accepts no responsibility
or liability for damage caused by making this modification. W e advise that you check
w ith your local dealer for help w ith this modification.
ALTERNATE CHARACTER SETS
Alternate character sets are different letter styles that can be used by the Master
Match System. Each character on your keyboard has a corresponding character in
the alternate character set. By loading appropriate sets into your com puter's memory,
you can type foreign words, highlight words w ith italics, or even draw pictures.
By reading the following tutorial, you will see how to use the graphics character set to
draw pictures. Similarly, you can use the italics and foreign language character sets.
Users of Apple II computers can build character sets in addition to those provided on
the Master Match diskette w ith the use of font editing programs such as Animatrix *.
GRAPHICS CHARACTER SET TUTORIAL
In this tutorial, you will use the w ord editer to create simple pictures w ith the special
graphics character set. You may use the edit comm ands to correct mistakes (see
Chapter III).
First make sure that the Author W ork Menu is on your screen (see Chapter III).
Type:
2
and then press the RETURN key..
The com puter displays the w ork screen that you use to create match sets (see Chap
ter III). Press ESC/F1\o go to the edit menu.

'A n im a trix is a product of Apple Computer, Inc.

14
You are now ready to load the alternate character set. Type:
C
and press the RETURN key.
The com puter displays:
Name of alternate set?
(Make sure the proper disk is in the drive.
Type CATALOG to see the names of the sets on this diskette)
Since you are going to use the Graphics Character Set in this tutorial, type:
GRAPHICS
and press the RETURN key.
The disk drive comes on, and the Graphics Character Set is loaded from the diskette
into the computer.
The com puter now displays the edit menu. Type:
A
and press the RETURN key.
The com puter again displays the w ork screen that you use to add match sets. Notice
the edit commands on the screen.
To see the alternate character set you have chosen appear on the screen, hold down
the CTRL key and press the letter 'S'. The com puter now displays the Graphics Char
acter Set.
To use the Alternate Character Set you have chosen, hold down the CTRL key and
press the letter 'A '. The com puter displays the words:
ALTERNATE
SET
(To return to the Standard Character Set, hold down the CTRL key and press the
letter 'A '.)
Now you are ready to design a picture in the box on the left side of the screen. You
will use the Graphics Character Set to draw a truck.
1. Press the RETURN key three times. This moves the cursor down three lines.
2. Press the right arrow key (-) tw ice. This moves the cursor to the right and
helps to center your drawing.
3. Press the letter 'Tonce. One rectangle should appear in the box.
4. Press the letter four times. Four rectangles, bigger than your first one,
should appear on the screen. The rectangles should all be connected.
5. Press the RETURN key once.

15
6. Press the right arrow key (-) twice.
7. Press the letter 'A ' five times.
8. Press the left arrow key (<-) four times.
9. Press the number '7 once.
10. Press the right arrow key (->) once.
11. Press the number '7 ' key once.
To draw the pavement on which the truck will ride:
12. Press the RETURN key once.
13. Press the right arrow key (-) once.
14. Press the co m m a ' (,) seven times.
Since trucks often ride at night, you can create a night sky.
15. Hold down the CTRL key and press the letter 'K ' four times. This moves the
cursor up.
16. Press the @ key. This creates a star in the sky.
17. Press the left arrow key (<-) four times. Press the '@ ' key. This creates a
second star in the sky.
18. Press the left arrow (<-) four times. Hold down the CTRL key and press the
letter 'K ' one time. Press the @ key. You now have a third star on your
screen.
19. Press the right arrow key (-+) eight times. Press the '@' key.
You now have created a night sky and are ready to create the matching box. For this
tutorial, the matching box will be the title of the drawing. To move the cursor into the
second box, hold down the CTRL key and press the letter 'B'.
If you begin to type now, the title of the drawing will appear in graphics characters,
since you are using the Alternate Character Set. In order to return to the Standard
Character Set, hold down the CTRL key and press the letter A
To center your title, press the RETURN key twice. Type:
Truck and a
night sky
To continue creating match sets, press ESC/FI once. To return to the edit menu,
press ESC/FI twice.

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CHAPTER VI
SUPPLEMENTARY ACTIVITIES
Additional Wordlists
To help you enjoy MASTER MATCH even more, we would like to give you some
suggestions for making original word lists. Try these for example:
1. Put in your fam ily's names and match them to their ages, shoe size, height,
weight, or a combination of these. Be sure to check with people before
embarrassing them!
2. Match your school teachers' names w ith descriptions, grades, or subjects
that they teach.
3. Add your math, vocabulary, history, or science hom ework materials. Use the
six form ats for presenting information:
1) patterns, 2) question-answer, 3) number-numeral correspondence,
4) mathematical equations, 5) fill in the blank, and 6) words-definitions.
4. Use the Graphics Character set and make a picture. Then challenge a friend to
make the match.
Things To Do On Your Own
MASTER MATCH teaches skills that you can practice using other materials too. Here
are some examples:
1. Pick any shape, color, or object in the room. Have a friend find the same
shape, color, or object. See how many pairs of odd shapes, like parallelo
grams, you can find!
2. For young children, cut out pictures from a magazine and paste them on
index cards. Then print the name&of the pictures on separate cards. Turn
them over and play concentration! Upper and lower case letters, numbers
and numerals, colors, and shapes are good practice too.
3. Place some objects on a tray. Give your child a few minutes to study them.
Then have him /her draw the tray of objects. This is great for enhancing visual
memory.
4. Point to an object in the room. Have your friend point to your object and point
to a new object. Continue adding on objects, making sure to point at each
one. The actual pointing to the object is w hat strengthens the association
between objects.

17
APPENDIX A
LIST OF SUBJECT AREAS PROVIDED
APPLE/COMMODORE 64 IBM PC/PCjr.
1. Animal Sounds 1. Headtail
2. Pattern ID 2 . Spanopp
3. Directionality 3. Animals
4. Count and Match 4. Holidays
5. Nine Spots 5. Patterns
6. Opposites - Spanish 6. Count
7. Travel Words/German 7. Spots9
8. Heads & Tails 8. Germtrvl
9. U.S. Geography 9. USGeogph
10. Maps and Globes 10. Inverse
11. W orld Holidays 11. Measure
12. Measurement I
13. Inverse
APPENDIX B
GRAPHICS CHARACTER SET CHART
APPENDIX C
INSTALL PROCEDURES FOR THE IBM
In order to use Master Match on the IBM, it is necessary to "in s ta ll" tw o DOS files on
the Master Match diskette. The following instructions will guide you through the
install procedure.
IF YOU HAVE TWO DISK DRIVES:
1. Insert your DOS diskette in drive A.
2. Insert your Master Match diskette in drive B.
3. Verify that you are logged onto drive A (you will see a prompt: A > ) .
4. Type B:INSTALL (Note: No spaces) and press RETURN.
5. When the install process is complete, the com puter will return to the prompt
A>.
IF YOU HAVE ONE DISK DRIVE:
1. Insert your DOS diskette in drive A.
2. Type B:INSTALL (Note: No spaces).
3. When prompted w ith "Inse rt disk in drive B ", remove your DOS diskette and
insert your Master Match diskette.
4. When prompted with "Insert disk in drive A , remove your Master Match
diskette and insert your DOS diskette.
5. Continue steps 3 & 4 until the install process is complete (when A > prompt is
displayed).

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NOTES

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