********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the ~Speed/Bingo Math cartridge instructions~, converted to etext by Russell Reed . SBMATH10.TXT, November 1997, etext #313# ********* INSTRUCTIONS FOR USE SPEED/BINGO MATH Loading the Cartridge and Starting the Game. 1. Turn your C-64 OFF before inserting or removing the cartridge. 2. Insert the cartridge (label side up) into the wide expansion port on the back of the computer. 3. Turn the C-64 ON. After a second or two, the opening title should appear on the screen. (If the title doesn't appear, turn your C-64 off then back on.) INSTRUCTIONS SPEED MATH (HIT the f1 key to start) Now you can have hours of fun and build your basic math skills at the same time. SPEED MATH gives you mathematical problems in addition, subtraction, multiplication, and division. Some are hard, some are easy. The trick is to solve each problem by filling in the blank with the right answer. You have 10 seconds for each problem. There are 30 problems per round. Try to beat the clock and get the top score of 300 points. You can play SPEED MATH in 5 different categories. (+) ADD TYPE: f1 (-) SUBTRACT TYPE: f3 (X) MULTIPLY TYPE: f5 (/) DIVIDE TYPE: f7 (?) MIXED (+, -, X, /) TYPE: RETURN SCORING POINTS SCORE Count Down 10-1 Points/problem TOTAL Have loads of fun with SPEED MATH. Play it yourself and with your friends. INSTRUCTIONS BINGO MATH (HIT the f3 key to start) Put your math skills to the ultimate test. BINGO MATH is an action-packed Bingo game that asks you to solve math problems and use the answers to score BINGO. HOW TO PLAY 1. Look at the math problem(s) at the bottom of the screen. 2. Find the answer on the Bingo Card. 3. Use the joystick or the proper keys to move the * to the right answer. 4. Hit the SHIFT key on the same side as the letter keys you're using. If you get the right answer in 5 seconds (and before the other player) the * takes the place of the number in the box. 5. Get 5 *'s in a row (across, up & down, or diagonally) and BINGO, you win! Play BINGO MATH against the clock or with your friends. You always have 2 players on the screen. LEFT PLAYER RIGHT PLAYER ^ ^ W P * SHIFT Z . SHIFT * v v STRATEGY HINTS: 1) Find the answer on the card, then use the joystick or push the keys to move and score. 2) Draw --->'s and *'s on stickers and put them over the proper keys. 3) It helps to move the joystick repeatedly in the direction you want to go, according to how far you want to go in that direction. For example, to get to the top left corner, move the joystick up twice and to the left twice. ********* End Project 64 etext Speed/Bingo Math instructions. *********