*********
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.
*********