
|
|
|||||
|
Koala Technologies
|
|||||
|
|
|||||
|
■
|
|||||
|
|
|||||
|
|
|
||||
|
|
|||||
|
o>V
|
o
|
|
|||
|
|
|||||
|
for the COMMODORE 64
Computer
|
|||||
|
|
|||||
|
|
||
|
|
||||||
|
|
*#
|
|||||
|
|
*«*>*
|
|||||
|
|
||||||
|
o^V
|
a
|
(
|
||||
|
|
||||||
|
for the COMMODORE 64
Computer
|
||||||
|
|
||||||
|
|
||
|
©hoala
Technologies Corporation
We make computing more personal!
|
||
|
|
||
|
Acknowledgements
This product is a result of the creative efforts of the people at Audio Light, Inc. Design and programming: Greg Hospelhorn, Rick Parfitt, and Ric Forrester. Music composition by Chris French. Graphics and artistic design by Peter Wickman.
Copyright
Software produced and owned by Audio Light, Inc., Los Gatos, California. Copyright 1984 Audio Light, Inc. All rights reserved.
Manual copyright 1984 by Koala Technologies Corporation. All rights reserved. Under the copyright laws, this manual and its accompanying software packages may not be copied, in whole or in part, without the written consent of Koala Technologies. Unauthorized copy or transmitting of this copyrighted software in or on any medium is strictly prohibited. Under the law, copying includes translating into another language.
|
||
|
|
||
|
|
||
|
Table of Contents
Page
Introduction ........................................ 1
System Requirements ............................... 1
Getting Started ..................................... 1
The Main Menu ..................................... 2
Dance .............................................. 5
Selecting Dance Commands ........................ 6
A Quick Dance Lesson .............................. 6
The Dance Commands/A Quick Reference .......... 9
The Dance Commands/How They Work ............. 10
Props ............................................... 17
Selecting Props Commands ......................... 17
A Quick Props Lesson .............................. 18
The Props Commands/A Quick Reference ........... 20
The Props Commands/How To Use Them ........... 20
Music .............................................. 25
Selecting Music Commands ........................ 25
Writing Music ....................................... 26
A Quick Music Lesson .............................. 28
The Music Commands/A Quick Reference ........... 30
The Music Commands/How To Use Them ........... 32
Sample Songs ...................................... 39
Storage ............................................. 40
Initializing Diskettes ................................ 41
Storage Lists, Files, and Procedures ................. 42
The Storage Commands ............................ 42
Follow The Bear .................................... 45
Two Players ........................................ 47
Scoring ............................................. 47
Follow The Bear Commands ........................ 47
Educational Objectives .............................. 49
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Introduction
|
||
|
|
||
|
Dancing Bear is an entertaining educational package for children. The bear puts on a one-man show. You are the show director. You can:
Make the bear dance to music.
Teach him new dance steps.
Write music.
Design props for the dance stage.
Play the Follow the Bear memory game.
Store music, dances, and props for later use.
SYSTEM REQUIREMENTS
Commodore 64 Computer
One Commodore 1541 Disk Drive
Color Television or Monitor
KoalaPad Touch Tablet and Stylus
Dancing Bear Diskette
Blank Diskette for storage (optional)
GETTING STARTED
To start Dancing Bear:
Turn on your disk drive, monitor, and computer.
Put the Dancing Bear diskette in the disk drive.
When the "READY" signal appears on your screen, type:
LOAD"DB",8<return>
Wait until the ready signal reappears, then type:
RUN <return>
1
|
||
|
|
||
|
|
|||
|
Your computer is now loading Dancing Bear. In a minute or so, you'll see the bear dancing at the center of the Main Menu.
|
|||
|
|
|||
|
THE MAIN MENU
|
|||
|
|
|||
![]() |
|||
|
|
|||
|
The Main Menu offers you a choice among five Dancing Bear activities:
|
|||
|
|
|||
|
DANCE
PROPS MUSIC FOLLOW THE BEAR
STORAGE -
|
to create dances and watch the bear
perform them.
to draw or design stage sets.
to write and play music.
to play a "Simon Says" game with the bear.
to store dances, props, and music, and retrieve them for later use.
|
||
|
|
|||
|
|
||
|
Note: The Dancing Bear diskette contains some dances, props and music for you to use. See the GET command in the Storage section of this manual.
Dancing Bear is the cursor. He will help you choose from the Main Menu. Move the stylus across the KoalaPad and he'll follow you on the screen. Try it touch the stylus to the pad and move it back and forth.
When you're ready to choose an activity:
Place the stylus on the KoalaPad and lead the bear to the item you want to choose.
Hold the stylus in place and press either button on the pad.
If you change your mind after selecting an item, you can easily return to the Main Menu and choose again. Just lift the stylus off the pad and press either button.
|
||
|
|
||
|
|
||
|
|
||
|
Dance
|
||
|
|
||
|
When you choose DANCE from the Main Menu, the screen changes to show the dance stage. The curtain rises, the bear takes a bow and begins to dance to the music. At the end of his dance, the bear takes a bow, the curtain goes down, and the Dance Menu appears. (If you don't want to watch the whole dance, just lift the stylus and press either button on the KoalaPadthe Dance Menu will appear.)
|
||
|
|
||
![]() |
||
|
|
||
|
At the Dance Menu, you can:
|
||
|
|
||
|
Choose EDIT to change, add, or delete dance steps.
Choose NEW to erase the current dance and start over.
Choose DANCE to watch the current dance.
Lift stylus/press button to return to the Main Menu.
|
||
|
|
||
|
5
|
||
|
|
||
|
|
||
|
SELECTING DANCE COMMANDS
Each Dance Command displayed on the screen is set inside a box with a white background. Imagine that the same commands appear on your KoalaPad.
To select a command:
Position the stylus on the section of the pad that represents the command box. When the stylus is correctly positioned, the box on the screen will turn green.
Hold the stylus in place and push either button on the pad.
A QUICK DANCE LESSON
Select "New" from the Dance Menu. The screen changes to show:
|
||
|
|
||
|
The New Screen
|
||
|
|
||
![]() |
||
|
|
||
|
6
|
||
|
|
||
|
|
|||||
|
The number
|
001
|
which is the first dance step and a
|
|||
|
|
|||||
|
stick figure of the bear.
The bear on the dance stage.
The parts of the bear's body.
|
|||||
|
|
|||||
|
You are the choreographer the person who designs the steps in a dance. The bear appears on stage, ready to follow your instructions. You'll create the dance step-by-step. For each step, you'll choose new positions for the bear's arms, legs, and head. Then you'll place the bear on stage where you want the step to occur.
First, tell Dancing Bear how to position his head, arms, and legs: [T^
|
|||||
|
|
|||||
|
Move the stylus to
|
ZHE
|
and position it at
|
|||
|
|
|||||
|
the bear's head. When you're in the right place, the box will turn green.
Hold the stylus in place and press a button. Each time you press the button, the bear on stage moves his head to one of seven positions. So does the stick figure above the stage. When you see the position you want, stop pressing the button.
Repeat the same steps to select one of five positions for each of the bear's arms and legs.
Now, show the bear where you want him to do the step:
Move the stylus across the stage area of the pad. The bear follows you on the screen.
When he's where you want him to do the step, hold the stylus in place and press a button.
|
|||||
|
|
|||||
|
7
|
|||||
|
|
|||||
|
|
||
|
You've now completed the first step in the new
dance. ( % 001 steps to the left. £ 002 appears). Repeat
the procedures above to create up to 254 steps.
Teaching steps to the dancer is called "setting the dance." When you've finished setting the dance, you can select DANCE and watch the bear perform.
|
||
|
|
||
![]() |
||
|
|
||
|
Move the stylus to I dance | . The box will turn green.
Hold the stylus in place and press a button. The screen changes and the dance begins.
|
||
|
|
||
|
When the dance ends, the Dance Menu reappears. You can select EDIT, NEW, or DANCE. EDIT is the same as NEW, but it doesn't erase the current dance. Use it to add, delete, or change dance steps.
CAUTION: NEW will erase the dance you've just created. If you want to put the dance "on hold" while you design props or music, lift the stylus off the pad and press a
|
||
|
|
||
|
|
|||||||||||||||||||||||
|
button. The Main Menu will appear. The next time you select DANCE from the Main Menu, Dancing Bear will remember the steps you've just taught him. In a later section, you'll learn how to store a dance permanently.
|
|||||||||||||||||||||||
|
|
|||||||||||||||||||||||
|
THE DANCE COMMANDS/ A QUICK REFERENCE
|
|||||||||||||||||||||||
|
|
|||||||||||||||||||||||
|
FIRST
|
Goes back to the first step in the dance.
Goes back one step each time you press a button.
Displays each step in the dance.
Displays the number of the current step.
Goes forward one step each time you press a button.
Goes to the last step in the dance.
|
||||||||||||||||||||||
|
<=i
|
|||||||||||||||||||||||
|
___L
|
|||||||||||||||||||||||
|
001
|
|||||||||||||||||||||||
|
<=^>
|
|||||||||||||||||||||||
|
LAST
|
|||||||||||||||||||||||
|
|
|||||||||||||||||||||||
|
Lets you select from seven head positions, five positions for each arm and leg.
|
||||||||||||||||||||||
|
|
|||||||||||||||||||||||
|
9
|
|||||||||||||||||||||||
|
|
|||||||||||||||||||||||
|
|
|||
|
NEXT
|
Goes to the next step after you insert or change a step.
Takes you back to the Dance Menu. At the Menu, select NEW again to erase the current dance and start over.
Lets you watch the current dance.
Lets you insert a new step ahead of the current step.
Deletes the current step.
Lets you repeat a step or series of steps.
Lets you set the repeat count. (Use only after selecting REPEAT.)
|
||
|
NEW
|
|||
|
DANCE
|
|||
|
INSERT
|
|||
|
DELETE
|
|||
|
REPEAT
|
|||
|
o
|
|||
|
o
|
|||
|
|
|||
|
THE DANCE COMMANDS/ HOW THEY WORK
In the Quick Dance Lesson, you learned how to choose the bear's position and place each step on-stage. Now let's look at how you can use the Dance Commands to change or add to a dance.
|
|||
|
|
|||
|
LAST
|
|||
|
|
|||
|
FIRST
|
|||
|
|
|||
|
Lets you go back or forward to the first or last step in a dance. Just position the cursor at 1 st | or 1 last | and press a button.
|
|||
|
|
|||
|
10
|
|||
|
|
|||
|
|
||||||||||||||||||||||||
|
<=■
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
Lets you go back or forward one step. Move the cursor to | <c=i I or |«=>| and press a button once for each step.
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
001
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
As you design a step, ^
|
assumes the new
|
|||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
position. r^T
|
shows the number of the step in the
|
|||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
dance sequence. When the current step is completed, the stick figure moves one step left and the counter advances to the next step number.
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
Lets you select new positions for the bear's head, arms, and legs. Follow the same steps as in the Quick Lesson.
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
NEXT
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
Signals completion of the current step and advances to the next. In the Quick Lesson, you designed each step and placed it on the stage. With the | next | command, you can design all the steps in a dance at once and later place each step on-stage.
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
11
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||
|
|
||
|
First:
Choose the arm, leg, and head positions for the first step.
When you've finished designing the step, select
| NEXT ]
Repeat for each step in the dance.
Then:
Select 1 FIRST I to go back to the first step.
And:
Move the stylus across the pad to place the step on-stage. When the cursor is where you want the step, hold the stylus in place and press a button. The step counter advances to the next number.
Repeat for each step in the dance.
|
||
|
|
||
|
NEW
|
||
|
|
||
|
Lets you erase the current dance and start over.
Select 1 NEW I. The Dance Menu appears.
Select 1 new | again. The dance screen reappears. ^ 001 awaits your instructions for the
first step.
|
||
|
|
||
|
DANCE
|
||
|
|
||
|
Lets you watch the dance you've just created.
Select I DANCE I. The curtain goes up, the bear bows before and after his dance, then the curtain goes down and the Dance Menu appears.
To change or add to the dance, select EDIT
|
||
|
|
||
|
12
|
||
|
|
||
|
|
||
|
INSERT
|
||
|
|
||
|
Lets you add a step anywhere in the dance in front of step 008, for example.
Select 1 <^ 1 from the above-stage menu (if the current step is lower than 008, select 1 e=> 1). Keep the stylus in place and press a button until the step counter shows 008.
Select 1 INSERTI from the below-stage menu. Figure 008 moves a step to the right and becomes 009. A new figure takes his place at 008.
Follow the steps in the Quick Lesson to design a new dance step and place it on-stage. When you press the button, the new step is complete. The step counter advances to the next step. The remaining steps in the dance are automatically renumbered.
|
||
|
|
||
|
DELETE
|
||
|
|
||
|
Lets you delete a step.
Use the above-stage commands to find the step (just as you did with the Insert command).
Select I DELETE1. The step disappears and all steps to the right are renumbered.
|
||
|
|
||
|
REPEAT
|
||
|
|
||
|
Lets you repeat a step or series of steps from 1 to 253. Step 254 cannot be repeated because it's the last step in
13
|
||
|
|
||
|
|
||
|
the dance. Repeats are counted as one step and can be placed anywhere between 1 and 254 to make your dance longer. To use the REPEAT command, you must already have created at least one step. In this example, we'll repeat steps 5-9.
|
||
|
|
||
|
^ ^ ^ -* ^ ^ R
009 |
|
||
|
|
||
|
Complete Step 9, then select IREPEATI. An R appears to the right of thecurrent step.
|
||
|
|
||
|
-^ -^ ^ -^ -^ ^ R
|
||
|
|
||
|
"^insi
|
||
|
|
||
|
Lift stylus to 1 <^ 1 and press a button until counter says 005. (Don't drag the stylus across the pad because it might misplace the bear.)
|
||
|
|
||
|
REPEAT START 005
REPEAT COUNT 002
|
||
|
|
||
|
Select 1 NEXT 1. The Repeat Menu appears. Notice that "Repeat Start" shows 005 the first step you chose to repeat. "Repeat Count" lets you specify how many times the step(s) or series of steps will be repeated. The count automatically starts at 002. But you can reset it.
|
||
|
|
||
|
14
|
||
|
|
||
|
|
||
|
o
|
||
|
|
||
|
REPEAT COUNT 002
|
||
|
|
||
|
To increase the count, select 1 ft I. Hold the stylus in place and press a button once for each additional repeat. To decrease the count, select 1 o 1; press a button.
When you've set the Repeat Start and Repeat Count numbers, move the stylus to NEXT and press a button. The R moves left and takes its place in the dance sequence. You're ready to design the eleventh step.
A repeat is treated as a single step, no matter how many original steps it includes. You can delete a repeat series, just as you wouldasinglestep,use 1 <==■ 1 or 1 «=> 1 to find the R. When R is the current step, the Repeat Menu appears on the screen. Select the DELETE command. Both the R and the menu will disappear. This same procedure can be used to edit a repeat.
|
||
|
|
||
|
15
|
||
|
|
||
|
|
||
|
|
||
|
Props
Choose PROPS from the Main Menu. The screen displays an empty stage. Below the stage, you'll find the Props Menu.
|
||
|
|
||
![]() |
||
|
|
||
|
The stage is the drawing area. The Props Menu displays the commands and colors you need to draw stage sets and props. The cursor is a paint brush; you'll use it to select the Props commands and colors.
SELECTING PROPS COMMANDS
Move the stylus across the KoalaPad to position the cursor in the command box.
Keep the stylus in place and press a button. When you select a brush, line, or circle a red line appears beneath the command box. When you choose a color, the border around the stage and the tip of the paint brush changes to that color.
|
||
|
|
||
|
17
|
||
|
|
||
|
|
||
|
A QUICK PROPS LESSON
|
||
|
|
||
|
In this scene, the bear is dancing in the forest under a full moon. First, you'll draw the moon and paint it yellow. Then you'll draw a tree.
To draw the moon:
Place the stylus on the pad and move the cursor
|
||
|
|
||
|
to 1 Cb 1 ■ Keep the stylus in place and press a button. A red marker appears beneath the command box. It will stay there until you select another drawing command.
With the stylus on the pad, move the cursor onto the stage area and press a button. Release the button. Keep the stylus on the pad and move it in any direction. A circle spreads outward from the cursor. Don't worry yet about getting it in the right place. When it's the right size, hold the stylus in place and press a button.
Now that you've drawn the circle, you can position it. Move the stylus on the drawing pad; the circle follows it on the screen. When it's where you want it, hold the stylus in place and press a button. Now, you've drawn the moon and pinned it in place. Next, paint the moon yellow. With the stylus on the drawing pad, position the cursor inside the yellow box in the color palette. Keep the stylus on the pad and press a button. The area surrounding the stage and the paint brush tip turn yellow. These will stay yellow until you choose another color.
|
||
|
|
||
|
Move the cursor to I ^ land press a button
|
||
|
|
||
|
Then, move the cursor on-stage, inside the moon. Hold the stylus in place and press a button. The brush goes to work and fills the moon with yellow.
|
||
|
|
||
|
18
|
||
|
|
||
|
|
||
|
Now, you're ready to draw the tree. You can draw it in front of the moon, or off to one side.
|
||
|
|
||
|
Select a WW and a color for the tree trunk; then select I ^
|
||
|
|
||
|
Position the cursor at the bottom of the stage. Make sure the cursor is in the stage area when you press the button to pin down the end of the line. If the line falls off the stage and disappears, move the cursor a little higher and try again. The other end is still loose. Move the cursor upward and the line will stretch upward with it. When it's long enough, hold the stylus in place and press a button to set the line length.
Now, you can move the line just as you did with the circle. When it's in the right position, press a button to hold it in place. The line will change to the color you selected.
To draw leaves on the tree, select a and a color; then select 1 ^"^ I.
With the stylus on the pad, position the cursor where you want to start drawing. Hold down
a button and draw the leaves. When you use 1 ^r^ 1, always hold down the button while you draw. Release the button when you want to stop. Hold it down to draw again.
After you've designed your props, they'll appear on stage the next time the bear dances. Check out the new stage sets now:
Lift the stylus off the pad and press either button to return to the Main Menu.
Select DANCE. The bear dances in front of the new stage set.
|
||
|
|
||
|
19
|
||
|
|
||
|
|
|||
|
THE PROPS COMMANDS/ A QUICK REFERENCE
|
|||
|
|
|||
|
y^h OOPS
|
Cancels your most recent command.
Fills enclosed area and shapes with a selected color.
Lets you draw freehand while holding down a button.
|
||
|
-^
|
|||
|
|
|||
|
Od
|
Lets you stretch a line from one point to another and place it anywhere on the stage.
Lets you make a circle and place it anywhere on stage.
Lets you draw, make lines, or make circles of three different thicknesses.
Erases the entire stage area.
|
||
|
111
|
|||
|
t/ft*"
|
|||
|
|
|||
|
THE PROPS COMMANDS/ HOW TO USE THEM
|
|||
|
|
|||
|
y^ oops
|
|||
|
|
|||
|
Lets you un-do the last line, shape, or color you placed on the screen.
Draw a red line, then draw a blue line.
|
|||
|
|
|||
|
Go directly to \4j^L\ and press a button. The blue line disappears, the red stays. Now,
|
|||
|
|
|||
|
20
|
|||
|
|
|||
|
|
||
|
draw a blue line and another blue line. Go
|
||
|
|
||
|
directly to \4to£L\ and press a button. Both lines disappear.
|
||
|
|
||
|
If stylus is moved to the bottom of the stage, everything you drew with the present color will be saved. So be sure to go directly to |&°H to erase everything you just drew in the color chosen.
|
||
|
|
||
|
Colors in, or changes the color of, any enclosed space or shape in the picture. You can stop the fill by pressing a button. To make the yellow moon blue:
|
||
|
|
||
|
Select blue, then select Position the cursor inside the moon and press a button.
|
||
|
|
||
|
The moon fills with blue. To turn it yellow again, select
S3-
|
||
|
|
||
|
^n
|
||
|
|
||
|
Lets you draw freehand. Unless you select another drawing command, SKETCH will automatically be used.
|
||
|
|
||
|
Select a brush and a color; then select 1 ^r^ Red markers appear beneath ||| and 1 1r>
|
||
|
|
||
|
The color you choose changes the border around the stage and the tip of the paint brush.
|
||
|
|
||
|
21
|
||
|
|
||
|
|
||
|
Move the stylus to where you want to start drawing. Hold down either button and draw. When you want to stop drawing, release the button. Until you choose another drawing command, you can start and stop drawing whenever you like. Just hold down a button to draw; release the button to stop.
|
||
|
|
||
|
Lets you begin a line anywhere on the screen and stretch it out in any direction.
|
||
|
|
||
|
Select 1 ^ 1 .
Position the stylus where you want to start the line
and press a button.
Move the stylus to stretch the line outward. When
the line reaches the desired length, hold the stylus
in place and press a button to set the line length.
Move the stylus again to position the line of the
stage. When it's where you want it, hold the stylus
in place and press a button.
If it's not the correct length, lift the stylus and press
a button before positioning the line on the stage.
|
||
|
|
||
|
Cb
|
||
|
|
||
|
Lets you create circles of different sizes anywhere on the stage.
|
||
|
|
||
|
22
|
||
|
|
||
|
|
||
|
Select I Gb i .
Position the stylus where you want to start the circle and press a button.
Move the stylus to stretch the circle outward. When the circle reaches the desired size, hold the stylus in place and press a button to set the circle size.
With the stylus on the drawing pad, position the circle on-stage. When it's where you want it, hold the stylus in place and press a button. Remember, circles and lines aren't finished until you position them and press a button to pin them down.
If it's not the correct width, lift the stylus and press a button before positioning the circle on the stage.
|
||
|
|
||
|
mi
|
||
|
|
||
|
Lets you draw or make lines and circles in three different brush widths. If you don't select a brush, the smallest one will be used automatically.
|
||
|
|
||
|
ERASE
|
||
|
|
||
|
Lets you erase the whole screen and start over.
I ERASE I
Move the cursor to l^jTl and press a button.
|
||
|
|
||
|
The drawing area clears. ____
If you choose | Jtff" | by accident, select to restore the picture.
|
||
|
|
||
|
23
|
||
|
|
||
|
|
||
|
Gives you a choice of fifteen different colors. The current color is displayed in the border around the stage and in the tip of the paintbrush. If you don't choose a color, your drawing will automatically be purple. When you choose a drawing command, remember that all your designs will be drawn in the currently selected brush and color. Choose your brush and color before you begin to draw.
|
||
|
|
||
|
24
|
||
|
|
||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
Music
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
After you choose MUSIC from the Main Menu, the Music Menu appears containing the current song. With the music commands, you can change the notes to this song, or erase it and write the notes of your own song on the staff.
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
SELECTING MUSIC COMMANDS
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
![]() |
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
001
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
The Music cursor is a violin bow. You use it to select commands from the Menu and place notes and other symbols on the musical staff. A red line will appear below the command you selected.
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
The "toggle" commands:
|
1
|
|
can
|
|||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
be used to toggle through the NOTES, RESTS, and
ACCIDENTALS that you place on the music staff.
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
25
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||
|
To select toggle commands:
|
|||||
|
|
|||||
|
Place the stylus on the pad and move the cursor to the command. Hold the stylus in place and press a button. A new symbol appears in the command box. Keep the stylus in place and press the button again. Another symbol appears. Keep toggling to see all of the choices.
When you find the symbol you want, stop pressing the button. The symbol you choose will be active until you select another.
To select any of the other commands, just move the cursor to the command, hold the stylus in place, and press a button.
|
|||||
|
|
|||||
|
NOTE:
|
sj is an exception. For instructions, see
|
||||
|
|
|||||
|
The Music Commands/How To Use Them, on page 35.
|
|||||
|
|
|||||
|
WRITING MUSIC
|
|||||
|
|
|||||
|
Music is written by placing notes on and between five lines called the musical staff. At the beginning of the staff, you'll find a clef, and at the end you'll see a bar.
|
|||||
|
|
|||||
|
Clef
|
|||||
|
|
|||||
|
|
I
|
-Bar
|
|||
|
7
|
|||||
|
Staff
|
|||||
|
|
|||||
|
A note's tone depends on where the note is located on the staff. Notes placed low on the staff produce low tones; those placed higher on the staff produce higher tones. You can place notes:
|
|||||
|
|
|||||
|
26
|
|||||
|
|
|||||
|
|
||||
|
|
■ Above
- On lines
■ Between lines
- Below
|
|||
|
I
|
§E
|
|||
|
|
||||
|
above the highest line.
on any line.
between any two lines.
below the lowest line.
The type of note you place on a line determines the number of beats or duration of its tone. You can choose from five basic notes:
o Whole Note 4 beats h Eighth Note 1/2 beat
J Half Note 2 beats ft Sixteenth Note 1/4 beat
J Quarter Note 1 beat
You can use ACCIDENTALS to alter a note's pitch:
# raises notes by one half tone. |> lowers notes by one half tone. L restores notes to their original ' pitch.
And you can use a HALF NOTE DOT to alter a note's duration:
equals one half the duration of the note it follows.
|
||||
|
|
||||
|
J = 2 beats
|
||||
|
|
||||
|
|
3 beats
|
|||
|
|
||||
|
27
|
||||
|
|
||||
|
|
|||
|
You can use RESTS to indicate silent pauses in the music. Like notes, there are five kinds of rests, each of which has its own certain duration:
|
|||
|
|
|||
|
7
9
|
Whole Rest 4 beats Half Rest 2 beats Quarter Rest 1 beat Eighth Rest 1/2 beat Sixteenth Rest 1/4 beat
|
||
|
|
|||
|
001
Displays the current column you are in as you move the cursor along the staff.
Finally, you can place the same note on three different
lines in the same column to create chords.
Notes and rests cannot be placed in the same column.
|
|||
|
|
|||
|
A QUICK MUSIC LESSON
For practice, try writing the first line of 'Twinkle, Twinkle Little Star." Here's how it looks on the musical staff:
|
|||
|
|
|||
![]() |
|||
|
|
|||
|
Before you begin, clear the current music from the staff: Place the stylus on the pad and move the cursor
|
|||
|
|
|||
|
to
|
. Hold the stylus in place and press a
|
||
|
|
|||
|
button. You'll hear a warning sound until a button
|
|||
|
|
|||
|
28
|
|||
|
|
|||
|
|
||
|
is pressed again, which will erase the music. If you decide not to erase the music, just lift the stylus from the pad.
CAUTION: Dancing Bear can't dance without music. Once you've erased the current music, you must either write a new song, retrieve a song from storage, or turn off your computer and start over in order to see him perform again. If Dance is selected without any music, the Dance Menu will appear.
To write the first note:
Move the cursor to [^J . Keep the stylus
in place and press a button. This is a toggle command. Without lifting the stylus, press the button until S appears.
Move the stylus into the staff. The note follows you. Position it below the bottom line of the staff, in the first column to the right of the clef. When it's in the right position:
a________________ A "ledger line" appears
'v^
Hold the stylus in place and press a button to paste down the note.
To write the next five notes:
Position the quarter note as shown in the sheet music, and press a button. (You don't need to select the quarter note again; it will be there until you choose another note.)
|
||
|
|
||
|
29
|
||
|
|
||
|
|
||||
|
The seventh note is a half note. To write it:
|
||||
|
|
||||
|
Move the cursor to L^J. Hold the stylus in place and press a button until you see [~jpT| .
Move the cursor into the staff. Place the note in column 007. Hold it there with the stylus and press a button to paste it down.
Repeat the steps above to complete the song. Notice that each half note occupies two columns, while each quarter note occupies a single column. That's because the half note has twice the duration of the quarter note.
To listen to your song:
|
||||
|
|
||||
|
Move the cursor to
|
j$l-Hold the stylus in
|
|||
|
|
||||
|
place, and press a button. The song plays from start to finish.
You can also use the music commands to add, delete, or change notes and instruments, and coordinate the music with dancing.
|
||||
|
|
||||
|
THE MUSIC COMMANDS/ A QUICK REFERENCE
|
||||
|
|
||||
![]() |
Erases the current song.
Sets dance steps to coincide with music notes.
Toggles through symbols and lets you choose a sharp, flat, natural, or half-tone dot to complement the next note.
|
|||
|
|
||||
|
30
|
||||
|
|
||||
|
|
||
|
Toggles through symbols and lets you choose a whole, half, quarter, eighth, or sixteenth note.
Toggles through symbols and lets you choose a whole, half, quarter, eighth, or sixteenth rest.
Plays the current song.
Lets you choose how fast the music will be played.
Lets you copy a note anywhere on the staff, carry it to another position, and paste it down.
Lets you insert a note column between existing columns.
Lets you delete a note column, including the paw.
Lets you write piano music.
Lets you write flute music.
Lets you write drum music.
Lets you go back to the beginning of the current song.
Lets you go to the end of the current song.
|
||
|
|
||
|
|
||||
|
Lets you go back five columns on the staff.
|
||||
|
|
||||
|
Lets you go forward five columns on the staff.
|
||||
|
|
||||
|
THE MUSIC COMMANDS/ HOW TO USE THEM
|
||||
|
|
||||
|
|
im
|
|||
|
^
|
||||
|
|
||||
|
Erases the entire song.
|
||||
|
|
||||
|
Move the cursor to
|
Hold the stylus
|
|||
|
|
||||
|
in place and press a button. You'll hear warning
sounds.
If you're sure you want to erase the song, keep the
stylus in place and press the button again.
If you don't want to erase the song, just lift the
stylus off the pad. The warning sound will stop.
|
||||
|
|
||||
|
£&
|
||||
|
|
||||
|
Mark the notes where you want dance steps to occur. First write the music, then set the Paw Marker. If no paws are set, the bear will still dance.
|
||||
|
|
||||
|
Select L?J . Move the bow up to the counter line
and the bow changes to a paw.
Position the stylus below the note where you
|
||||
|
|
||||
|
32
|
||||
|
|
||||
|
|
|||||
|
|
|||||
|
|
|||||
|
want the dance step. A paw will appear just above the menu. Make sure it's in the right column, then keep the stylus in place and press a button. The Paw Marker is now set for the current note column; the bear will dance a step when the note plays.
|
|||||
|
|
|||||
|
|
Position
|
|
|||
|
To erase a Paw Marker, select
|
|||||
|
|
|||||
|
the cursor on top of the paw you want to erase; hold it in place and press a button.
|
|||||
|
|
|||||
|
Lets you select a sharp # , flat \> , natural tj ,
or half-tone to complement the next note written
on the music staff.
|
|||||
|
|
|||||
|
To select ft
|
|||||
|
|
|||||
|
Move the cursor to
|
and toggle
|
||||
|
|
|||||
|
through the symbols. When you see ft stop
pressing the button.
Move the cursor to |©| and select a note.
Position the note on the staff and paste it down.
The accidental appears with the note.
Once you select a sharp or a flat, it will be active
until you select another symbol to replace it.
When you select k , the notes that follow
it will be played at their original pitch. Use it
to cancel the sharp or flat.
|
|||||
|
|
|||||
|
To select a half-tone:
|
|||||
|
|
|||||
|
Select a note. i
Move the cursor to I
|
land toggle to <
|
||||
|
|
|||||
|
33
|
|||||
|
|
|||||
|
|
|||
|
Position the note on the staff and paste it down. The half-tone dot appears with it.
To cancel the half-tone before writing the next note, go back to pH and toggle to ■
|
|||
|
|
|||
|
Lets you select whole o , half
|
6 , quarter J ,
|
||
|
|
|||
|
eighth \ , or sixteenth h notes
|
|||
|
|
|||
|
Move the cursor to l^J. Keep the stylus in place and press a button to toggle through the notes. When you see the note you want, stop pressing the button.
Move the cursor into the staff and position the note. Hold it in place with the stylus and press a button to paste it down.
The note you've selected will be active until you select another note. You can write it on the staff as many times as you like, without returning to To write any other note, go back to [ol and
|
|||
|
|
|||
|
toggle through the notes again.
|
|||
|
|
|||
|
\
|
|||
|
|
|||
|
Lets you toggle through five symbols and select a whole wr , half m, quarter { , eighth 7, or sixteenth f rest.
|
|||
|
|
|||
|
Follow the same procedures as in
|
|||
|
|
|||
|
34
|
|||
|
|
|||
|
|
||||||
|
|
||||||
|
|
||||||
|
m
|
||||||
|
|
||||||
|
Plays the current song. Move the cursor to |
|
&
|
|||||
|
|
||||||
|
hold it in place, and press a button. The song plays from the beginning. To start over at the beginning while the song is playing, select [7|T| again.
|
||||||
|
|
||||||
|
IF S
|
||||||
|
|
||||||
|
Lets you select a tempo ranging from fast to slow.
|
||||||
|
|
||||||
|
Move the cursor to
|
13
|
|||||
|
|
||||||
|
Point to one of the lines between F (fast) and S (slow) with the tip of the cursor to select one of five tempos.
Keep the stylus in place and press a button.
|
||||||
|
|
||||||
|
n
|
||||||
|
|
||||||
|
Lets you copy a note from the staff and reproduce it in another location.
|
||||||
|
|
||||||
|
|
n
|
|
||||
|
Select
Move the cursor to the staff. Select a note to copy
and press a button down until a duplicate note
appears and follows the cursor. The old note
remains in place.
Position the new note on the staff. Hold it in place
with the stylus and press a button to paste it down.
|
||||||
|
|
||||||
|
35
|
||||||
|
|
||||||
|
|
||
|
You can use the Copy command repeatedly until another command is selected.
|
||
|
|
||
|
di
|
||
|
|
||
|
Inserts a column from the music staff and shifts the remaining notes and paws to the right one column.
|
||
|
|
||
|
Select \&_\ ■ The cursor turns into a blue bow.
Position the cursor in the column where you want to insert a new note. Notice the column number displayed below the clef, and then press a button. All notes and paws to the right of the cursor shift right one column, leaving the current column blank.
Select a new note and position it on the staff. Check the column number display to make sure the cursor is in the blank column. Hold the note in place and press a button to paste it down.
|
||
|
|
||
|
j
|
||
|
|
||
|
Deletes a column from the music staff and shifts the remaining notes left one column.
Select [&_} ■ The cursor turns into a red bow.
Move the cursor to the column you want to delete; hold it there and press a button.
|
||
|
|
||
|
erases all the notes or symbols in a column, including the Paw Markers.
|
||
|
|
||
|
36
|
||
|
|
||
|
|
||
|
To erase one note from a column containing several symbols:
|
||
|
|
||
|
Select L^LJ .
Move the cursor to the note you want to delete. Hold it in place with the stylus and press a button. When you lift the stylus, both notes disappear. To erase a note and replace it with another, follow the same steps but hold the stylus in place and press the button twice.
|
||
|
|
||
|
Mr?
|
||
|
|
||
|
Lets you write musical arrangements from one to three instruments. Select the instrument; then write its note. The note will turn to the color of the selected instrument. You can combine notes for two or three instruments in the same lines and columns. If you don't choose an instrument, the piano will be used automatically.
|
||
|
|
||
|
m
|
||
|
|
||
|
Goes to the first column in the staff.
|
||
|
|
||
|
Move the cursor to [§|=j. Hold it in place with the stylus and press a button.
|
||
|
|
||
|
37
|
||
|
|
||
|
|
||
|
Goes to the last note (or other symbol) on the musical staff. Follow the same steps as in [1
|
||
|
|
||
|
Moves the musical staff five columns to the left.
|
||
|
|
||
|
Move the cursor to
|
||
|
|
||
|
Hold it there and press a button.
To continue moving right five columns at a time, hold the stylus in place and press the button.
|
||
|
|
||
|
Moves the musical staff five columns to the right. Follow the same steps in
|
||
|
|
||
|
38
|
||
|
|
||
|
|
|||
|
SAMPLE SONGS
|
|||
|
|
|||
|
Twinkle, Twinkle Little Star
|
|||
|
|
|||
![]() |
![]() |
||
|
|
|||
![]() |
|||
|
|
|||
![]() |
![]() |
||
|
|
|||
|
Are You Sleeping?
|
|||
|
|
|||
|
|
||
|
Storage
STORAGE lets you store your work on a diskette and retrieve it for later use. When you select STORAGE from the Main Menu, the Storage Menu appears. You can then choose to store DANCE, MUSIC, PROPS, or ALL 3.
|
||
|
|
||
|
The Storage Menu
|
||
|
|
||
![]() |
||
|
|
||
|
To select a Storage category:
Place the stylus on the tablet. An arrow appears on the screen. The arrow is the Storage cursor.
With the stylus on the pad, move the cursor to your selection and press a button.
A storage list for the category you selected appears on the screen, along with the storage commands.
|
||
|
|
||
|
40
|
||
|
|
||
|
|
||
|
Notice that there are already some files stored for you to use.
The Dance Storage List
|
||
|
|
||
![]() |
||
|
|
||
|
We'll look at how to use the Storage Commands in a moment. But first, a word about storage diskettes and procedures.
INITIALIZING DISKETTES
Before you store your work on a new diskette, the diskette has to be initialized. You do it with the INIT DISK command. INIT DISK appears at the bottom of the screen after you choose your storage category. Use it only:
the first time you store an item to a new diskette,
or, when you want to completely erase a diskette and start over.
|
||
|
|
||
|
41
|
||
|
|
||
|
|
||
|
If you use INIT DISK after you've stored your work on a diskette, your work will be erased. You'll find instructions for INIT DISK in the Storage Commands section, on page 44.
STORAGE LISTS,
FILES, AND PROCEDURES
Each dance, song, or set design you store is saved in a file. When you choose a storage category, the screen lists the files in that category. Each item in the list contains either the name of a stored file, or the word "empty." You can store your work in any empty slot with or without giving it a file name. Once you've stored an item, you can retrieve it (or save a changed version) without reentering the file name. The commands and procedures are the same for all STORAGE categories.
To return to the Main Menu after storing a song, dance, or set design:
Lift the stylus and press either button.
|
||
|
|
||
|
THE STORAGE COMMANDS
NAME AND SAVE Lets you name and save a new file.
Select NAME AND SAVE.
Move the cursor to any file slot and press a button. No matter which empty slot you select the cursor will go to the first empty slot in the list.
Type the name of the file. A file name can be from 1 to 8 characters long. The characters can be letters, numbers, spaces, or a combination of the three. Also you can save files without a name, just
|
||
|
|
||
|
42
|
||
|
|
||
|
|
||
|
by moving the cursor to any empty file slot and pressing a button.
When you've finished typing the name, press the RETURN key. "SAVING FILENAME" appears at the bottom of the screen. When the message disappears, the file is stored.
GET Lets you retrieve a file from storage.
Select GET.
Move the cursor to the name of the file you want. Hold the stylus in place and press a button. "GETTING FILENAME" appears at the bottom of the screen. When the message disappears, the file is waiting.
To see the file, lift the stylus and press a button. The Main Menu appears. Select Music, Dance, or Props (the one that matches the file storage category). The file you retrieved appears.
SAVE Lets you save your work to an existing file.
Select any file slot. The contents of the file will be replaced by the current work you're storing. When you revise a song, dance, or set design, use SAVE to store the revised work under the old file name.
CHANGE DISK Lets you change the storage disk. To store or retrieve files on a diskette other than the one currently in the disk drive:
Remove the current diskette. Insert the diskette containing the files you want.
Select CHANGE DISK. The file list for the new diskette appears on the screen.
|
||
|
|
||
|
43
|
||
|
|
||
|
|
||
|
To store or retrieve a file, follow the same procedures as in the SAVE and GET commands.
INIT DISK Prepares a new diskette for file storage; erases a used diskette and prepares it to receive new files.
Select INIT DISK. A message appears at the bottom of the screen: "Erase disk? Type Y for Yes."
If you don't want to erase the diskette in the disk drive, just press a button.
If you want to erase or initialize the diskette, type Y A new message appears: "Enter Disk Name."
Type your name (or any other name, using no more than 12 characters). Then press RETURN.
Another new message appears: "Formatting Disk." When the disk drive stops whirring, initialization
is complete.
|
||
|
|
||
|
44
|
||
|
|
||
|
|
||
|
Follow the Bear
Follow the Bear is a memory game, like "Simon Says." The bear performs dance steps. You try to guess the steps, in the order they were performed. If you guess right, the bear cheers and makes the next dance longer. If you guess wrong, he shakes his head and you have to start over.
When you choose FOLLOW THE BEAR from the Main Menu, the game menu appears. You can select one of these three choices:
Choose "1 Player" to play alone and keep score.
Choose "2 Players" to play with a friend and keep score.
Choose "No scoring" to play for fun without keeping score.
To make your selections:
Place the stylus on the pad and move the arrow to the command you want.
Hold the stylus in place and press a button.
FOLLOW THE BEAR appears.
|
||
|
|
||
|
|
||
![]() |
||
|
|
||
|
To start the game, select DANCE:
|
||
|
|
||
|
Place the stylus on the pad and move the cursor to DANCE. When DANCE turns green, hold the stylus in place and press a button.
Now, watch the bear dance three steps. You must identify each step, in the order in which it was performed. You don't have to choose the exact body part. For example, if you want to guess the head, just select any head position. Begin with the first step in the sequence.
Place the stylus on the pad and move the cursor to the body part you want to choose. When the cursor is in the right place, the box turns green. Hold the stylus still and press a button.
Next, select the part that moved in step 2, then in step 3.
The bear will reposition himself and music will be played after you select each body part.
If you enter a wrong step, the bear shakes his head and you have to start over at step 1. Each
46
|
||
|
|
||
|
|
||
|
time you choose a wrong step, two points are subtracted from your score. If you need a hint, you can select DANCE to see the steps again. But, each hint will cost you one point.
When you get all the steps right, you win five points. The bear cheers and waits for you to select DANCE again. Everytime you enter the right steps, one new step is added to the same dance.
TWO PLAYERS
Select DANCE to start the game.
Player 1 gets one chance to guess the right steps. If he guesses right, the length is increased by one and Player 2 takes a turn by selecting DANCE.
When either player gets the steps right, select DANCE to begin a new round.
SCORING
When you identify all the steps correctly, you win 5 points.
Each time you enter a wrong step, you lose 2 points.
Each time you choose DANCE for a hint, you lose 1 point.
THE FOLLOW THE BEAR COMMANDS
Player 1 Shows Player 1 's score.
Player 2 Shows Player 2's score.
HEAD, ARM, and LEG POSITIONS Lets you identify the bear's movements:
|
||
|
|
||
|
47
|
||
|
|
||
|
|
||
|
Move the cursor to the movement you want. The box will turn green. Hold the stylus in place and press a button.
DANCE Starts each round in the game.
NEW Starts a new game. Select NEW when you want to start over with a new dance. The length of the dance goes back to three, the score goes back to zero, and the dance steps are new.
LEVEL Shows the current level of play. As the level increases, the bear dances faster. At levels 1 through 5, you must identify which part of the bear moved. At levels 6 through 10, you must identify the exact position of the part that moved. At each level you must identify the exact order the steps occurred.
LENGTH Shows the number of steps in the current dance. Every time you guess a dance sequence correctly, one new step is added to the same dance. The length of the dance starts from 3 and can grow to 100 steps.
|
||
|
|
||
|
<> <>
|
||
|
|
||
|
Lets you set the level of play.
To increase the level, select I O I. The box will turn green and each time you press a button, the level increases by 1.
To decrease the level of play, select I ^ I.
NOTE: Set the level of play before you select DANCE to start the game. If you select it after the game starts, it will be counted as a wrong choice and you'll lose 2 points or it counts as a turn in a two player game.
48
|
||
|
|
||
|
|
||
|
Educational Objectives
The Dancing Bear program encompasses a wide variety of educational experiences in a setting that is non-threatening and where reinforcement is immediate and positive. Although primarily intended for the younger student, Dancing Bear is an entertaining challenge for older students and even adults. It is a program that is also very beneficial to the developmentally delayed, the learning handicapped, or the physically limited student.
Among the skills enhanced by Dancing Bear are:
|
||
|
|
||
|
PERCEPTUAL MOTOR SKILLS
Visual Acuity and Tracking
Visual Form Discrimination
Figure Ground Differentiation
Visual Memory
Visual-Motor Memory
Visual Motor and Fine Muscle Coordination
Visual Sequential Memory
Auditory Sequential Memory
Auditory and Visual Relationships
|
||
|
|
||
|
SENSORY-MOTOR INTEGRATION
Directionality
Laterality
Body Spatial Orientation
Dancing Bear is also an excellent introduction to the methods employed in computer uses and programming logic.
|
||
|
|
||
|
49
|
||
|
|
||
|
|
||
|
LIMITED 90 DAY WARRANTY
|
||
|
|
||
|
Koala Technologies Corporation will replace this diskette or cartridge product free of charge if it is found defective in materials or workmanship within 90 days from the date of purchase. Simply send it prepaid to Koala Technologies Corporation, 3100 Patrick Henry Drive, Santa Clara, CA 95050 who will replace the product.
Koala Technologies Corporation neither assumes nor authorizes any representative or other person to assume for us any other liability in connection with the sale or any shipment of our products.
The rights specified within this warranty shall be the sole and exclusive remedy of the purchaser for any claim under the warranty. IMPLIED WARRANTIES, INCLUDING THE IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS ARE LIMITED IN DURATION TO A 90-DAY PERIOD FROM THE DATE OF PURCHASE. THE PURCHASER MAY MAKE NO CLAIM FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES FOR ANY DEFECT.
Some states do not allow limitations on how long an implied warranty lasts or the exclusion or limitation of incidental or consequential damages, so the above limitations or exclusions may not apply to you. This warranty gives you specific legal rights, and you may also have other legal rights that vary from state to state.
|
||
|
|
||
|
There is a two year time limit on exchanging a damaged diskette.
|
||
|
|
||
|
|
||
|
Diskette Exchange Form
(please print clearly)
|
||
|
|
||
|
If you want to replace a damaged Koala software diskette, send the diskette back to Koala with a check or money order for eight dollars ($8.00) and we'll send you a replacement diskette.
NOTE: ONLY ORIGINAL KOALA SOFTWARE DISKETTES SOLD WITH A KOALA PRODUCT MAY BE EXCHANGED UNDER THIS POLICY.
Return this form with your damaged diskette and check for $8.00 to
KOALA TECHNOLOGIES CORPORATION
Dept. D
3100 Patrick Henry Drive
Santa Clara, CA 95052-8100
(please print clearly)
Name of Program _______________________________
Computer Model ________________________________
Reason for Exchange____________________________
|
||
|
|
||
|
Name_________________________________
Address ______________________________
City _____________________State____Zip
Telephone ( ) _______________________
|
||
|
|
||
|
|
||
|
|
||
|
|
||||
|
Part No. 00531-001
|
Koala Pad and the symbol \*t*T
are trademarks of Koala Technologies Corporation.
|
Printed in U.S.A. Rev. B 6/84
|
||
|
|
||||