As you may have guessed, this piece of software is aimed at very young
children. The concept of using familiar characters to educate is not a
unique one; for example, an entire series of MR MEN titles exist. Here,
it is Jack and Jill; Hickory Dickory Dock's mouse; the cat, fiddle and
cow from Hey Diddle Diddle; Humpty Dumpty and characters from See Saw
Marjory Daw teaching children basic recognition, reaction and spelling
skills.
Noteably, NURSERY RHYMES is one of the only educational programs both available on disk and tape. The originals come in small plastic bags with a card insert showing the afore mentioned characters but no instructions as such. This omission would not be important to anyone who had spent time with the Electron previously though, as I will shortly describe.
Of course, being on disc - and especially a disc which can run with
PAGE at 1D00 - is very advantageous regarding loading time and 'detail'
capabilities. Author Tim Davies has really used this advantage to the
full and the first screen really sets the high standard to measure each
of the sub-programs against.
Not only does it display all the characters from each program on a
'squashed clockface', a flashing pointing blob character 'ticks' around, displaying the name of the appropriate nursery rhyme underneath each of them in double size text. Also, each of the characters are animated! The cow is constantly leaping smoothly left to right, a seesaw rocks gently, the mouse runs up and down the clock and hitting SPACE moves on the blob. As RETURN can select the program he's pointing to, this makes for an engrossing and fetching Mode 5 menu system; a beloved equivalent of a PC package and visually no less modern.
So what of the programs themselves? Well, they're brilliant. JACK AND
JILL displays a countryside scene with an obligatory big hill and well - before writing at the bottom of the screen "Jack and Jill went up the
hill" in the familiar double sized text. With a note keeping time, the
colour of each word is changed until a word (chosen at random by the
computer) is reached. There is a short pause and the text clears to the
message "Type the word now". The word just reached must be typed to the
keyboard. The caps lock functions have been disabled and the number of
letters is limited to those of the original. If the input is wrong, the
child is encouraged to say the letters out loud before continuing. If
he/she is right, Jack and Jill move one step further up the hill. In
each case the text now continues with "To fetch a pail of water".
HICKORY DICKORY DOCK is the same idea but with time. A grandfather
clock is displayed left; the time on its face changing and a multiple
choice answer with four options presented to the right. The child
chooses the wordy "Twenty five minutes to six" from the visual clock,
being rewarded with the mouse trundling a little further up its side
when he/she answers correctly.
HEY DIDDLE DIDDLE is the weirdest offering and is an arcade game
featuring a permanently flying cow and a long row of empty milk bottles
lining the bottom of the screen. You must fire the bottles at such a
time as they hit the sailing milk machine and return ready for your
milkman's rounds! You have three screens in which to fill as many of
them as possible and if you manage to fill all of them on any screen,
you are presented to the dish running away with the spoon!
HUMPTY DUMPTY is a very simple shuffle game. You can view a picture
of Humpty on his bed of pain and on beginning the program proper, it is
split into nine pieces at the bottom of the screen. A grid of the
finished picture (which is happily and surprisingly big) is presented
and the child must choose each piece correctly in turn beginning with
top left and ending with bottom right. Selecting a piece is with the Z
and X keys and, indeed, many programs require the familiar Z, X, * and
? keys for operation hence my earlier comment that it is easy to fathom
what to do so long as you've used your Electron as a games machine
previously.
The one program that seems a little different is SEESAW. The blurb
indicates that it is based on the nursery rhyme See Saw Marjory Daw; not as instantly recognisable as the others although it does sound familiar. In this, the child is shown a Mode 2 seesaw with a cartoon character expectantly sitting on one end. At the bottom of the screen are a number of icons sitting on one end. At the bottom of the screen are a number of icons representing characters who could be placed on the other to balance it. The correct child will choose the character identical to that displayed but facing in the opposite direction. Very simple.
A nice touch apart from the colourful sprites and animation in each
program is the program's use of sound. Whenever any of the first four
programs (as listed above) are completed, the full nursery rhyme is
smoothly scrolled from left to right while the Electron merrily blasts
out the accompanying music it is traditionally set to. Jack and Jill
also go sprawling down the green expanse, Humpty plummets earthwards
and the mouse races down to the ground!
At any time, hitting ESCAPE brings up the message 'Quit (Y/N)' and
"Y" returns you to the main menu. As all the keys are well away from
BREAK, this means children can be left alone without fearing that a
slip of the fingers could reset the computer.
This tool really is untopable. It's professional, enjoyable, happy
and bright while very easy to get to grips with. If there were more to
grade it against on disc, it would be fairly certain to be the best.
Certainly, it's head and shoulders above Database's Under 5 FUN SCHOOL suite of programs.