BLUE'S 123 TIME ACTIVITIES Minimum System Requirements Installation How to Play Blue's 123 Time Activities Keyboard Commands The Controls Introducing...Blue and her Friends! The Activities Making Changes to the Game Contacting Humongous Entertainment MINIMUM SYSTEM REQUIREMENTS Windows 95/98: Pentium only (P90+ required) PC 16 MB of RAM, sound card Quad-speed (or faster) CD-ROM drive SVGA video card (640x480, 256 color video display). INSTALLATION Insert the CD-ROM into your CD-ROM drive, wait for the AutoPlay window to appear on your desktop, and click the PLAY button. If Auto-Run has been disabled, you can start the game by double-clicking on the My Computer icon on the desktop, then double-clicking the game icon, and finally double-clicking BLUES123TIME.EXE. We must install support files in order for the game to run. This requires 10MB hard disc space. If you have enough space and want to accept the default destination directory click the OK button (the files will be installed and the game will begin. If the program doesn't detect enough space on the destination drive, you will see a warning message. You have the option of attempting the installation anyway, but the game won't run if all of the required files are not on the hard drive. You can exit the installation and try to free up some space (for example by emptying your Recycle bin and/or deleting any temporary files from your TEMP directory) and then, run installation again. If the specified directory does not already exist on your system you will see a message. Click OK and the directory will be created for you. Advanced Options You can accept the default destination or may specify the drive and directory where you want the game files installed. To change the destination of the game files, click on the c:\hegames slot and type the path (drive and directory) directly in the field and run the installation sequence again. Or, click on the Browse button, find the directory desired and then click OK. If you choose a directory name that does not exist you will see a message. Click OK and the directory will be created for you. After clicking OK you'll see the copy progress bar. When the files have all been installed the game will begin. If you want to cancel the install click on the Cancel button and the files will not be installed. However, the game will not run without the files installed on your system. After installation of support files, you will be presented with the option to install DirectX, version 6.1 to your system. Direct X can significantly enhance performance on certain systems. Follow the onscreen prompts to complete the installation. After Direct X is installed, you will need to restart your computer. NOTES: · This optional install will be presented only if you have not previously installed DirectX, Version 2.0 or higher. · If you wish to install DirectX version 6.1 at a later time, double-click the setup.exe from the game CD. UNINSTALL This will remove all Blue's 123 Time resource files from your hard drive. Also, you will be presented with an option to remove any saved games. Choose Add/Remove programs from the Control Panel. Select Blue's 123 Time and click "Add/Remove". Follow the onscreen prompts. HOW TO PLAY BLUE'S 123 TIME ACTIVITIES Blue needs your help! She would like to earn Blue Dollars to buy Big Prizes at the Backyard Fair Prize Tent. You can help Blue earn Blue Dollars as you play each of the activities at the Backyard Fair. There are seven activities in Blue's 123 Time Activities, including the Prize Tent where you can help Blue buy a Big Prize with Blue Dollars earned while playing the other six activities. The items you see on the Backyard Fair Selection Screen represent the activities. Click on Shovel and Pail to play Mother May I? Click on Mr. Salt and Mrs. Pepper to Sort Snacks. Click on Tink to play Tink's Train Ride. Click on Baby Bear to play Baby Bear's Card Game. Click on Bell to go to Bell's Souvenir Stand. Click on the Felt Friend to join the Pattern Parade. Click on the Prize Tent to buy a Big Prize Click on the Sign-In board to return to the Sign-In screen. Click on "So Long" to exit the game. The activities in Blue's 123 Time Activities are designed to enhance young children's early math and logical thinking skills. Children learn important skills such as simple operations, counting, sorting and classifying, prediction and estimation, matching, weights and measures, sequencing, and basic fiscal awareness. Each time you help Blue with an activity, you earn one or more Blue Dollars that can be spent at Cash Register's Prize Tent. When Blue Dollars are earned, they go directly into Blue's backpack and remain there until they are spent at Cash Register's Prize Tent. To go to the Prize Tent, click on Blue's Backpack in any activity or on the Prize Tent on the Backyard Fair screen. Difficulty Levels Six of the seven activities in Blue's 123 Time Activities gradually and automatically become more challenging as each child plays the game and masters the concepts. The difficulty level of each game and for each player functions independently of other activities and players. This assures that Blue's 123 Time Activities grows with each child, providing the appropriate challenge for each child's current ability level. If you would like to start over at the easiest level, just sign in using a new name (use a nickname!), and begin each activity over again. KEYBOARD COMMANDS Pauses the game and opens the pause dialog box. To continue, just click the Play button. Quits the game. You can also stop playing by pressing the Spacebar, then clicking the Quit button. Skip the current cutscene. Similar to the key, but only skips the current character's line, not the entire scene. Displays on-line documentation. or Increases the size of the game display if your screen resolution is 1280x1024 or higher. If the game display has already been expanded, will toggle the display size back to normal. NOTE: This may cause slow video performance. THE CONTROLS Using the Mouse To guide Blue and her friends around the Backyard Fair, move the hollow cursor. When your cursor is on an object or character that can be picked up, manipulated, or activated, the hollow arrow becomes solid. A large arrow indicates the entrance to or exit from an activity. To move quickly through a scene without listening to all dialog or watching all action, press the Escape (Esc) key. Use this sparingly, though, since it will cause you to skip dialog and possibly miss important information. We recommend that you do not use this option the first few times you play the game. Blue Skidoo! In Blue's 123 Time Activities, "skidoo" means to jump to a different Blue's Clues world. Blue skidoos to Tink's Train Ride when you click on the toy box, or to the Felt Friend's Pattern Parade when you click on the picture frame. Signing In When you begin playing Blue's 123 Time Activities, Steve invites you to help Blue collect Blue Dollars to buy one of the Backyard Fair's many Big Prizes at the Prize Tent. Before you play, you must sign in. Click on the Sign-In board to sign in. Use the keyboard or click the letters and numbers on the Sign-In board to spell your name. You can add a space by clicking the right-facing arrow on the Sign-In board or by pressing the spacebar on your keyboard. If you make a mistake, press the backspace key on your keyboard or click the left-facing arrow on the Sign-In board to erase one letter at a time. To change the color of the alphabet letters, click on a color. If you've played Blue's 123 Time Activities before, click on your name in the list to begin playing again. If you don't see your name, click the arrows until your name appears. To erase a name, click on the name, then click on the eraser. Since this will erase all saved information associated with that name, you will be asked to confirm this action. To go to the Backyard Fair and begin playing the game, click the Play button or press the Enter key. INTRODUCING...BLUE AND HER FRIENDS! You'll meet many of your favorite Blue's Clues friends as you play Blue's 123 Time Activities. Blue is a spirited, inquisitive little blue puppy. She loves to count, measure, and sort -- and is always excited about learning new things! Steve has a very important job as the official Backyard Fair greeter. He looks forward to seeing the Big Prizes Blue collects with Blue Dollars! Shovel and Pail like to play Mother May I? on a number line. It helps them learn to count. You can help Blue learn to count on Shovel and Pail's number line! Mr. Salt and Mrs. Pepper can be found at the Snack Stand at the Backyard Fair. They're so glad you can help them sort snacks for their many customers. Tink needs help gathering supplies to make his train ride. You can help Tink build the greatest ride ever! Bell asks you to make some weighty decisions about souvenirs. Can you find the souvenir Blue's friend is looking for? The Scale Triplets are very cooperative when they weigh souvenirs at Bell's Souvenir Stand! They just love to work together. Baby Bear loves to play cards! She made a special card game to share with Blue and you. If you like shapes and counting, you'll love Baby Bear's card game! Felicia the Felt Friend is decorating floats for the Pattern Parade. Can you help find the missing decorations? Cash Register can be found at the Prize Tent where you help Blue earn a Big Prize. Put the correct number of Blue Dollars into Cash Register's drawer in order to buy parts to make a Big Prize. Tickety Tock is very busy at the Backyard Fair! She likes to eat snacks, play Mother May I? and weigh souvenirs. Chick hops from the Snack Stand to the Mother May I? game, spreading happiness wherever she goes. Slippery slides all over that Backyard Fair, from the Snack Stand to the Souvenir Stand to the Mother May I? game! What a bubbly personality! Gingerbread Boy is pretty thin. He needs to fill up on those snacks at Mr. Salt and Mrs. Pepper's Snack Stand! He also likes to gather souvenirs at Bell's Souvenir Stand. Magenta is Blue's favorite preschool friend. She likes to play Mother May I? with Blue. Magenta and Blue are such colorful friends! Mailbox always delivers a smile! He likes to visit Bell's souvenir stand. Maybe he's looking for something to send to someone! THE ACTIVITIES Shovel and Pail's Mother May I? Game Objective: To help Blue reach "10" on the number line before her friend does. Learning Opportunities: * Introduce the number line as a learning and problem-solving tool * Introduce and practice simple addition operations * Practice counting * Explore one-to-one correspondence * Recognize and identify written numerals and their corresponding number of objects * Introduce the concepts of "greater than," "fewer than," and "equal to" * Emphasize that numerical and mathematical concepts surround us in daily life * Explore and apply mathematical problem solving skills * Develop logical thinking and problem solving skills How to Get There: To play Mother May I?, move your cursor to Shovel and Pail and the number line rope on the Selection Screen, then click the big arrow. How to Play: Blue loves to play Mother May I? with Shovel and Pail and her other Blue's Clues friends! You can help Blue as she attempts to be the first player to reach the number "10" on the Backyard Fair number line. Pail plays "Mother" and tells Blue how many steps she may take. Blue asks, "Mother May I?" Pail always says, "Yes, you may!" To hear the instructions again, click on Pail. Count (but do not click) the numbers on the number line to find the number where Blue should move to. Click the goal number or rope. If you are correct, Blue will move to that number. Help her count as she moves. If you are not correct, you can try again. If you are incorrect a second time, it's Blue's friend's turn. When you're finished helping Blue with her turn, it's Blue's friend's turn. You can count as Blue's friend moves along the number line. The first player to reach "10" is the Mother May I? winner. Blue gets three Blue Dollars if she's the winner. If Blue's not the winner, she gets one Blue Dollar just for playing! You may play Mother May I? for as long as you like. To exit the activity at any time, click the blue arrow in the upper-left corner of the screen. Level Progression: As the game progresses, the instructions become more challenging. In beginning levels, you count only on the number line. In more difficult levels, you count objects around the screen, then move that many spaces. Mr. Salt & Mrs. Pepper's Snack Stand Objective: To help Mr. Salt and Mrs. Pepper sort snacks according to the snacks' attributes. Learning Opportunities: * Enhance logical thinking and deductive reasoning skills * Develop skill in observing details * Explore the fundamental concepts of sets and subsets * Recognize, compare, and contrast attributes * Sort, categorize and classify objects by one or more attributes * Recognize that groups can contain objects that are alike in some ways and different in others How to Get There: To go to the Snack Stand, move your cursor to Mr. Salt and Mrs. Pepper's Snack Stand on the Selection Screen, then click the big arrow. How to Play: Mr. Salt and Mrs. Pepper need your help sorting snacks for customers at the Backyard Fair. You can help by sorting snacks so they go with the signs on the shelves. Move your cursor over a sign or a snack to hear more about it. To select a snack, click on it and it will "stick to your cursor." Move the snack to the correct shelf, then click to place it in that area. If you sort a snack incorrectly, it pops back to the table and you can try again. When you've sorted all the snacks on the table, you'll earn one Blue Dollar. Sometimes, a customer requests one of the snacks you sorted. Listen carefully, then find the correct snack for the customer. You may sort snacks for as long as you like. To exit the activity at any time, click the blue arrow in the upper-left corner of the screen. Level Progression: As the game becomes more challenging, there are more places to sort snacks. In beginning levels, you will sort snacks according to two attributes (for example, star cookies and circle cookies). In more difficult levels, you will sort snacks according to five attributes (for example, star cookies, circle cookies, heart cookies, as well as cookies with sprinkles and cookies without sprinkles). Tink's Train Ride Objective: To help Tink gather supplies for his train ride by exploring problem-solving strategies and completing simple mathematical operations. Learning Opportunities: * Practice counting * Discover and apply mathematical problem solving strategies * Understand and explore the concepts of addition and subtraction * Explore one-to-one correspondence * Reinforce shape recognition How to Get There: To skidoo to Tink's Train Ride, move your cursor to Tink's toy box on the Selection Screen, then click the big arrow. How to Play: Tink built a train ride for the Backyard Fair, but he needs your help to gather supplies to make his train ride longer and fancier. Tink tells you what supplies he's looking for. The supplies are also shown on Tink's sign. Click on the bin(s) that will provide Tink with the necessary supplies. Bins with a "chute" ADD the indicated number of supplies to the train, while bins with a "suction tube" TAKE AWAY the number of supplies from the train. The bins operate as the train moves beneath them, adding supplies to and subtracting supplies from the train as it passes under each bin.Click a bin once to turn it on so it activates as the train passes beneath it. To deactivate the bin, click it again. You can click bins before the train moves or while it is moving, but before it has passed under the bin you click. To start the train, click on it. You can make the train move faster by clicking on it again. If you gathered the supplies Tink asked for, you earn a Blue Dollar. If you put the wrong supplies onto the train, the train will go back to the beginning of the track and you can try again. After you have helped Tink get some supplies, you can see a new part of his ride! You may ride Tink's train as long as you like. To exit the activity at any time, click the blue arrow on the Skidoo in the upper-left corner of the screen. Level Progression: As the game becomes more challenging, the train moves faster, more items need to be collected, and more bins are added. In beginning levels, you will only add supplies to the train, while in more advanced levels, you will add supplies to and take supplies from the train. Baby Bear's Card Game Objective: To join Baby Bear for a game of cards at her Backyard Fair game booth. Learning Opportunities: * Enhance logical thinking and deductive reasoning skills * Practice counting * Recognize, identify, and discriminate colors * Recognize, identify, and discriminate basic geometric shapes * Identify similarities and differences between objects * Develop skills in observing details * Explore one-to-one correspondence and matching How to Get There: To play cards with Baby Bear, move your cursor to Baby Bear on the Selection Screen, then click the big arrow. How to Play: Baby Bear made a card game to play with you and Blue! The object of the game is to be the first player to get rid of all your cards. Baby Bear shuffles and deals the cards, then places the deck face-down (the draw pile) in the middle of the playing area. She turns one card face-up (the play pile). Try to match one of your cards with the number or shape of objects on the face-up card in the play pile. If you cannot play a card, you may get a new card from the draw pile. You can continue to draw cards from the draw pile until you have five cards. If you have five cards and still cannot play, it's Baby Bear's turn. If Baby Bear cannot play a card, she draws a card from the pile. If she fills up her hand with five cards and still cannot play, the top card on the pile is turned over and it's your turn to try to match that card. Wild Cards display pictures of Baby Bear's face instead of pictures of shapes. You can play a Wild Card anytime you like. You get to choose what shape you would like to make it. To play a Wild Card, click on it to place it on the play pile. You can choose the shape you want your Wild Card to display. If you win, Blue receives three Blue Dollars. If Baby Bear wins, you receive one Blue Dollar just for playing! You may play cards with Baby Bear for as long as you like. To exit the activity at any time, click the blue arrow in the upper-left corner of the screen. Level Progression: In beginning levels, fewer items appear on the cards. In more difficult levels, more items are displayed on the cards. As the game becomes more difficult, Wild Cards and numeral cards are introduced. Bell's Souvenir Stand Objective: To weigh and compare familiar objects in order to help Bell and the Scale triplets sell souvenirs at the Backyard Fair. Learning Opportunities: * Explore weight as a system of measurement * Explore estimation and prediction * Compare and contrast the weight of familiar objects * Explore equalities and inequalities * Formulate and test a hypothesis * Develop quantitative vocabulary: "less," "more," "the same as" How to Get There: To weigh souvenirs with Bell and the Scale triplets, move your cursor to Bell and the crates on the Selection Screen, then click the big arrow. How to Play: Blue needs your help weighing souvenirs at the souvenir stand. One of Blue's friends asks for a souvenir based on its weight. To hear the request again, click on Blue's friend. Blue's friend might want the heaviest or lightest souvenir or two souvenirs that weigh the same. To fill the order, you must weigh the souvenirs. Click on a souvenir and it will "stick to your cursor." To see and hear the weight of any item, place it on a scale. You can place any item on any scale. If you want to weigh an item and all scales are full, remove something from any scale and place it back on a crate. Then weigh the desired item. To give a souvenir to Blue's friend after it has been weighed, click on it, then click on the souvenir bag. If you give Blue's friend the wrong souvenir, you may try again. You may weigh souvenirs as long as you like. To exit the activity at any time, click the blue arrow in the upper-left corner of the screen. Level Progression: As the game progresses, requests for souvenirs become more challenging and weights of available objects become more similar. In easier levels, you will be asked to find the lightest or heaviest object. In more difficult levels, you will also be asked to find and compare the weights of numerous objects. The Felt Friend's Pattern Parade Objective: To help the Felt Friend decorate floats for the Backyard Fair Pattern Parade by recognizing and completing patterns. Learning Opportunities: * Develop logical thinking and problem solving skills * Recognize that a pattern is comprised of regularly repeating parts * Recognize that patterns can be linear or non-linear * Recognize and complete linear and symmetrical patterns * Explore sequencing and ordering * Recognize and identify familiar shapes How to Get There: To skidoo to the Felt Friend's Pattern Parade, move your cursor to the Felt Friend's picture frame on the Selection Screen, then click the big arrow. How to play: The Felt Friend is making floats for the Backyard Fair Pattern Parade, but needs your help finishing them. Look at the shape pattern on the float. Click the shape at the bottom of the screen that correctly completes the pattern. The shape will "stick to your cursor." Click again to place the shape into the correct location on the float. If you put the wrong shape on the float, you can try again. When you correctly complete a pattern, the float animates and you get a Blue Dollar. To see the float animate again, just click on it. Click the arrow at the bottom of the screen to decorate the next float in the Pattern Parade. You may decorate floats as long as you like. To exit the activity at any time, click the blue arrow in the upper-left corner of the screen. Level Progression: As the game becomes more challenging, patterns become longer and more complex. In easier levels, you will fill in the last shape in a simple pattern, such as ABC, ABC, AB_. In more difficult levels, you will fill in any shape in a pattern, such as ABC, A_C, ABC. Cash Register's Prize Tent Objective: To help Blue redeem Blue Dollars to collect Big Prizes. Learning Opportunities: * Understand the concepts of earning and spending money * Practice simple mathematical operations * Explore one-to-one correspondence * Count money toward a purchase * Enhance spatial and perceptual memory skills How to Get There: To go to the Prize Tent, move your cursor to the tent on the Selection Screen or to Blue's backpack on any of the six other activity screens, then click the big arrow. How to Play At Cash Register's Prize Tent, you can help Blue buy a Big Prize. (You can earn Blue Dollars by playing any of the six other activities in Blue's 123 Time Activities.) You can buy components needed to assemble one of the Big Prizes. Each Big Prize contains nine components. Each of these components appears on the shelves in the Prize Tent. Listen to Cash Register's directions. Then click on an item and Cash Register will tell you if you can buy that item. Pay for items by clicking on Blue Dollars and bringing them to Cash Register. When correct payment has been received, the item purchased is given to Blue. If you have Blue Dollars remaining, you can purchase more items. If you do not have Blue Dollars remaining, you can collect more Blue Dollars by playing any of the six other activities. Once all nine components for any Big Prize have been purchased, Blue puts them together to form the Big Prize and shows her Big Prize to Steve. Click on the Big Prizes sign to see the Big Prizes you have already earned. You can leave Cash Register's Prize Tent at any time by clicking the blue arrow in the upper-left corner of the screen. When you return, you will see the same items on the shelves that were there when you exited the activity. Contacting Humongous Entertainment Technical Support Phone (425) 485-1212 Fax (425) 806-0480 U.S. Mail Technical Support Humongous Entertainment 13110 NE 177th Place Suite B101 #180 Woodinville, WA 98072-9965 On-line Web Site WWW http://www.humongous.com Order Department Phone (800) 499-8386 Fax (425) 906-0480 Internet Mail custserv@humongous.com Blue's 123 Time Activities Copyright 1999 Viacom International, Inc. All rights reserved. Software Copyright 1999 Humongous Entertainment, Inc. All rights reserved. Archived by OldGamesDownload.com on 12th October, 2019