VTech PreComputer Prestige Course Manual
VTech PreComputer Prestige Course Manual

VTech PreComputer Prestige Course Manual

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COURSE BOOK

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Summary of Contents for VTech PreComputer Prestige

  • Page 1 ® COURSE BOOK...
  • Page 2: Table Of Contents

    CONTENTS CHAPTER 1 INTRODUCTION ....... 1 CHAPTER 2 GETTING STARTED ..... 2-4 CHAPTER 3 THE KEYBOARD ......5-9 CHAPTER 4 ACTIVITIES AND FUNCTIONS .. 9-24 CHAPTER 5 WORD PROCESSING ....24-27 CHAPTER 6 BASIC ........28-83 CHAPTER 7 CALCULATOR ......84-86 CHAPTER 8 TIME LIMITS ........
  • Page 3: Introduction

    240x100 full dot matrix LCD screen and a standard sized computer style keyboard that gives the user the look and the feel of a real laptop computer. PRECOMPUTER PRESTIGE offers 42 activities...
  • Page 4: Getting Started

    CHAPTER 2 GETTING STARTED The PRECOMPUTER PRESTIGE learning unit operates on 4 "C" size batteries or a 9V AC adapter. BATTERY INSTALLATION 1. Make sure the unit is OFF. 2. Locate the battery cover on the back of the unit and open it.
  • Page 5 ® VTECH Industries, LLC. 101 E. Palatine Road Wheeling, IL 60090-6500 In Canada: Please see the enclosed VTECH ® adaptor offer coupon. ON BUTTON & OFF BUTTON Turn on your PRECOMPUTER PRESTIGE learning unit by pressing the ON button located at the lower right-hand side of the viewing screen.
  • Page 6 ON button again. We recommend that you turn the unit OFF when not in use. If you will not be using the PRECOMPUTER PRESTIGE unit for a long period of time, remove the batteries and unplug the adapter.
  • Page 7: The Keyboard

    CHAPTER 3 THE KEYBOARD The keyboard on PRECOMPUTER PRESTIGE combines the operation of a standard computer keyboard with several other functions described below. £ Enter SPECIAL KEYS Enter Enter Key: Press this key after typing or choosing an answer to confirm your selection.
  • Page 8 Caps Lock Key: Press this key to make all typed letters appear in upper case. Press the key again to return to normal typing mode. When the Caps Lock function is activated the Caps Lock light will turn on. Symbol key: Press this key to show off the characters which is not on the keyboard.
  • Page 9 Help Key: Press this key in the Key-In mode of Trivia activities when you need help and you will be given three multiple choice answers to choose from. In Grammer Quiz, press Help to give you three multiple choice answers for the wrong word to choose from. In Flash Words, press Help to give you a hint on the first letter of the word.
  • Page 10 WORD SEARCH to switch between vertical and horizontal words. Press the right cursor button in WORD PUZZLE to close the clue window. ACTIVITY SELECTOR There are 42 activities in the PRECOMPUTER PRESTIGE unit and they are divided into 5 activity groups.
  • Page 11: Activities And Functions

    There are 4 levels with the first level being the easiest and the fourth level being the most difficult. Cartridge Key: ® This key is used to access VTECH PRECOMPUTER expansion cartridges that connect with the unit. It will not work unless an expansion cartridge has been inserted into the unit.
  • Page 12 ENTERING ACTIVITIES After turning on the power, there is a welcoming animation and the main menu will appear. Use 1 of the following 2 ways to enter into one of the five activity group menus: 1. Press any one of the five activity group buttons from the activity keyboard 2.
  • Page 13: General Display

    PLAYER MODES: The unit will automatically begin in 1-player mode at power up. To enter the 2-player mode, press the Player key first and then type a "2" or use the mouse to click one of the player icons. Note: The following activities do not offer two-player mode: All Logic Games activities All Business Basic activities...
  • Page 14: System Setup

    Select input method Date format Name change SET PRINTER TYPE There are a number of printers which the PRECOMPUTER PRESTIGE unit is compatible with. Set Printer Type allows you to select any one of the printers. The PRECOMPUTER PRESTIGE learning toy supports the following printers: ®...
  • Page 15: Word Games

    EXPAND ICON ON/OFF The PRECOMPUTER PRESTIGE learning unit offers you descriptions of different icons and functions. When the unit is turned on, the expand icon is OFF and you can go into the System Setup to enable this function. When expand icon is ON, a bubble containing the name of the icon will pop up when you move the cursor over the icon.
  • Page 16 SYNONYMS The unit will display a word on the screen. Type in a word that has the same meaning. The underlines tell you how many letters are in the word. Press the Enter key to confirm your answer. If you don’t know the answer, you can get help by pressing the Help key or clicking Help icon and a table of letters will display.
  • Page 17: Word Puzzle

    WORD PUZZLE This is a crossword puzzle game with 10 missing words in each puzzle. Use the cursor point to select one of the missing words and receive a clue for the word. Type in the word and press Enter to confirm your answer. If you do not want to answer this clue, choose another word.
  • Page 18 EDITING DATA Adding Records Choose the icon when you want to add another set of data to your existing list. The record will be added at the end of the list. Deleting Records Choose the icon when you want to delete records from your existing list. Before you choose this icon be sure that you are on the correct record as you will not be able to retrieve the information once it has been deleted.
  • Page 19 You can also use the cursor point or the mouse to select the icon to get an on- screen number keyboard. Input the answer by choosing the numbers on the keyboard and select the icon to confirm your answer. SUBTRACTION A subtraction problem will appear on the screen.
  • Page 20 STORY PROBLEMS In this activity the PRECOMPUTER PRESTIGE learning unit challenges you to find answers to math problems that are presented as story problems instead of numerical equations. The question will appear on the viewing screen and then 3 multiple choice options will be given.
  • Page 21: Trivia Games

    first in the equation and then press Enter. Repeat the same process for the second, third and so on until it forms an equation. If you make a mistake, you can use the Backspace key or click the icon to undo the last pick. When you have completed the equation, press the Enter key or click the icon to confirm your answer.
  • Page 22: Logic Games

    LOGIC GAMES THE GREAT ESCAPE Help BLOCK to get free! Move the blocks so that BLOCK gets out through the exit within the time limit. To move a block, select the block you want to move. Then use the mouse or the cursor point to move the block to the space you want.
  • Page 23: Step By Step

    STEP BY STEP 1 This activity introduces the simple concept of programming. Your goal is to recreate the picture on the screen by controlling and moving the drawing ball. When the game starts, decide whether you want to move or draw first. Click the icon to get the move commands and click the icon to get the draw commands.
  • Page 24: Business Basics

    This is an intensive programming activity. Full instructions are provided in Chapter 6 of this manual. 200 YEAR CALENDAR The PRECOMPUTER PRESTIGE learning toy has a built-in 200 year calendar. The activity will start by showing you the calendar January, 1996. You can change the day by clicking on the arrows on the right or left of the icon.
  • Page 25 Edit the record as you would in a word processing document. TELEPHONE DIRECTORY The PRECOMPUTER PRESTIGE learning toy comes with a built-in Telephone and Address Directory. You can enter the names, phone numbers and addresses of your friends and family.
  • Page 26: Word Processing

    Spell Checker never actually spells a word for you but will check your spelling and give you a list of possible words to choose from. Type a word you want to check and press Enter to confirm. PRECOMPUTER PRESTIGE will spend a few seconds checking the dictionary.
  • Page 27 PRINT In order to use the print feature, you must connect it to one of the printers which works with the PRECOMPUTER PRESTIGE . Please see the list of compatible printers listed in the SET PRINTER TYPE section in Chapter 4. It is wise to save your file before printing.
  • Page 28 EDIT cut a block of text Copy copy a block of text Paste paste a block of text Clear erase a block of text Most simple editing can be accomplished by using the insertion and deletion keys. When you want to change larger blocks of text, then you need to do block editing. The EDIT pull-down menu is for editing blocks of text.
  • Page 29: Word Processing

    TOOLS Spelling spell check of a word Symbol insert symbols SPELLING Spelling checks a word to see if it is in the spelling dictionary in the Spell Checker activity. To check the spelling of a word, move the cursor to the beginning of the word and select Spelling from the TOOLS menu icon.
  • Page 30: Basic

    CHAPTER 6 BASIC INTRODUCTION ARE COMPUTERS IMPORTANT? Computers are all around us. Like cars, phones and TVs, computers help us make our lives easier. Millions of computers are used everyday. Doctors use computers to treat patients. Police use computers to track criminals. Stores use computers to add up prices quickly and so on.
  • Page 31 To do this requires us to learn how to talk to our computer. This chapter will help you to get started. All you need is your PRECOMPUTER PRESTIGE learning unit and some time. WHAT IS THIS CHAPTER FOR? This chapter is a step-by-step guide for understanding programs and learning to use the computer language called BASIC.
  • Page 32: The Keyboard

    When using the INPUT command, PRECOMPUTER PRESTIGE will ask you to supply it with some data from the keyboard. PRECOMPUTER PRESTIGE tells you it needs input with a prompt. The prompt is the "?" symbol and it appears on the display indicating that the computer is waiting for you to type something.
  • Page 33: The Display

    GETTING STARTED This activity lets you type in your own programs and run them. Follow these simple steps: 1. Turn on the PRECOMPUTER PRESTIGE unit. 2. Click the Business Basic icon from the main menu.
  • Page 34 Each time you press Enter, the next lines are displayed. You can stop this by pressing the Shift and Break keys. If you enter the command with a line number after the word, i.e., LIST 50, PRECOMPUTER PRESTIGE will list the statement at line 50.
  • Page 35 Now type RUN and press Enter. What happens? You get the strange message, "? SYNTAX ERROR IN 10" in the display. That means you made a mistake in BASIC grammar and this is the PRECOMPUTER PRESTIGE unit’s way of telling you this. You need to EDIT the line or re-type it, changing "PRONG"...
  • Page 36 You can use PRECOMPUTER PRESTIGE as a calculator in arithmetic statements like the one above by not using a line number. Just type: PRINT 12-4+7 and press Enter The answer will appear on the display. Another short cut is that you could use the "?" symbol to stand for the word "PRINT".
  • Page 37 Type: 10 PRINT 2^10 When you use all the operations together, it can get a bit complicated. After a winning baseball game, your 7-person team is awarded 3 cans of pop for the game plus another 11 cans because you finished first in the league too. How many cans does each player get? Type this: 10 PRINT 3+11/7...
  • Page 38 NUMERIC VARIABLES You have seen how you can use BASIC to print numbers and messages. You can also give values to a BASIC program yourself. The computer uses a letter to stand for a value. This is called a variable. For example LET D = 609. This statement puts the value 609 into a box in memory called "D".
  • Page 39 Now let’s finish this by typing: 50 PRINT "FIRST NUMBER"; A 60 PRINT "SECOND NUMBER"; B 70 PRINT "THE SUM IS"; C You will see the following on the display: FIRST NUMBER 8 SECOND NUMBER 15 THE SUM IS 23 (Don’t forget to press Enter after you have seen each line to get the next one displayed.) Let’s take a look at the print statements on lines 50 through 70.
  • Page 40 Let’s try. Type: 10 PRINT 3000000*3000000 The answer on the display is 9E+12. This is the computer’s way of showing extremely large numbers. A number with the letter E and a number to the right of the decimal point is called scientific or exponential notation. You find the decimal point and move the number of places specified after the "E"...
  • Page 41 NOTE: For both numeric and string variables, only the first 2 characters of the variable names are valid. Also, they cannot resemble the name of any command. Examples: TOTAL is interpreted as the TO command and POTATO is interpreted as variable CONSTANTS A constant is something that doesn’t change.
  • Page 42 The program in the above example contains a programming construction called a loop. A loop is one or more BASIC statements, usually called a set, that can be executed as many times as you want. The statement in line 40 contains an IF statement. It is called a conditional statement and will be discussed in detail under the topic called Making Decisions.
  • Page 43 Try this: 10 INPUT "GIVE ME A NUMBER"; N1 20 INPUT "AND ANOTHER"; N2 30 PRINT "I WILL ADD THEM" 40 C=N1+N2 50 PRINT "THE ANSWER IS"; C Type RUN and press Enter to see what happens. MAKING DECISIONS The IF statement tells the computer that it has to make a decision. It does this by comparing two numbers, arithmetic expressions or string variables.
  • Page 44 A condition is either TRUE or FALSE. The IF statement has a condition. The computer evaluates the condition and decides that if a condition is TRUE it will do something for the TRUE condition. Take the following: IF A > 90 THEN PRINT "YOU ARE SMART" The A >...
  • Page 45 This program uses the INPUT statement to get values for numeric variables and prints a computed result. It then prompts for a string variable and makes the decision to begin again if the value typed in is a Y. Here’s another one. Type: 10 INPUT "GIVE ME A NUMBER";A 20 INPUT "AND ANOTHER";B...
  • Page 46 140 PRINT "YOU MADE A MISTAKE" 150 PRINT "TRY AGAIN" 160 GOTO 30 200 PRINT "THE ANSWER IS";C 300 END This is a long program but it has a lot of new things in it that are worthwhile to know about.
  • Page 47 You can modify the program to get out of a loop by using an IF statement to control the loop like the program that calculates the area of a rectangle. Another way to create a loop is through the use of the FOR and NEXT statements. These statements surround the instructions that you want to repeat.
  • Page 48 Are they the same? We can also count by 2’s. Let’s bring back the previous program and change line 10. The entire program looks like this: 10 FOR N=1 TO 10 STEP 2 20 PRINT "N IS";N 30 NEXT N The STEP 2 part changes the meaning hidden in the NEXT N statement to be N = N + 2 or any other number that gets put in the STEP part.
  • Page 49 MORE ABOUT GROUPS - GOSUB ... RETURN How much is 10 degrees Celsius in Fahrenheit? What is 100 degrees Fahrenheit in Celsius? Here’s a program that gives you the answers. It uses the GOSUB and RETURN statements to create a group of instructions that can be executed from various parts of the program. Remember when you use a GOSUB, the program branches to the line number that you specify in the statements that will be executed sequentially until a RETURN statement is encountered.
  • Page 50 510 PRINT "THE FAHRENHEIT TEMP IS";F 520 RETURN 600 C=(F-32)*5/9 610 PRINT "THE CELSIUS TEMP IS";C 630 RETURN REFERENCE SECTION The REFERENCE SECTION contains a brief explanation of all the commands and statements you will use in this chapter. Refer to this when you need help. CLEAR The CLEAR statement is used to assign more memory space for the string variables.
  • Page 51 Line # DIM array-name (array-size). The DIM command reserves space for one dimensional numeric or string arrays. The array- name may be up to 6 characters long but only the first 2 characters are valid. For a string array the last character must be a $. The array can contain up to 100 elements (0-99).
  • Page 52 Line # END The END statement is used as the last command in a program. It stops the program. Examples: 160 END 999 END PSET This command is used for drawing a specified point on the screen. PSET X, Y (X, Y) is a coordinate of the specified point to be shown.
  • Page 53 Example: 10 CLS 20 FOR X= 50 TO 100 30 PSET X, 8 40 FOR DELAY= 1 TO 70 50 NEXT DELAY 60 PRESET X, 8 70 NEXT X 80 END VOICE This is a command to generate voice. VOICE(X) X is the voice number A LIST OF AVAILABLE VOICE Voice Num(X)
  • Page 54 Z(Zed) Z(Zee) FOR ... TO ... STEP ... NEXT Line# FOR variable = initial value TO final value STEP step size (optional) Line# Line# Line# Line# NEXT variable...
  • Page 55 The FOR ... NEXT statement repeats a task a set number of times without having to rewrite it. All statements between the FOR and NEXT command are repeated based on the initial value, the final value and the step size. If the STEP portion of the command is not used, it is assumed to be 1.
  • Page 56 A LIST OF NUMERIC FUNCTIONS Function What it does ABS (X) Returns the absolute (postive) value of X SGN (X) Returns the sign of the argument X negative returns -1 X postive returns + 1 X zero returns 0 SQR (X) Returns the square root of X.
  • Page 57 SGN (X) This function will give the value of +1 if X is positive, 0 if X is zero, and -1 if X is negative. So SGN(4.3)=1; SGN(0)=0; SGN(-276)=-1 Example: press Enter PRINT SGN (A); SGN (A-A) press Enter INT (X) This converts arguments which are not whole into the largest whole number below the argument.
  • Page 58 This function computes the length of the string argument, which must be in brackets. So if you type PRINT LEN ("JOHN") the computer will return the result 4. This is telling you that there are 4 characters in the string "JOHN". Blank spaces have the value of characters.
  • Page 59 Example: 10 A$="33" 20 B$="20" 30 C=VAL(A$+B$) 40 D= VAL (A$) + VAL (B$) 50 PRINT C;D 3320 53 GRAPHICS FUNCTION PGET Returns the color attribute of a specified pixel. PGET(X, Y) = n Returns the current coordinates (X,Y) turns the pixel status ON the current coordinates (X,Y) turns the pixel status OFF SUBSTRINGS It is also possible to get substrings of strings.
  • Page 60 Example: 10 A$="ABCDE" 20 B$=LEFT$ (A$+"FGH",6) 30 PRINT B$ ABCDEF RIGHT$ (A$,N) This will return a substring but starting from the Nth character from the end and running to the last one - the right-most character in the string A$. Example: 10 A$="WHY"...
  • Page 61 MID$ (A$,M,N) This function returns a substring of the string A$ starting from the Mth character with a length of N characters. Example: 10 A$="ABCDEFGH" 20 B$=MID$(A$,2,3) 30 PRINT B$ ASC(A$) The ASC statement will return the ASCII code (in decimal) for the FIRST character of the specified string.
  • Page 62 RETURN statement is used to send the computer back to the line immediately after the GOSUB. These statements are used to process a series of commands that are frequently used. Example: 30 GOSUB 120 other program lines 120 PRINT "WELCOME TO THE" 130 PRINT "PRECOMPUTER PRESTIGE" 140 RETURN...
  • Page 63 GOTO Line # GOTO line number The GOTO statement is used to change the normal flow of the program(which is from the lowest statement number to the highest). A GOTO command transfers control to the specified line. Examples: 10 GOTO 130 200 GOTO 65 IF...THEN...ELSE In general terms, the IF...THEN...
  • Page 64 Example: 30 IF X >25 THEN 60 If the condition X>25 is true, the computer is told to jump to line 60 (Note: the GOTO is optional after THEN). If the condition is not true, that is, if X is not greater than 25, then the computer simply carries on with the normal line number order in the program.
  • Page 65 Example: 40 IF P=6 THEN PRINT "TRUE" ELSE PRINT "FALSE" In this example, if P=6 the computer will print TRUE. Any other value will produce a FALSE. In either case the computer will carry onto the next line. It is possible for more than one statement to follow the THEN or ELSE command. A colon separates the statements.
  • Page 66 TRUTH TABLE FOR "NOT" FUNCTION NOT A TRUTH TABLE FOR "AND" FUNCTION A AND B TRUTH TABLE TABLE FOR "OR" FUNCTION A OR B Note that T = TRUE and F = FALSE. Example: 10 INPUT A,B,C 20 IF A=B AND B=C THEN PRINT "A=B=C" 30 IF (NOT A=B) OR (NOT B=C) THEN 50...
  • Page 67 40 END 50 PRINT "A=B=C IS FALSE" 60 END ? 10 ?? 5 ?? 7 A=B=C IS FALSE Moreover AND, OR, and NOT can be used to manipulate numerical values. These operations are based on binary numbers with 1 and 0 representing TRUE and FALSE respectively. For example: i) NOT 1=-2 [1=binary 00000001 and -2=binary 11111110, so it just changes the 1 to 0 and 0 to 1.
  • Page 68 Line # LET variable = variable expression The variable expression is calculated and the result is stored under the variable. The word LET is optional. Examples: 40 LET SUM=A+B+C 25 LET AMOUNT=PRICE-DISCOUNT LIST LIST (optional line number) LIST is used to display the active program. If the optional line number is omitted, the program will be displayed from the first line onward.
  • Page 69 Example: 80 PRINT NAME$; "IS COMING" 230 PRINT "SUM="; A+B+C READ AND DATA When it is necessary to enter a lot of information or data into the computer, using the INPUT statement can be very time consuming. To help out use the READ and DATA commands.
  • Page 70 Example: 10 DATA 1,3,8,9 20 READ A,B,D 30 RESTORE 40 READ X,Y 50 PRINT A;B;D 60 PRINT X;Y 70 END 1 3 8 The RESTORE command makes subsequent READ statements get their values from the start of the first DATA statement. Now see if you can work out what is happening here.
  • Page 71 80 NEXT 90 A=S/8 100 PRINT A 9.52813 Line # REM text REM is used to add comments in your program which are ignored when the program is RUN. Example: 10 REM**GUESSING GAME** 20 REM TEST OF SORTING RUN tells the computer to begin to perform your program beginning with the lowest statement number.
  • Page 72 FORMAT To format a RAM cartridge. LOAD To load a program from a RAM cartridge. ERASE To erase a file from a RAM cartridge. SAVE To save a file from the RAM buffer to a RAM cartridge. To show the directory of files saved on the RAM cartridge. EDIT To edit a file.
  • Page 73 2. HAPPYSAD REM Happy 10 INPUT "Are you happy (Y/N)"; A$ 20 IF A$ = "Y" OR A$ = "y" THEN 40 30 IF A$ = "N" OR A$ = "n" THEN 90 31 PRINT "Please say 'Y' or 'N'" 32 GOTO 10 40 PRINT "...
  • Page 74 4. TALKING REM TALKING MACHINE 10 PRINT "I’m the talking machine!" 20 INPUT "What’s your name"; NAME$ 30 PRINT "Hello, "; NAME$; "!. Nice to meet you." 40 PRINT "Is this the first time you will" 50 INPUT "learn about programming (Y/N)"; ANSWER$ 60 IF ANSWER$ = "Y"...
  • Page 75 5. WORMS REM WORM QUELIE 10 INPUT "How many letters in your first name"; NUMBER 20 INPUT "How many letters in your last name"; L$ 30 LET L = VAL(L$) 40 LET SUM = L + NUMBER 50 PRINT "Then your full name is"; SUM; "letters long." 60 END 6.
  • Page 76 90 PRINT A; "and "; B; "is "; A - B; "." 100 END 200 PRINT "The sum of" 210 PRINT A; "and "; B; "is "; A + B; "." 220 END 7. SECRET REM Secret 10 NO = RND(100) 20 PRINT "Hi! I’ve got a secret number"...
  • Page 77 8. ADDUP REM Add-up 10 LET X = RND(100) 20 LET Y = RND(100) 30 PRINT "If"; X; "plus"; Y; "is equal to SUM," 40 INPUT "then what is the value of SUM"; ANS 50 IF ANS = X + Y THEN PRINT "Yes, you’re right!": END 60 PRINT "Oh, no! The answer is";...
  • Page 78 LET D$ = "" 100 FOR I = 1 TO L: D$ = D$ + "-": NEXT I 110 PRINT "You have"; LIVE; "chance(s)" 120 PRINT D$ 130 INPUT "Make a guess:"; G$ 140 T$ = "" 150 GOSUB 3000 160 FOR I = 1 TO L 170 IF G$ = MID$(SECRET$, I, 1) THEN 200 180 T$ = T$ + MID$(D$, I, 1)
  • Page 79 1000 PRINT "You lose a chance!" 1010 LIVE = LIVE - 1 1020 GOTO 240 2000 PRINT "Game over, the answer is "; SECRET$; "." 2010 3000 G$ = LEFT$(G$, 1) 3010 A = ASC(G$) 3020 IF A > 96 AND A < 123 THEN A = A - 32 3030 G$ = CHR$(A) 3040...
  • Page 80 READ M$, T$ IF M$ <> LEFT$(D$, LEN(M$)) THEN 80 LET MSG$ = T$: LET MON$ = M$ NEXT I IF MSG$ = "" THEN RESTORE: GOTO 30 100 PRINT "You were born in "; MON$; "." 110 PRINT "Did you know "; MSG$ 120 PRINT "...
  • Page 81 THE ASCII CODE TABLE Decimal Printable Decimal Printable Decimal Printable Value Character Value Character Value Character ‘ " & ’ – < >...
  • Page 82 Decimal Printable Decimal Printable Decimal Printable Value Character Value Character Value Character Ç á ≤ ü í é ó â ú ä ñ à Ñ å ª ç º ¿ ê π ë Ã ∑ ¬ è ï î ì «...
  • Page 83 Decimal Printable Decimal Printable Decimal Printable Value Character Value Character Value Character ÷ Ó ß Ô ° ¨ Ò õ • Õ ± Œ œ § THE ERROR MESSAGES CANNOT CONTINUE An attempt is made to continue a program that: 1.
  • Page 84 ILLEGAL FUNCTION CALL A parameter that is out of range is passed to a math or string function. This error may also occur as the result of: 1. a negative or unreasonably large subscript 2. a negative or zero argument with LOG 3.
  • Page 85 REDO A string is assigned to a numeric variable during the execution of the INPUT command. RETURN WITHOUT GOSUB A RETURN statement is encountered for which there is no previous unmatched GOSUB statement. STRING FORMULA TOO COMPLEX A string expression is too long or too complex. The expression should be broken into smaller expressions.
  • Page 86: Calculator

    CHAPTER 7 CALCULATOR The Calculator function turns the PRECOMPUTER PRESTIGE unit into an operational calculator with a 14 digit memory. The number keys and the 19 specially marked keys in the second and third rows of the keyboard are used in the Calculator activity. To clear the screen, use the key at the bottom of the keyboard.
  • Page 87 Example: Input Display 23+45+78 M= 146 Enter 23+45+78 = 146 M= 146 34 - 78 M= 146 Enter 34-78 = -44 M= 102 34-78 = -44 M= 102 23 - 6 + 9 M= 102 Enter 23-6+9 = 26 M= 76 23-6+9 ADVANCED FUNCTIONS The Calculator has special function keys located on the second and third rows of the...
  • Page 88: Calculator

    TRIGONOMETRIC FUNCTIONS All the trigonometric functions can take two forms of input — radians and degrees. If you just type in a number, the Calculator assumes the number is in radians. To enter a number in degrees, press the degree sign after inputting the number.
  • Page 89: Time Limits

    CHAPTER 8 TIME LIMITS Activity Timing Code Word Games All Word Games (except Word Puzzle and Word Search) Word Puzzle Word Search Math Games Trivia Games Logic Games The Great Escape Path Finder Disc Challenge Step By Step 1 Step By Step 2 None Secret Sequence None...
  • Page 90: Scoring

    CHAPTER 9 SCORING Activity Scoring Code Word Games All Word Games (except Word Puzzle and Word Search) Word Puzzle Word Search Math Games All Math Games (except Story Problem) Story Problem Trivia Games Key in the Answer Multiple Choice Logic Games None Business Basics All Business Basics...
  • Page 91 2. "One Player" & "Two Players" Mode Words per round Correct answer 3. "One Player" Mode Questions per round Correct answer on 1st try Correct answer on 2nd try "Two Players" Mode Questions per round Starting Score Correct answer 1st player 2nd player Wrong answer 1st player...
  • Page 92: How To Use An Expansion Cartridge

    CHAPTER 10 HOW TO USE AN EXPANSION CARTRIDGE There is an entire library of optional expansion cartridges available for the PRECOMPUTER PRESTIGE unit. To use a cartridge, follow these steps: 1. Turn the unit OFF. 2. Insert a cartridge into the slot located on the right-hand side of the unit. 3.
  • Page 93: Care And Maintenance

    IMPORTANT NOTE: Creating and developing learning toys is accompanied by a responsibility that we at ® VTECH take very seriously. We make every effort to ensure the accuracy of the information which forms the value of our product. However, errors sometimes can occur.

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