SOFTWARE FOR PRESCHOOLERS
Sammy the Sea Serpent is an interactive story de¬
signed for young children. While the children watch
the computer screen, a voice tells them about a little
sea serpent named Sammy. One day, a storm dis¬
turbs the sea where Sammy lives. A big wave carries
Sammy out of the sea and throws him on the land.
Sammy wants to return to the sea but he is lost. By
moving the computer’s joystick and listening to the
narrator’s instructions, a child can help Sammy re¬
turn to his home.
A second program consists of two games that a child
can play with Sammy: (1) working a maze and
(2) catching bugs.
Sammy the Sea Serpent is designed to develop listen¬
ing and motor skills.
HOW TO USE THE PROGRAMS
Place your BASIC cartridge in the computer. Make
sure that a joystick is plugged into jack #1 in the
front of the computer.
Side A contains the story of Sammy. Side B contains
the games. To load a program, type CLOAD and
press RETURN twice. Press the PLAY button on the
It is possible that you may wish to immediately re¬
peat the program. Here is how to do this without
reloading. The first time you load Sammy, set the
counter on the cassette recorder to 000. When the
program has finished loading, record the number on
the recorder. Then proceed to listen to Sammy.
When the program is finished, press the RESET key.
Then rewind the tape back to the number you noted
earlier. Type RUN.
Place the voice cassette in the ATARI Program Re¬
corder. Insert it Side A up to hear the story. Rewind
the cassette to the beginning and depress the PLAY
button on the recorder. Next, turn on the disk drive.
When the “busy” light goes out, insert the disk. Turn
on the computer and TV set. A voice narration will
explain what is happening.
NOTE: In order to protect the TV screen from “burn
in,” the ATARI computer will, after a period of time,
change the screen color or even blank it out. If this
happens, simply press the space bar and continue
with the program.
ACTIVITIES FOR YOU AND
The following activities will reinforce and expand on
the concepts and skills developed in Sammy the Sea
1 On a piece of paper, create a simple maze. Have
your child draw a path through the maze.
2 Find an article in a garden book or an encyclo¬
pedia on garden mazes. Does your child think it
would be fun to go through a garden maze? Why
or why not?
3 Discuss the meanings of “up,” “over,” and
“through.” Ask your child to draw pictures of
Sammy going up a wall, over a wall, and through
Copyright © 1981, 1982 by Program Design, Inc,
All rights reserved. No part of this material may be
reproduced in any form without the prior written permission
of the publisher. Printed in the U.S.A.
preschool programs from
Preschool IQ Builder 1
Preschool IQ Builder 2
The Adventures of Oswald
Here Conies Violet
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11 Idar Court, Greenwich, CT 06830.
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