NOTICE Pencil and Paper Activity Maker program files and documentation: (c) Copyright Stephen D. Groll, 1993 BRUN45 (c) Copyright Microsoft Corporation, 1982 - 1988 Portions ADVBAS v99, (c) Copyright Thomas Hanlin III, 1985 - 1988 DEDICATION PAPAM is dedicated to my beautiful wife Paulette who patiently encourages me in all that I do. CONTENTS 1. Hard Drive Installation and Update . . . . . . . . . . . . . . 1 2. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 2 3. Activities You Can Create . . . . . . . . . . . . . . . . . . 3 Hidden Messages . . . . . . . . . . . . . . . . . . . . . . . 3 Shadow Messages . . . . . . . . . . . . . . . . . . . . . . . 3 Hidden Pictures . . . . . . . . . . . . . . . . . . . . . . . 4 Color By Numbers . . . . . . . . . . . . . . . . . . . . . . . 4 Dot to Dot Puzzles . . . . . . . . . . . . . . . . . . . . . . 5 Silly Pictures . . . . . . . . . . . . . . . . . . . . . . . . 5 Crazy Messages . . . . . . . . . . . . . . . . . . . . . . . . 5 Missing Letters . . . . . . . . . . . . . . . . . . . . . . . 5 Acrostic Puzzles . . . . . . . . . . . . . . . . . . . . . . . 6 Word Crossover Puzzles . . . . . . . . . . . . . . . . . . . . 7 Word Search Puzzles . . . . . . . . . . . . . . . . . . . . . 7 Decoding Puzzles . . . . . . . . . . . . . . . . . . . . . . . 7 Unscramble Words . . . . . . . . . . . . . . . . . . . . . . . 8 Unscramble Verses . . . . . . . . . . . . . . . . . . . . . . 8 Matching Puzzles . . . . . . . . . . . . . . . . . . . . . . . 9 Math Puzzles . . . . . . . . . . . . . . . . . . . . . . . . . 9 Mazes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Other Puzzles and Activities . . . . . . . . . . . . . . . . . 10 4. PAPAM's Functions and Controls . . . . . . . . . . . . . . . . 11 F1 = Type/Edit . . . . . . . . . . . . . . . . . . . . . . . . 12 F2 = Keyboard Draw . . . . . . . . . . . . . . . . . . . . . . 14 F3 = Large Type . . . . . . . . . . . . . . . . . . . . . . . 16 F4 = Type Graphic Shapes . . . . . . . . . . . . . . . . . . . 17 F5 = Dot to Dot Letters . . . . . . . . . . . . . . . . . . . 19 F6 = Create Activities . . . . . . . . . . . . . . . . . . . . 20 Fill/Remove/Acrostic . . . . . . . . . . . . . . . . . . 20 Word Search Puzzles . . . . . . . . . . . . . . . . . . . 24 Code/Scramble Words . . . . . . . . . . . . . . . . . . . 25 Verse Scrambler . . . . . . . . . . . . . . . . . . . . . 26 Math Puzzles . . . . . . . . . . . . . . . . . . . . . . 27 Mazes . . . . . . . . . . . . . . . . . . . . . . . . . . 27 F7 = Print Work . . . . . . . . . . . . . . . . . . . . . . . 29 F8 = Save Work . . . . . . . . . . . . . . . . . . . . . . . . 30 F9 = Get Work . . . . . . . . . . . . . . . . . . . . . . . . 31 5. Error Messages . . . . . . . . . . . . . . . . . . . . . . . . 32 1 Pencil and Paper Activity Maker Hard Drive Installation and Update Make sure the PAPAM (Pencil and Paper Activity Maker) disk is in the appropriate drive. Type the drive letter followed by a colon. For example, if the PAPAM disk is in drive A, you will type A: and press ENTER. Now that your current drive is A, type INSTALL, your hard drive letter followed by a colon, and press ENTER. For example, INSTALL C: will install PAPAM on drive C. The drive letter can be a letter from C to F. If PAPAM is already installed on your hard drive in a directory named PAPAMAKE go ahead and follow the install instructions given above. Your existing directory will be updated with the new files. To run the program just type PAPAM and press ENTER. 2 INTRODUCTION With the help of Pencil and Paper Activity Maker you can create dozens of exciting puzzles, activities, and projects. Parents can use PAPAM to create activities that will amuse and educate their children. Teachers can use PAPAM to create powerful teaching tools for students of all ages. Newsletter publishers can use PAPAM to create fillers. Puzzle lovers can create puzzles for their own enjoyment. Those who would like to try their hand at selling puzzles for magazine fillers and puzzle books can use PAPAM to make some extra money. PAPAM has been used to create and sell puzzles for hundreds of dollars. PAPAM will work on IBM/clones, XT or better, but 286 or better is recommended. It will work with color or monochrome monitors. And since it uses only keyboard characters it will work on most any printer even lasers. PAPAM is flexible, easy and fun to use, and capable of creating a large variety of pencil and paper activities. Some of the puzzles that PAPAM can create are mazes, decoder, word search, matching, acrostic, word crossover, hidden message, hidden picture, dot to dot, unscramble verses, unscramble words, math puzzles, and more! Not only does PAPAM have the capacity to create a large variety of puzzles, it can usually create several variations of each puzzle. PAPAM creates activities in a half sheet format. This means that what you create on the scrolling puzzle screen will print out to half of an 8 1/2 by 11 sheet of paper, (5 1/2 by 8 1/2). This makes it easy to work puzzles into newsletters, create children's newsletters, or cut-and-paste activities together to create fold-in-half activity sheets that fit nicely into text books and Bibles. Churches will find the half sheet format great for creating bulletin inserts for children, children's bulletins, or to create a puzzle for the cover or back of the adult bulletin to go with the message theme. Even though many of PAPAM's functions are easy to follow, it is important to read the documentation. It is especially important to read the section entitled Activities You Can Create. This section tells you how to create activities that are not easily apparent. For example, it is obvious how to create a maze. You just press F6 = Create Activities, press 7 = Maze Maker, and press C = Create Maze. That's all there is to it. However, even though creating a hidden message puzzle is very simple it is not that obvious. Activities You Can Create begins on page 3. As you read and follow directions on how to create the activities described in this section you will begin to learn how to use the various functions of PAPAM. For a detailed discussion on how the functions and their controls work, you will need to read the section entitled PAPAM's Functions and Controls. As you become familiar with the many functions and abilities of this program, you will come up with your own ideas of puzzles and activities you can create. Have fun creating and experimenting with this exciting tool. 3 Activities You Can Create HIDDEN MESSAGE: To see an example of a hidden message puzzle, press F9 = Get Work, type DEMO1.HDM, and press ENTER. Print the puzzle using F7. The top half of the page is a hidden message puzzle. Take a pencil and draw bold lines over the capital letters hidden among the numbers. The message, HIDDEN MESSAGES ARE FUN, will appear. To create this type of puzzle start by typing a message using F3 = Large Type. Be sure and leave room at the top and bottom of your page if you plan to type instructions and/or place a border around your puzzle. Type your message and then move to F1 = Type/Edit to center your work. To do this, move the cursor to the top of your work and press CTRL + A = Center Align as many times as it takes to do the job. Next, press F6 = Create Activities, press 1 = Fill/Remove/Acrostic, press F = Fill, and press 2 = Random Numbers. If your puzzle is larger than what appears on the puzzle screen, press T = 4 Way Type/Acrostic. Then move the cursor with the arrow keys to scroll the screen so that the unfinished portion of your puzzle is exposed. Press ESC to exit the 4 Way Type/Acrostic. Now repeat the steps given above to fill the rest of your puzzle with random numbers. When this is finished press ESC to exit Fill/Remove/Acrostic. The puzzle is basically done. The large letters of your message are hidden among random numbers from 1 to 9. You can use CTRL + L = Line Out from F1 to remove any extra lines of random numbers at the top or bottom of the puzzle screen. Place the cursor on the line you wish to erase and then press CTRL + L. Then type instructions and/or move to F2 and place a border around your work. SHADOW MESSAGE: Creating shadow messages is similar to creating hidden message puzzles. The file DEMO1.HDM has an example of a shadow message on the bottom half of the page. 4 Use F3 = Big Type to type a message. Use Type/Edit to center your work. Press F6 = Create Activities, press 1 = Fill/Remove/Acrostic, press F = Fill, press 3 = Specific Character, and type a large character such as #. After all the blank areas of your puzzle are filled, press uppercase R = Remove, (when you press uppercase R or uppercase F this tells PAPAM you want to remove or fill with uppercase letters) and press 1 = Letters. Once all the letters of your message are removed you have a shadow message. You will notice that a shadow message is rather elusive and hard to read if you look directly at it. But, if you hold it at a distance or if you slant the top of the printed page back beyond a 45 degree angle, you can easily read the message. Of course when you are done creating your hidden message or shadow message, you can use F1 = Type/Edit to type instructions and/or use F2 = Keyboard Draw to draw a border around your work. When you are finished you can use F8 to save and/or F7 to print your work. HIDDEN PICTURE: To see an example of a hidden picture puzzle load DEMO2.HPC into PAPAM and print it out. Use colored pencils and color the lettered areas as indicated in the instructions. If you do it right, you will see a butterfly appear. Use F4 = Type Graphic Shapes to create the bulk of your picture. Use CTRL + K to change the letters that make up the graphic shapes to correspond with the colors each area will be made of. For example, if you are going to draw a tree and G is going to equal green, use CTRL + K to change the graphic shapes so that they are made up of G. Then create the tree top. When you are ready to create the tree trunk, let's say that you want B to equal brown, press CTRL + K, type B, and now create the trunk using the graphic shapes. For details and little touches, F2 = Keyboard Draw will finish things off nicely. This function allows you to place characters one at a time. When you are finished with your picture, you can fill the empty spaces and hide your picture by using the Fill function. To do this press F6, press 1, press F, and press 2; this will fill the spaces with random numbers. COLOR BY NUMBERS: A color by number picture is created much like a hidden picture puzzle. The difference is that you will use numbers instead of letters to create your picture. And you will not make an attempt to hide the picture by filling the blank areas. See DEMO3.PIC for an example. Each number you use will represent a color. For example, press F4, press CTRL + K, and type 1. We will let 1 stand for yellow. If you are going to draw a yellow flower you can create the yellow parts of the flower typing the appropriate graphic shapes. If 2 were to equal green, you would press CTRL + K, type 2, and then create the leaves and stem out of the number 2. 5 When you are finished, be sure and go to F1 = Type/Edit and type in the instructions which tell what color each number stands for. A border is always a nice touch. DOT TO DOT PUZZLES: To create a quick and easy dot to dot message puzzle, just press F5 and type your message. Space limits you to five letter words or less. But there are lots of things you can do with this function. To create a simple dot to dot picture puzzle is more involved, but not difficult. Use F4 = Type Graphic Shapes and create a simple graphic picture. Create the picture using a single keyboard symbol which you will remove after the numbers and dots (periods) are placed. Once you have drawn your picture press F1 = Type/Edit and then press INSERT so that the large cursor appears on the puzzle screen. Use the arrow keys to move the cursor around the picture placing dots and number them sequentially at each corner or turn. It is a good idea to use a 1* for your starting location. Keep in mind that once the character that makes up the picture is removed, the picture needs to be recreated by drawing a line from one numbered dot to the next. When you are ready to remove the character that you used to create the picture, move to Fill/Remove/Acrostic. Press F6, press 1, press R, press 3, and type the character to be removed. Load DEMO4.DDP to see an example of a dot to dot picture. The top half of the page shows the picture after the cross was drawn and the dots and numbers were placed, before the character #, which made up the picture, was removed. The bottom half of the page shows the finished puzzle. SILLY PICTURES: You can have a lot of fun just creating silly pictures using keyboard characters. F4 = Typing Graphic Shapes and F2 = Keyboard Draw makes it easy to create fun pictures that children can color or add to as they wish. CRAZY MESSAGES: It can be fun trying to read messages that are typed backwards, up and down, and so on. Press F6 = Create Activities, press 1 = Fill/Remove/Acrostic, press T = 4 Way Type/Acrostic. Press CTRL + T to change the typing direction and you can lead your readers on a merry chase around the page trying to follow your message. See DEMO5.MSG for a sample of what you can create with this function. MISSING LETTERS: Here is simple and fun activity with all sorts of possible variations. One example of what you can do is to replace all the vowels in the words of a message with spaces _. The object of the puzzle is to fill in the missing vowels so that the message can be read. Here is an example: M_ss_ng l_tt_r p_zzl_s c_n str__n y__r br__n! The solution is: Missing letter puzzles can strain your brain! 6 All you have to do is type a message using F1 = Type/Edit. When you are finished, press F6 = Create Activities, press 1 = Fill/Remove/Acrostic, press C = Change Character, type the letter you want replaced, and then type the space character _ that will replace the letter. Press C = Change Character, type another letter to be replaced with a space, and then type the space character. Just keep doing this until all the letters you wish replaced are converted to spaces. ACROSTIC PUZZLES: DEMO6.ACT has an example of an acrostic puzzle on the top half of the page and an example of a word crossover puzzle on the bottom half of the page. You create these puzzles from T = 4 Way Type/Acrostic. To create the box around the letters you type, press CTRL + B = Box. Acrostic puzzles are a little easier to create than the word crossovers, though neither are difficult to make. Position the box cursor at the top center of your puzzle screen. Press CTRL + T until the arrow to the right of CTRL + T = Typing indicates that the typing direction is down. Press Caps Lock so that you are typing in caps. Now type the core word or words. In DEMO6.ACT the core word is ACROSTIC. As long as CTRL + B = Box is ON, your puzzle screen will not scroll. If your core word will not fit on the puzzle screen, press CTRL + B so that the box turns OFF. Use the arrow keys to scroll the puzzle screen and then place the cursor over one of the letters in a box. Press CTRL + B = Box to turn the box back ON and then you can move the box cursor to where you left off and finish the core word/words. The next step in creating an acrostic puzzle is to press CTRL + T = Typing until the indicator arrow shows that the typing direction is from left to right. Turn the Caps Lock off so that you can type in lowercase. Move the box cursor so that you can type words running horizontally that will share a letter with the core word. When you come to the shared letter, use the arrow keys to skip over the uppercase letter in the core word. You are going to remove all the lowercase letters after you are finished making the puzzle. You want the core word to remain, so do not type over the shared letter or it will become a lowercase letter. When you are finished making the puzzle grid, type a list of the words, that run horizontally and share a letter with the core word, outside of the puzzle grid in uppercase. Type your list in alphabetical order or just mix them up. After you are finished with the list, move to Fill/Remove/Acrostic. Press lowercase R = Remove [This is important. If you press uppercase R = Remove you will remove the wrong letters.] and press 1 = Remove Letters. This portion of PAPAM is written to read the characters you type, and place boxes in relation to other boxed characters. This means that if you remove the characters from the boxes and then attempt to edit your work with the box cursor, you may cause damage to the surrounding empty boxes. 7 WORD CROSSOVER PUZZLES: Word crossover puzzles can be created by typing words in lowercase and having them crossover where they share a letter. As you can see from the example in DEMO6.ACT, words run vertically and horizontally. The key to a good word crossover is that a box never comes into contact with any other box, except where letters are shared to make words found in the word list. You cannot run words side by side as you do in the acrostic puzzles unless the boxes that touch make a word from the word list both vertically and horizontally. After you have finished creating the puzzle grid, type the word list and any clues in the puzzle grid in uppercase before you remove the lowercase letters. There are different ways to handle clues for the puzzle. You will notice in DEMO6.ACT, every shared letter is given in the grid in uppercase. Sometimes you will want to give one word in the puzzle grid and that will be the starter. Just type over the appropriate letters in the grid in uppercase before you remove the lowercase letters. When you are finished, you can move to F1 = Type/Edit to center your work. Next you may want to move to F2 = Keyboard Draw to draw a border around your puzzle. WORD SEARCH PUZZLES: Use arrow keys to scroll the screen where you want the puzzle located. Press CTRL + E = Erase to clear the screen, press F6 = Create Activities, and press 2 = Word Search Puzzles. You are now in the Word Search Puzzles function. Select one of the listing options, [See section PAPAM's Functions and Controls for a discussion on each option.] press P = Proceed, and you are ready to type the words that will be hidden in the puzzle grid. If you want the solution to the word search puzzle to appear at the bottom of the page, you must press CTRL + S = Solution before you press P = Proceed. The cursor box at the lower right-hand corner of your screen will tell you how many words you can enter. Also notice the arrow pointing up at the bottom of the box. This shows you the length of your words. Any letter past the arrow will not be included in the puzzle. If you finish before you reach the maximum number of words, just press ENTER without typing a word. [Impact also has a program called Word Search Puzzle Maker which can make 24 variations of word search puzzles. It comes with over 100 word lists and allows you to create and save your own word lists. The documentation also includes several suggestions how to use WSPM to create group games, educational tools, and more. Best of all it is FREE to everyone who registers PAPAM.] DECODING PUZZLES: To create a decoding puzzle you will need to type a message from F1 = Type/Edit. Your messages must be at least double spaced and preferably triple spaced. Code/Scramble Words will take letters typed in lowercase and move them down one row, convert them into the selected code, and place a line over the code to write the decoded letters. 8 Code/Scramble Words gives you a choice of three different types of code you can convert lowercase letters into. Symbol Code uses keyboard symbols and numbers as code. When using this option you may want to type your messages (while in Type/Edit) by first pressing CTRL + T = Type Gap. If Type Gap is ON when you type your message, letters will have spaces between them. Having a space between the symbols and numbers makes decoding symbol code less confusing. ABC Before, Code and ABC After, Code does not need the spaces between each letter unless you prefer it. ABC Before and After, Code simply places uppercase letters that come alphabetically before or after lowercase letters in the format described above. Before you move to Code/Scramble Words, by pressing F6 = Create Activities and pressing 3 = Code/Scramble Words, you will want to place the character ~ where you want the decoding instructions to start. The instructions take up 4 rows. UNSCRAMBLE WORDS: Use F1 = Type/Edit to type a message, double or triple spaced. When you are finished with your message press F6 = Create Activities, press 3 = Code/Scramble Words, and press 4 = Scramble Words. Words over one letter long that are in lowercase will be moved down one row, have their letters scrambled, and a line will be placed above the letters where the unscrambled letters are to be written. If a word contains both uppercase and lowercase letters, only lowercase letters in groups of more than one will be scrambled. This allows considerable control over the way words are scrambled. Suppose you want to create an activity where you give the first and/or last letters of the scrambled words as clues. All you have to do is type the words in lowercase, except that you will capitalize the first and/or last letters of each word before they are scrambled. Another example of what you can do is type words with a letter in the center or say every fourth letter is capitalized. Each section of the word will be scrambled as a separate word. Please note that since the words being scrambled are scrambled by the computer reordering letters at random, it is possible that smaller words may randomly fall into their correct spelling. You might have to manually rearrange a few words in your puzzle. UNSCRAMBLE VERSES: Verse Scrambler will scramble one or more sentences up to 160 characters long. Your computer screen is 80 characters across, you can type up to two full lines across your computer screen and Verse Scrambler will scramble the words. This means that you can create exciting activities for unscrambling Bible verses, lines of poetry, famous quotes, or any sentence that will fit. Use the arrow keys to scroll the screen to where you want the puzzle located. Press F6 = Create Activities, press 4 = Verse Scrambler, press P = Proceed, type a verse, press ENTER when you are done, follow the prompts, and press ESC when you are ready to exit. That's all there is to it. Draw a border around your work and you have a great educational activity. Be sure to see the section on PAPAM's Functions and Controls for a description of the Verse Scrambler options. 9 MATCHING PUZZLES: You can create all sorts of matching puzzles and activities using Matching Puzzles. Use the arrow keys to scroll the screen to where you want the puzzle located. Press F6 = Create Activities, press 5 = Matching Puzzles, and press P = Proceed. You will be allowed to enter two columns of as many as 10 words or phrases per column. Each word/phrase in the columns can be as long as 20 letters and spaces. The idea is to type a word/phrase in one column that will have something to do with a word/phrase in the other column. When the puzzle is worked, a line is drawn from the word/phrase in the left column to the matching word/phrase in the other column. You can make matching puzzles where you match synonyms, antonyms, homonyms, rhymes, definitions, states to capitals, first names to last names, and much more. The Matching Puzzles controls suggest other ways to use this function. As you type the first set of words/phrases in the cursor box, each time you press ENTER the word/phrase will be placed in a column on the left side of your puzzle screen. If you finish before 10, press ENTER without typing another word. You will then be allowed to type the words/phrases that make up the right column. When you are finished entering the words/phrases you will be allowed to shuffle one or both columns. Press L = Shuffle Left and/or press R = Shuffle Right. Press ESC to exit when you are finished. MATH PUZZLES: Creating math puzzles is a snap with PAPAM. Use the arrow keys to scroll the screen to where you want the puzzle located. Press F6 = Create Activities, press 6 = Math Puzzles, type in a "secret" word or phrase up to 20 letters and spaces long. Press ENTER and then type your math problems. The number of math problems you can enter depends on the number of different letters in your "secret" word or phrase. The maximum you will be allowed to enter is 9 problems per puzzle. If your "secret" word/phrase has more than 9 different letters, the extra letters will appear at the bottom of the puzzle where spaces are created to write the letters of the "secret" word/phrase. You can enter addition +, subtraction -, multiplication *, and division / problems. For example, to enter a multiplication problem you would type something like this, 3*8, and then press ENTER. Since each answer of a math problem stands for a letter of your "secret" word/phrase you will want to be careful that the solutions to your math problems are all different. You will not want to enter, for example, 100-50 and then in the same puzzle enter 25+25. If you do you will have the same answer, 50, representing two different letters. 10 The puzzle is solved by finding the answer to each math problem and then seeing what letter the answer represents, as shown in the right column of the puzzle. Next, the letter is placed on each line, at the bottom of the puzzle, that has the problem's number under it. For example, if problem number 1 is 35 + 5 = 40 and if in the right column we find that 40 = M, M will be placed on each line at the bottom of the puzzle that has a 1 below it. If problem 2's answer equals A, A will be placed over every line that has a 2 under it. This is continued until the "secret" word/phrase is revealed. MAZES: Creating a maze with PAPAM is a simple matter of pressing 3 keys. PAPAM randomly generates fun, challenging mazes. The tedious time consuming job of thinking through and drawing a maze is eliminated. Press F6 = Create Activities, press 7 = Maze Maker, press C = Create Maze. That's it. In a matter of seconds you will have a true maze ready to print out. Each maze is created from scratch and is randomly generated with only one correct way through it. Mazes fill the entire page. Any work on the page will be lost once the maze is created. OTHER PUZZLES AND ACTIVITIES: There are many other exciting puzzles and activities you can create using the software produced by Impact D. Publishing! In the registered package of PAPAM you will receive, absolutely free, a fully registered version of Word Search Puzzle Maker. This exciting program can create several variations of the popular word search puzzle. It comes with over a hundred word lists, the capability of creating and saving your own word lists, and a special customizing editor which allows you to shape and edit your puzzles before saving or printing them. This program also comes with a list of creative ways to use WSPM to make party games, teaching tools, group activities, and more. The registered version of PAPAM comes with supplemental documentation containing an expanded list of suggested activities, puzzles, and projects along with more example files. See the exit screen, as you leave PAPAM, for registration information. All files come on 5 1/4" disks. 11 PAPAM's Functions and Controls As the functions and controls are discussed, some terms will pop up that need clarifying. Below is a list of these terms and their meanings: CONTROL COLUMN refers to the portion of your screen to the right of the puzzle screen which lists the controls and functions. CURSOR WINDOW refers to the boxed window which appears, when needed, at the bottom right-hand corner of your screen that allows you to input requested information. DIRECTORY WINDOW refers to the special window that pops up when the DIR command is used to list a directory of files. PAGE refers to the entire scrolling screen where you create your puzzles and activities. PUZZLE SCREEN refers to just that portion of the page which is visible on your monitor. 12 F1 = Type/Edit When you start PAPAM you are automatically in F1 = Type/Edit. Many of your activities will begin and or receive their final touches here. Type/Edit works with one line at a time as you type. That is, you can insert letters and spaces within the line you are presently working on without disturbing the rest of the page. If you press the INSERT key and turn insert off, you can type over letters and spaces, within the line. When you type you will hear a beep as you near the end of a line. This beep is similar to a typewriter bell that lets you know that you only have a few more spaces left before you need to press ENTER. When you press ENTER the cursor will move to the next line. Type/Edit has an automatic TAB which places the cursor under the first character of the previous line. You may need to reposition your cursor before you begin typing again. This one line control is very important for editing the type of work you will be doing with PAPAM. Once you have created your activities and have them positioned where you want, you will be able to type instructions and make corrections without disturbing the rest of the page. Typing Controls: BACKSPACE moves the cursor back one space erasing the character at the cursor's new location. If INSERT is on, all text on the line to the right of the cursor will move over one space. If INSERT is off, the text to the right of the cursor is unaffected. ENTER moves the cursor down to the next typing row and places cursor under the first character in the previous row. INSERT will insert text and spaces as you type, moving text to the right of the cursor ahead in the line. When INSERT is off, existing text that is typed over will be replaced with text being typed. CAPS LOCK will type uppercase letters. CTRL + S = Space changes the number of rows down the cursor will move when ENTER is pressed. You have the option of typing SINGLE, DOUBLE, or TRIPLE space. 13 CTRL + A = Center Align centers the text that is already typed on the line where the cursor is located. The cursor can be anywhere on the line and will automatically move to the next line. This allows you to center as many lines of text as you desire simply by repeatedly pressing CTRL + A. Large Type and Dot to Dot Letters can be centered by placing the cursor on the line which makes up the top of the letters and pressing CTRL + A five times. CTRL + U = Work Up moves the work on the puzzle screen up one line. Work that moves off the puzzle screen is lost. Work on the unseen portion of the page is unaffected. CTRL + D = Work Down moves work on the puzzle screen down one line. Work that moves off the puzzle screen is lost. Work on the unseen portion of the page is unaffected. CTRL + T = Type Gap will leave a space between letters as you type text. When Type Gap is ON, the cursor will type over characters only. The insert function is canceled. CTRL + L = Line Out will erase the line where the cursor is located. CTRL + E = Erase will erase the work on the puzzle screen. CTRL + C = Clear Page will erase the entire page and place the cursor at the top, ready to start work over again. Cursor Controls: ARROW KEYS move the cursor in the direction arrows point. HOME moves the cursor to the beginning of the line of text. END moves cursor to the end of the line of text. PAGE UP moves cursor to the top of the puzzle screen. PAGE DOWN moves cursor to the bottom of the puzzle screen. CTRL + HOME moves cursor to the top of the page. CTRL + END moves cursor to the bottom of the page. 14 F2 = Keyboard Draw This function is great for drawing borders, boxes, mazes, pictures using keyboard characters, and adding details to pictures and activities created using Type Graphic Shapes. After you press F2 = Keyboard Draw, you will see listed at the bottom of the column of function commands a list of the special controls for Keyboard Draw. Below are descriptions of each of these controls. KEYS select the keyboard character you wish to draw with. For example, pressing the letter W will change the default "brush" * to the letter W. This is your new "brush." ENTER places a character at the location of the "brush." BACKSPACE gets the eraser. Place the eraser over a character you wish to erase and press ENTER. SPACE BAR turns the Arrow Draw on and off. When the Arrow Draw is ON, using the arrow keys will leave characters wherever you move the "brush." It will also erase characters wherever you move the eraser. CTRL + D = Double Brush allows you to draw lines, borders, and boxes using two characters which appear alternately. Once you press CTRL + D you will be asked to type a character. After you type the first character you will be asked to type a second character. When this process is finished, move your cursor where you want to begin drawing and then press the SPACE BAR to turn Arrow Draw ON. Wherever you move the cursor the two characters you typed will be placed alternately. For example, if you type < as the first character, and then > as the second character, when you turn Arrow Draw ON and press the ARROW KEYS to move the "brush", a line like this <><><><><><><> will appear. CTRL + E = Erase will erase the work on the puzzle screen. CTRL + C = Clear Page will erase the entire page and place the cursor at the top, ready to start work over again. Cursor Controls: ARROW KEYS move the cursor in the direction the arrows point. HOME moves the cursor to the left side of the puzzle screen. END moves the cursor to the right side of the puzzle screen. 15 PAGE UP moves cursor to the top of the puzzle screen. PAGE DOWN moves cursor to the bottom of the puzzle screen. CTRL + HOME moves cursor to the top of the page. CTRL + END moves cursor to the bottom of the page. 16 F3 = Large Type Large Type allows you to type large capital letters of the alphabet. The large letters are made out of the capital letters of the letter typed. The large letters are five rows high by five columns wide. This function is used for typing big titles, creating hidden message puzzles, creating shadow messages, and more. Below is a list of typing and cursor controls along with descriptions of how they work and what they do. Typing Controls: BACKSPACE moves the cursor back one large space erasing the character at the cursor's new location. The text to the right of the cursor is unaffected. ENTER moves the cursor down one Large Type row and places cursor at the far left side of the puzzle screen. CTRL + E = Erase will erase the work on the puzzle screen. CTRL + C = Clear Page will erase the entire page and place the cursor at the top, ready to start work over again. Cursor Controls: ARROW KEYS move the cursor in the direction the arrows point one regular space at a time. HOME moves cursor to the left side of the puzzle screen. END moves cursor to the right side of the puzzle screen. PAGE UP moves cursor to the top of the puzzle screen. PAGE DOWN moves cursor to the bottom of the puzzle screen. CTRL + HOME moves cursor to the top of the page. CTRL + END moves cursor to the bottom of the page. CTRL + F moves cursor forward one large space. CTRL + B moves cursor back one large space. CTRL + U moves cursor up one large space. CTRL + D moves cursor down one large space. 17 F4 = Type Graphic Shapes Type Graphic Shapes allows you to create simple pictures and graphics. Using the keyboard to place a variety of graphic shapes made out of keyboard characters, of your choosing, you will use these shapes like building blocks to create lots of fun activities. Some of the activities you will use this function for are hidden pictures, dot to dot pictures, and color by numbers. Be sure and see F10 = See More Commands, and CTRL + K = Key Brush below. These two functions are unique and very important to this capability. Typing Controls: F10 See More Commands is a special function that allows you to see what shapes each key on your keyboard will type. There are 3 sets of 8 shapes for a total of 24 different shapes. Keep pressing F10 to see all the shapes and to return you to the regular command list. CTRL + K = Key Brush allows you to change the keyboard character that makes up the shapes. BACKSPACE moves the cursor back one large space erasing the graphic shape at the cursor's new location. Material to the right of the cursor is unaffected. ENTER moves the cursor down one graphic shape row and places the cursor at the far left side of the puzzle screen. CTRL + E = Erase will erase the work on the puzzle screen only. CTRL + C = Clear Page will erase the entire page and place the cursor at the top, ready to start work over again. Cursor Controls: ARROW KEYS move the cursor in the direction the arrows point one regular space at a time. HOME moves cursor to the left side of the puzzle screen. END moves cursor to the right side of the puzzle screen. PAGE UP moves cursor to the top of the puzzle screen. PAGE DOWN moves cursor to the bottom of the puzzle screen. CTRL + HOME moves cursor to the top of the page. CTRL + END moves cursor to the bottom of the page. 18 CTRL + F moves cursor forward one large space. CTRL + B moves cursor back one large space. CTRL + U moves cursor up one large space. CTRL + D moves cursor down one large space. 19 F5 = Dot to Dot Letters Dot to Dot Letters allows you to create quick, fun, dot to dot message activities. All you have to do is type a short message or statement, and dot to dot puzzles of the capital letters you type will be placed on the puzzle screen. The starting point for each letter is an asterisk. Draw lines to each dot in numerical order. Some letters have alphabetical sequences. Start with A and draw a line to B and so on. Typing Controls: BACKSPACE moves the cursor back one large space erasing the dot to dot letter at the cursor's new location. Material to the right of the cursor is unaffected. ENTER moves the cursor down one dot to dot letter row and places cursor at the far left side of the puzzle screen. CTRL + E = Erase will erase the work on the puzzle screen only. CTRL + C = Clear Page will erase the entire page and place the cursor at the top, ready to start work over again. Cursor Controls: ARROW KEYS move the cursor in the direction the arrows point one regular space at a time. HOME moves cursor to the left side of the puzzle screen. END moves cursor to the right side of the puzzle screen. PAGE UP moves cursor to the top of the puzzle screen. PAGE DOWN moves cursor to the bottom of the puzzle screen. CTRL + HOME moves cursor to the top of the page. CTRL + END moves cursor to the bottom of the page. CTRL + F moves cursor forward one large space. CTRL + B moves cursor back one large space. CTRL + U moves cursor up one large space. CTRL + D moves cursor down one large space. 20 F6 = Create Activities F6 = Create Activities is the heart of PAPAM. When you press F6, a list of seven activity areas will appear at the bottom of the control column. Each of these areas will either create activities or allow you to convert what you have prepared, from the other functions, into activities. To choose one of these areas, type a number from 1 to 7. Once an activity area is selected, the controls for the activity will appear in the control column. Below is a description of each activity area and its controls. FILL/REMOVE/ACROSTIC Fill/Remove/Acrostic is an activity area which is used to convert material, you have created, into many exciting activities. For a discussion on the types of activities this area can help to create, see the section entitled Activities You Can Create. This area is also used to create acrostic, word crossover puzzles, and more. Fill/Remove/Acrostic Controls: F = Fill Screen will fill all the empty spaces on the puzzle screen with either random lowercase letters, random uppercase letters, random numbers from 1 to 9, or a specific character. When F is selected, three FILL controls appear at the bottom of the control column which allows you to chose what the spaces will be filled with. 1 = Random Letters will fill the spaces on the puzzle screen with random lowercase letters if F = Fill Screen was selected with a lowercase f. If when you selected F = Fill Screen you typed an uppercase F, the spaces will be filled with random uppercase letters. 2 = Random Numbers will fill the spaces on the puzzle screen with random numbers from 1 to 9. 3 = Specific Character will fill the spaces on the puzzle screen with a keyboard character of your choosing. Once 3 is pressed, you will be asked to type the character you want the spaces of the puzzle screen filled with. Type a selection and that's all there is to it. 21 R = Remove from Screen will remove from the puzzle screen all lowercase letters, all uppercase letters, all numbers from 1 to 9, or a specific character. When R is selected, three REMOVE controls appear at the bottom of the control column which allows you to chose what shall be removed from the puzzle screen. 1 = Letters will remove from the puzzle screen all lowercase letters if R = Remove from Screen was selected with a lowercase r. If when you selected R = Remove from Screen you typed an uppercase R, all uppercase letters will be removed from the puzzle screen. 2 = Numbers will remove from the puzzle screen numbers 1 through 9. 3 = Specific Character will remove from the puzzle screen a keyboard character of your choosing. Once 3 is pressed, you will be asked to type the character you want removed. Type a selection and that's all there is to it. U = Lower to Uppercase will convert every letter on the puzzle screen to uppercase. L = Upper to Lowercase will convert every letter on the puzzle screen to lowercase. C = Change a Character allows you to change any character on the puzzle screen to another character of your choosing. Once C is pressed, you will be asked to type the old character. That is, type the character on the puzzle screen that is to be changed. After the old character has been typed, you will be asked to type the new character. That is, type the character which will replace the old character. Once that is done the conversion will take place. T = 4 Way Type/Acrostic is actually an activity area within an activity area. When T is pressed, the controls for 4 Way Type/Acrostic appear in the control column and a cursor appears on the puzzle screen. Be sure and see the section, Activities You Can Create, for a discussion of how to use this function to create puzzles. ESC = Exit will return you to Fill/Remove/Acrostic. 22 Typing Controls: CTRL + P = Paste will appear in the control column of your screen only if there is a block of work that has been cut or copied using CTRL + C = Cut/Copy. Move the cursor to the location on the page where you want the top left-hand corner of the block to be placed and then press CTRL + P. You can make as many copies of the block as you wish by moving the cursor and pressing CTRL + P. PAPAM retains the block (unless you cut/copy a new block) even if you exit and return to T = 4 Way Type/ Acrostic. Only the characters within a block are pasted; not the spaces. This allows you to do things like create frames and, for example, paste them over dot to dot letters. CTRL + K = Paste Backwards is exactly the same as CTRL + P = Paste except that PAPAM places the block backwards. CTRL + U = Paste Upside Dn is the same as CTRL + P = Paste except that PAPAM places the block upside down. CTRL + X = Paste Dn & Bkwd is the same as CTRL + P = Paste except that PAPAM places the block upside down and backwards. CTRL + R = Remove Block will erase an area on the screen the size and dimensions of the block most recently cut/copied. This allows you to clear an area to place a block, remove the block you just pasted, or create an eraser to use in the T = 4 Way Type/Acrostic area. CTRL + C = Cut/Copy will cut or copy a block of work, up to a full puzzle screen in size. When you press CTRL + C, follow the instructions in the control column of your screen. Be sure the entire block you wish to cut/copy is visible on the puzzle screen before you mark the upper left-hand corner of the block by pressing ENTER. The puzzle screen will lock in place when you start marking the block. 23 If you select to cut the block, PAPAM will remove the block from the puzzle screen. You can use CTRL + P = Paste to place the block anywhere on the page. If you select to copy the block, PAPAM will not remove it from the screen. You can use CTRL + P = Paste to place copies of the block on the screen. CTRL + T = Typing allows you to type in four different directions. The arrow in the box to the right of Typing tells you which direction you are typing. Press CTRL + T and the typing direction changes. As long as the Box function is OFF, the puzzle screen will scroll as you type. BACKSPACE moves the cursor back one or two spaces (depending on where the Space option is set) erasing the character at the cursor's new location. The text to the right of the cursor is unaffected. ENTER moves the cursor down one or two spaces (depending on where the Space option is set) and places the cursor under the first character of the previous line. CAPS LOCK will type uppercase letters. CTRL + S = Space allows you to change the number of spaces (1 to 2) the cursor will move as you type. Cursor Controls: ARROW KEYS move the cursor in the direction the arrows point. HOME moves cursor to the left side of the puzzle screen. END moves cursor to the right side of the puzzle screen. PAGE UP moves cursor to the top of the puzzle screen. PAGE DOWN moves cursor to the bottom of the puzzle screen. 24 CTRL + B = Box will place a box around characters you type. This allows you to create acrostic puzzles and word crossover puzzles quickly and easily. The puzzle screen will not scroll while Box is ON. All you have to do is turn Box OFF, use the arrow keys to scroll the puzzle screen, and then turn Box ON. To make sure that the box will be aligned correctly when you turn it back ON, place the cursor over a boxed character first. This portion of PAPAM is written to read the characters you type, and place boxes in relation to other boxed characters. This means that if you remove the characters from the boxes and then attempt to edit your work with the box cursor, you may cause damage to the surrounding empty boxes. Typing Controls: CAPS LOCK will type uppercase letters. BACKSPACE moves the box cursor back one space erasing the character and box at the cursor's new location. Text to the right of the box cursor will be unaffected. SPACE BAR moves the box cursor forward one space erasing the character and the box at the cursor's new location. Text to the left of the box cursor will be unaffected. Cursor Controls: ARROW KEYS move the box cursor in the direction the arrows point. CTRL + E = Erase Screen will erase the work on the puzzle screen only. WORD SEARCH PUZZLES: Word Search Puzzles will create simple puzzles which are perfect for fun activities which almost anyone can do. Words are hidden in a 15 by 15 grid one at a time as you type and enter them. The hidden words will run horizontally reading from left to right and vertically reading from top to bottom. Word Search Puzzles gives you several options on how words can be listed. 25 [Everyone who registers PAPAM will receive a free copy of Word Search Puzzle Maker. WSPM allows you to create two sizes of puzzles. It hides words in 8 different directions and allows you to create and save your word lists so that you can make an unlimited number of puzzles with the same list. WSPM also comes with a list of ideas how to create group games, teaching tools, object lessons and much more!] L = Words Listed will list as many as 15 words in the order and way that you type them. Words or phrases may be up to 13 letters and spaces in length. The arrow at the bottom of the cursor window points to where the last letter in a word can be. If the list of words you are hiding is less than 15 words or phrases long, simply press ENTER without typing another word. S = Scrambled will scramble the letters of each word as it is placed in the list. The words are not scrambled in the grid. You are allowed 15 words or phrases up to 13 letters and spaces long. Press ENTER without typing a word if you finish before 15. F = First/Blanks Listed will give the first letter of each word and a blank for each letter thereafter. This option allows you to enter 15 words or phrases up to 8 letters and spaces long. Press ENTER without typing a word if you finish before 15. B = Blanks Listed will list blanks for each letter of your words. This option allows you to enter 15 words or phrases up to 8 letters and spaces long. Press ENTER without typing a word if you finish before 15. C = Prepare List for Code will double space the list of words, place letters in lowercase, and place a space between each letter in the list. When you are finished creating the word search puzzle you can go to the Code/Scramble Words area and convert the list to the code of your choosing. This option allows you to enter 8 words or phrases up to 8 letters and spaces long. Press ENTER without typing a word if you finish before 8. CODE/SCRAMBLE WORDS: Code/Scramble Words allows you to create 3 different types of decoding puzzles and it allows you to create word unscramblers. Start in F1 = Type/Edit and type a message. It is important to understand that Code/Scramble Words will scan the puzzle screen looking for lowercase letters to convert into code. Once it converts the lowercase letters into code it will move the code down one row and place lines over the code where the decoded or unscrambled words will be written. This means that when you type your message to be converted to code or to be scrambled, it will need to be double or preferably triple spaced. 26 One other thing that you will need to do before you move from F1 = Type/Edit is to place the ~ character. This tells PAPAM where you want the decoding guide to start. The guide will take up 4 rows. There is no decoding guide for Scramble Words. 1 = Symbol Code converts any lowercase letters on the puzzle screen to keyboard symbols and numbers. It is less confusing if a space is left between each symbol. You may prefer to use T = Type Gap when creating text that will be converted to symbol code. 2 = ABC Before, Code will convert any lowercase letter to the uppercase letter that comes before it in the alphabet. In the case of the letter a, it will be replaced with Z. 3 = ABC After, Code will convert any lowercase letter to the uppercase letter that comes after it in the alphabet. In the case of the letter z, it will be replaced with A. 4 = Scramble Words will scramble the letters of words from 2 to 20 letters long. If the first letter of a word is capitalized, Scramble Words will scramble only that portion of the word that is in lowercase. VERSE SCRAMBLER: Verse Scrambler will scramble the words of any sentence (up to 160 characters long). That is, you can type a sentence that is two full lines across your computer screen and Verse Scrambler will mix up the words. Then it will place the proper number of spaces for the letters of each word in the proper order at the bottom of the puzzle screen. B = Blanks Only is the default option. It places one blank line per letter for each word at the bottom of the puzzle in the correct order of the sentence. Of course the purpose of the lines is to provide a place to write the words in the proper order of the sentence. The lines also give a clue by indicating the number of letters in each word by the number of lines provided for each word. F = First Letters will place the first letter of each word and blank lines for each letter thereafter at the bottom of the puzzle. L = First/Last Letters will place the first and last letters of each word and blanks for the remaining letters at the bottom of the puzzle. 27 P = Proceed moves you to the verse typing area. Type your sentence using punctuation, lowercase, and uppercase letters. You can type your sentence up to two lines across the screen. When you are finished typing the sentence, press ENTER. You will be given the option of typing a Scripture reference or title. Press ENTER when finished. Then you will be given the option of having the correct reading of the sentence or verse show at the top of the page. When the verse is finished being scrambled you will have the option of rescrambling it. When ready, exit by pressing ESC. MATH PUZZLES: With Math Puzzles you can create fun educational puzzles and activities using basic math problems. The first thing you will do in Math Puzzles is type a "secret" word or phrase up to 20 letters and spaces long. When you are done, press ENTER and you will then be allowed to enter up to 9 math problems. The number of problems you are allowed to enter per puzzle depends on the number of different letters in the "secret" word/phrase. You will see the the number of problems you can enter given above the cursor window. + = Add allows you to enter addition problems. Use this format, 2+2. That is all you need to type. Press ENTER and PAPAM will do the rest. - = Subtract allows you to enter subtraction problems. Use this format, 2-2. Press ENTER and PAPAM will do the rest. * = Multiply allows you to enter multiplication problems. Use this format, 2*2. Press ENTER and PAPAM will do the rest. / = Divide allows you to enter division problems. Use this format, 2/2. Press ENTER and PAPAM will do the rest. Math Puzzles will automatically print 2 lines of instructions at the top of the puzzle when you enter your last math problem. The puzzle is solved by finding the solutions to the math problems. Next, find the letters that the solutions represent in the right column of the puzzle. And finally, place the letters on each line at the bottom of the puzzle with the problem's number under it. For example, if the solution to problem number 1 represents the letter A, you will put an A on each line with the number 1 under it. MAZES: PAPAM's Maze Maker will automatically create randomly generated mazes ready for you to print out and solve. The maze will take up the entire page, so if you have any work on the page it will be replaced by the maze. 28 W = Change Maze Walls allows you to change the keyboard character which makes up the walls of the maze. The default character is the percent sign %. C = Create Maze tells Maze Maker that you want it to create a maze. As the maze is being created in the computer's memory, you can see how it is progressing by the Maze Completed = 0% indicator that will appear in the control column. When the maze is completed it will appear on the puzzle screen ready to be printed, saved, and/or edited. 29 F7 = Print Work When you are ready to print your creation, press F7. Make sure your printer is turned on. Type a number from 1 to 999, and press ENTER. The 5 1/2 by 8 1/2 page will print approximately equidistant between the top and bottom of your paper. The page will also be located to the far left side of the sheet. PAPAM allows you to control how far to the left or right of the paper the work will be printed. For example, let's say that you want one copy of your work printed with the page in the center of the paper. You would press F7, type 14/1, and press ENTER. The slash / tells PAPAM that you want the page moved. The number to the left of the slash tells PAPAM how many columns from the right you want the page printed. The number to the right of the slash indicates how many copies you want printed. You can move the page a maximum of 29 columns. This will place the page on the right side of an 8 1/2 by 11 sheet of paper. Once the printing location is entered, your work will continue to be printed at that location each time you press F7 and print out work. That is, of course, unless you change the location by using the slash. One way that this control can be helpful is to increase the size of your printed puzzle. Suppose you do a large word crossover puzzle that takes up the whole page and there is no room to type your word list. Save the puzzle grid, clear the page and type the word list on the far left side of the page. You can type your words in a list that does not exceed 30 columns across. When you are done, save the word list. Now load the puzzle grid, press F7, type 29/1, and press ENTER. Next, line up the paper, that now has the grid on it, for a second run through the printer. Clear the page, load the word list file, press F7, type 0/1, and press ENTER. You will have a puzzle that is almost the size of a full sheet of paper. 30 F8 = Save Work Save Work saves the page in an ASCII file. There are two ways you can save your work. One is to simply type a file name and press ENTER. If you want your file saved to a path other than the one shown above the cursor window, type the new path and file name before you press ENTER. If the file is for export to a wordprocessor or another editor, it is necessary to tell PAPAM by putting EX: and a space before you type the path and file name. Files saved for export may not load back into PAPAM properly. Files not saved with the EX: before the path and file name may not load into other editors properly. If you wish to see a list of files on the path shown above the cursor window, type DIR and press ENTER. If you wish to see a list of files in another path, type DIR, leave a space, and then type the path using *.*. The wild cards will work for listing a specific set of files. For example, if you want to see only files with the .MAZ extension; type DIR *.MAZ. If there are more files than will fit in the directory window, use the PAUSE key to stop and start the listing. If you are about to save a file over an existing file with the same name, PAPAM will warn you and allow you to either proceed or abort. It is also possible to delete files by typing DEL and a space before the name of the file you wish to delete. Type the path, if the file you wish to delete is in another path than the one shown above the cursor window, and the file name. 31 F9 = Get Work Get Work loads a file, saved by PAPAM, onto the scrolling screen for editing or to be printed. Just type the file name and press ENTER. If you want a file from a path other than the one shown above the cursor window, type the new path and file name before you press ENTER. Please note that if the file you are loading was saved using EX:, for export to a wordprocessor or another editor, it may not load or respond correctly to the PAPAM editor. If you wish to see a list of files on the path shown above the cursor window, type DIR and press ENTER. If you wish to see a list of files in another path, type DIR, leave a space, and then type the path using *.*. The wild cards can be used to see a specific set of files. For example, if you want to see only files with the .MAZ extension, type DIR *.MAZ. If there are more files than will fit in the directory window, use the PAUSE key to stop and start the listing. It is also possible to delete files by typing DEL and a space before the name of the file you wish to delete. Type the path, if the file you wish to delete is in another path than the one shown above the cursor window, and the file name. 32 Error Messages Below is a list of possible error messages you might run into while running PAPAM. If an error is encountered, the error number will appear on your screen. Find the number listed below and read the error, given to the right of the error number. 7 Out of memory 11 Division by zero 24 Device timeout 25 Device fault 27 Out of paper 53 File not found 57 Device I/O error 61 Disk full 62 Input past end of file 64 Bad file name 68 Device unavailable 70 Disk copy protected 71 Disk not ready 72 Disk-media error 75 Path/File access error 76 Path not found TO REGISTER PAPAM AND RECEIVE A FREE WORD SEARCH PUZZLE MAKER PROGRAM: Send $16 along with your name and address to: Impact D. Publishing P.O. Box 1596 Palm Desert, CA 92261 See PAPAM exit screen for more details.