How the Quarter Mile Math Program Works

Format. Problems appear one at a time. Your goal is to answer them as fast as you can. Each time you enter the answer correctly, your dragster or horse will go faster. You race against your five previous best races which are replayed on screen-six lanes with six dragsters or six riderless horses in all. The sooner you reach the finish line, the better your score will be. (You can switch between riderless horses and dragsters between races.) quarter mile math program

Scores. Your score is your "elapsed time" for the race. It's based on how quickly you answer the problems AND how many you answer. The more you race, the faster you'll be able to answer the problems. We've found that players can ALWAYS improve! And as you do, your elapsed time will become shorter. (Races last between thirty seconds and 2 1/2 minutes depending on the difficulty of the topic.)

Comparing and saving scores. The program displays your "top five average" elapsed time. This is the number to watch! You can compare your current "top five average" with your previous top five averages from previous racing sessions (and print that list out). If you wish, you can compare yourself with others playing in that topic. (That's why this program is tailor-made for tournaments! See page 7 for details.) There are additional saving options and many more features.

BENEFITS

FEATURES

Windows / Macintosh Hybrid CD Version

Windows:
  • Windows 95, 98, NT, 2000, ME XP
  • 486/33 mHz (minimum)
  • 16MB RAM (minimum)
Macintosh:
  • PowerMacs, iMacs, iBooks, G3s, G4s, eMacs, etc.
  • 7.1 through OS X (OS X with System 9)
  • 8MB RAM (minimum)
Network Versions
School network servers can be:
  • Windows NT
  • Windows 2000
  • Windows 2003
  • Macintosh (System 8.x to OS X)
  • Novell
  • Unix

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