Nintendo Entertainment System Miracle User Manual

The
Miracle
Piano Teaching System
Nintendo Entertainment Systems
User's Guide
Copyright © 1990, 1991 The Software Toolworks, Inc.
TABLE OF CONTENTS
TABLE OF CONTENTS
Getting Started on Your NES
...........................................................
1
What's In the Package
..................................................................
1
What's In Store for the Future
.......................................................
2
Rear Connectors on The Miracle
..................................................
2
Connecting The Miracle to Your NES
...........................................
3
Starting the Program
.....................................................................
4
Using the NES Software
....................................................................
5
Welcome Screen
............................................................................
5
Game Controls
...............................................................................
6
Telling The Miracle Your Age
........................................................
6
Selecting a Chapter
.......................................................................
6
The Chalkboard
..............................................................................
7
Options Screen
..............................................................................
8
Activities .........................................................................................
9
Finger Numbers/Note Names
.....................................................
10
Practice Notes .............................................................................
11
Steady Quarters
..........................................................................
11
The Shooting Gallery
..................................................................
12
Practice Rhythms
........................................................................
13
Roboman
......................................................................................
14
Sheet Music
.................................................................................
15
Flashcards
....................................................................................
16
The Practice Room
.....................................................................
17
Hand Indicator
..............................................................................
18
Toolworks Orchestra/Solo Performance
.....................................
19
Other Activities
............................................................................
19
Demonstration Mode
...................................................................
19
Select Another Piece
...................................................................
19
Return to Lesson
.........................................................................
19
Common Questions and Answers
.................................................
21
Index
..................................................................................................
23
i
CREDITS
CREDITS
Testing
Jon Mandel Gary Davenport, DMA Jon Mandel
Norman Worthington Michael Duffy
Zareh Gorjian David Grenewetzki Andrew Iverson John Krause Don Laabs Mark Manyen Henrik Markarian Betsy Scafati
Peter Stone Fred Werner Debbra Freeman
Thomas Mun sell Ralf Schipke Jacob Smith
Cathy LePard John Turly
The Miracle Piano Teaching System
Project Manager Piano Method Program Design
Software Development
Music Design Music Transcription
The Miracle Keyboard
Hardware Design
Hardware Production
Chuck Monte Joe Busterna Mike Collins John Dirkson Anne Graham Ray Livingston Shaul Mardinal Paul White
Val Garcia Peter Gilligan Ben Okawa
Sound Design
Drew Neumann
III
CREDITS
Documentation
Manual Design
&
Production
Illustrations
Anne Schwimer Darilyn Kotzenberg Cory Haibloom
Carol Dickason Roger Nelson
Copyrights
Software Copyright © 1990, 1991 The Software Toolworks, Inc. All rights
reserved.
Manual Copyright © 1990, 1991 The Software Toolworks, Inc. All rights reserved.
The Software Toolworks® is a registered trademark of and Toolworks is a trademark of The Software Toolworks, Inc. The Miracle and The Miracle Piano Teaching System are trademarks of The Software Toolworks, Inc.
Nintendo® is a registered trademark of Nintendo of America, Inc.
Radio Shack is a Division of Tandy Corporation.
The photographs in the chapter
HISTORY OF THE PIANO
in
THE MIRACLE PIANO
TEACHING SYSTEM OWNER'S MANUAL,
are used by permission of The Bettman
Archive.
Mindscape and the Mindscape logo are registered trademarks of Mindscape Inc., A Software Toolworks Company.
iv
CREDITS
NES Song Copyrights
The following are Original Musical compositions written and orchestrated by Fred Werner. Copyright © 1990 by Cats Eye Productions, Inc. and The Software Toolworks, Inc. All rights reserved.
Journey, Northwood, For Laura, Sad Story, Woodbird, Treble Explorer, Sharps 'n Flats, Treble Teaser, Black & White, For Denise, Dots, Eighty Eight, For Jessica, Top Ten, Carefree, Gina's Lament, Rose Bud, Bull Frog, Chimp, Chopstick, Space Cadet, Frightnight, Channel 11, Toccata, Renaissance, For Ana, Clouds, Technotron.
The following music is used with permission:
Let's Go Crazy
(Prince Nelson) © 1984 Controversy Music All Rights on behalf of Controversy Music for the USA & Canada Administered by WB Music Corp. All Rights Reserved. Used By Permission.
Star Wars
(John Williams)
1977 Warner-Tamerlane Publishing Corp.
All Rights Reserved. Used By Permission.
Hound Dog
(Jerry Leiber, Mike Stoller)
© 1956 Gladys Music & MCA Music Publishing (Renewed) All Rights on behalf of Gladys Music for the USA Administered by Chappel & Co. All Rights Reserved. Used By Permission.
My Funny Valentine
(Lorenz Hart, Richard Rodgers) © 1937 Chappel & Co. (Renewed) All Rights Reserved. Used By Permission.
Puff
(The Magic Dragon)
(Peter Yarrow, Leonard Lipton) © 1963 Pepamar Music Corp. All Rights Reserved. Used By Permission.
V
CREDITS
Advisory
A very small portion of the population may experience epileptic seizures when viewing certain kinds of flashing lights or patterns that are commonly present in our daily environment. These persons may experience seizures while watching some kinds of television pictures or playing certain video games. Players who have not had any previous seizures may nonetheless have an undetected epileptic condition. We suggest that you consult your physician if you have an epileptic condition or if you experience any of the following symptoms while playing video games: altered vision, muscle twitching, other involuntary movements, loss of awareness of your surroundings, mental confusion and/or convulsions.
Warning: Do NOT Use with Front or Rear Projection TV
Do not use a front or rear projection television with your Nintendo Entertainment System ® (NES) and this video game. Your projection television screen may be permanently damaged if video games with stationary scenes or patterns are played on it.
Similar damage may occur if you place a video game on hold or pause. If you use your projection television with this video game, neither The
Software Toolworks, Inc. nor Nintendo of America Inc. will be liable for any damage. This situation is not caused by a defect in the NES or The Miracle Piano Teaching System; other fixed or repetitive images may cause similar damage to a projection television. Please contact your TV manufacturer for further information.
Caution
Insert or remove The Miracle cartridge from your NES only when the power is
off.
Inserting or removing the cartridge while the power is on can cause
permanent damage to the cartridge.
Vi
CREDITS
FCC Notice
This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:
Reorient or relocate the receiving antenna.
Increase the separation between the equipment and receiver.
Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
Consult the dealer or an experienced radio/TV technician for help.
V
II
CREDITS
Technical Support
For technical support in the USA, please contact:
The Software Toolworks, Inc. 60 Leveroni Court Novato, CA 94949 Telephone:
(415)
883-5157
FAX:
(415)
883-3303
For parts, call:
(800)
234-3088
For technical support in Europe, please contact: Mindscape International
The Coach House, Hooklands Estate Scaynes Hill West Sussex England, United Kingdom RH17 7NG
Telephone:
01144
(444)
831-761
FAX: 01144
(444)
831-688
For technical support in Australia and New Zealand, please contact: Mindscape International
5/6 Gladstone Road Castle Hill, New South Wales Australia 2154 Telephone:
(02) 899-2277
FAX:
(02) 899-2348
viii
Foot Pedal Earphones
Keyboard
The Miracle
Power Supply
Cable
Owner's Manual
This User's
Guide
The Miracle
Cartridge
The Miracle Keyboard
Keyboard Overlay
GETTING STARTED ON YOUR NES
GETTING STARTED ON YOUR NES
Welcome to The Miracle Piano Teaching System for the Nintendo Entertainment System® (NES)! In the months to come, your NES will provide hundreds of Lessons to teach you how to play the piano.
Once you've found a place for The Miracle keyboard, setting it up is easy.
What's In the Package
For starters, check The Miracle Piano Teaching System package. Remove and identify each of these parts:
Contents of The Miracle Box
1
GETTING STARTED ON YOUR NES
What's In Store for
Please fill out your
Warranty Registration Card
and mail it right away. This
the Future
is the only way we can keep in touch and let you know about:
Future software upgrades.
Add-on products, such as new Lessons.
Advanced courses.
Rear Connectors
Look at the the rear connectors on the back of the keyboard.
on The Miracle
Rear Connectors on The Miracle Keyboard
The rear connectors are:
MIDI -
Use
In
and
Out
to connect The Miracle to another Musical
Instrument Digital Interface (MIDI) device if you have one.
Miracle Port -
Use
The Miracle Cable
to connect The Miracle to your
NES.
Audio Out -
Use the
Head Phone jack
to plug in your head phones; use
LT
and
RT
to connect The Miracle to your stereo.
Input -
Use the
Foot Pedal jack
to plug in the foot pedal; use the
Switch
to turn The Miracle on and off; use
Power
and the
Keyboard Power
Supply
to plug The Miracle into the electrical outlet.
For information about the keyboard overlay, foot pedal, earphones, stereo
audio connectors, and the MIDI connector, see
ABOUT THE KEYBOARD
in
THE
MIRACLE PIANO TEACHING SYSTEM OWNER'S MANUAL.
When The Miracle is properly connected and turned on, the instrument and
volume indicators light up.
2
MIRACLE PORT
GETTING STARTED ON YOUR NES
Connecting The
To connect The Miracle to your NES, follow the steps below.
Miracle to Your NES
CAUTION:
Do not plug
any
cable other than
The Miracle Cable
into the
Miracle Port.
Using another cable in this port can damage The Miracle and
will void your warranty.
1.
Plug the wide end of
The Miracle Cable
into the
Miracle Port
on the
back of the keyboard. Plug the small end into
Controller Port #1
on the
NES.
I
mportant Note:
Don't plug
The Miracle Cable
into the
#2 Port
on the
NES. It won't work.
2.
Connect an
NES Game Controller
to
Port #2
on the NES.
3.
Plug the
Keyboard Power Supply
into the the
Power
connector on the
back of the keyboard and into the electric outlet.
4.
Plug the
Foot Pedal
into the
Foot Pedal jack.
It doesn't matter which
side of the plug is up.
5.
Put the pedal on the floor with the foam (squishy) side up.
3
The Top
of
the Keyboard
GETTING STARTED ON YOUR NES
6.
Use the
On/Off Switch
and turn The Miracle keyboard
on.
The
instrument and volume indicators will light up.
7.
Press any key to make sure that sound comes out of the built-in speakers. Adjust the volume as necessary by pressing the
up
and
down Volume
keys.
Starting the Program
To start learning with The Miracle:
1.
Put The Miracle cartridge into the NES.
2.
Turn
on
the NES.
3.
Press the
Select
button to get past the title screens. See
USING THE
NES
SOFTWARE.
4
USING THE NES SOFTWARE
USING THE NES SOFTWARE
The Miracle presents music and information to you in a variety of ways,
ranging from standard sheet music to arcade games. This chapter identifies The Miracle's screens that appear on your Nintendo Entertainment System® (NES) and explains their uses.
Welcome Screen
When you turn on The Miracle, the
Welcome
screen appears on the NES after
the titles. Use the
Welcome
screen to tell The Miracle your age and to set the
Lessons you want.
Welcome screen
USING THE NES SOFTWARE
Game Controls
The following are the NES Controller commands that you'll use most frequently:
To Perform This Function
Press These Buttons
Restart Activity Return to Chalkboard from Activity
Select
Skip to next Lesson from Chalkboard
Select, A
Go to previous Lesson from Chalkboard Pause; continue Start
Telling The Miracle Your Age
The Miracle offers slightly different training for children than it does for adults. The material covered is the same, but the text in
Child
format is
easier to read.
At the
Welcome
screen, adults and teenagers should press A to select the
Adult
text. Pre-teens should press
B
to select the
Child
text. The mode you
select is highlighted. Press
Start
to begin.
Selecting a Chapter
The Lessons in the course are organized into Chapters. As you begin each day's practice, go back to the Chapter where you left.
The Chapter where The Miracle will start appears on the
Welcome
screen and
the
Chalkboard
screen as a
Section
number. Example: 01.01 is Lesson 1 in
Chapter 1.
To select a different Chapter:
I.
Press the
Up
and
Dn
arrow keys.
2.
Press
Start
to begin.
6
USING THE NES SOFTWARE
The Chalkboard
Chalkboard
screens explain what to do in each Lesson. They also provide interesting trivia about the material in that Lesson, and talk about your progress.
After reading a
Chalkboard,
press a button on your NES game controller to
continue. Available functions appear at the bottom of the screen. These
Chalkboard
functions match the buttons on the game controller as
follows:
A
Begin the Activity for this Lesson.
B
Go back to the previous Lesson
Select
Go to the
Options
screen, which lets you jump between Lessons,
hear the music for the current Lesson, or go to the
Practice Room.
The Chapter and Lesson number appears as a
Section
number at the bottom
right corner of the
Chalkboard.
When you finish for the day, this number says where you stopped. Use it to return to that Chapter the next time you use The Miracle.
Note:
If you have difficulty completing a Lesson, The Miracle provides
Chalkboards
and exercises to help you overcome your problem. These
Oops
Chalkboards
do not have Chapter and Lesson numbers.
Chalkboard screen
7
USING THE NES SOFTWARE
Options Screen
When you press
Select
from a
Chalkboard
screen, the
Options
screen
appears, which has these options:
Next Lesson
Jump ahead to the next Lesson.
Previous Lesson
Redo the previous Lesson.
Welcome Screen
Go
to the
Welcome
screen to change the
Chapter number or student age.
Practice Room
Go
to the
Practice Room.
Listen to the Piece
Listen while The Miracle demonstrates the piece that you're learning to play. After the demonstration, you automatically return to the Lesson.
Continue
Return to the Lesson where you left.
To use the
Options
screen:
1.
Use the
Up
and
Dn
arrow keys to move the yellow arrow to your
selection.
2.
Press
A
to go to that selection.
Options screen
USING THE NES SOFTWARE
Activities
The Lessons use eight different Activities:
Finger Numbers/Note Names
Practice Notes
Steady Quarters
The Shooting Gallery
Practice Rhythms
Roboman
Sheet Music
Flashcards
During all Activities
except Flashcards,
your NES game controller provides
the following options:
B
Restarts the Activity at the beginning.
Start
Pauses the Activity. Press
Start
again to continue.
Select
Returns you to the
Chalkboard
for the Lesson.
See
FLASHCARDS
for information about that Activity's special NES controller
options.
9
USING THE NES SOFTWARE
Finger Numbers/
This Activity allows you to play without knowing how to read music. It is
Note Names
used only in the early Lessons, before musical notation is introduced.
The green arrow indicates which note to play. A blue X under a note means that you played that note incorrectly.
The onscreen keyboard matches the action of The Miracle keyboard. When you press a key, the same key on the screen keyboard also appears to press down.
In some Lessons, finger numbers (and occasionally finger names) appear on the keys of the onscreen keyboard.
Finger Numbers & Note Names
1
0
USING THE NES SOFTWARE
Practice Notes
This Activity teaches the notes and fingering of a piece of music. Also use it to familiarize yourself with the hand position changes required to play the
piece.
Because the purpose of this Activity is to concentrate on playing the correct notes and fingering, no set rhythm for the piece is provided. All notes appear on the staff as black circles.
A green finger number appears under the note you must play. This finger number does not advance until you play the correct note.
Grey brackets indicate points in the piece that require a different hand position.
Practice Notes
Steady Quarters
This Activity is identical to
Practice Notes
except that the metronome is turned on. This provides practice making smooth transitions from one hand position to another. During this Activity, play one note per beat.
11
USING THE NES SOFTWARE
The Shooting Gallery
This Activity is an arcade-style game that helps you associate keys on the keyboard with notes on the staff.
Ducks swim across the lines and spaces of the staff from right to left. You must hit each duck by playing the note that it swims across. If you press the correct key, the duck quacks and disappears. If you miss, tomatoes splat against the scale on the note you played.
The number of shots per duck varies from Lesson to Lesson. That number is displayed as a stack of tomatoes at the far right side of the screen.
Note:
No matter how many ducks appear on the screen, your tomatoes can
only hit the duck that is farthest to the left.
The Shooting Gallery
12
USING THE NES OFTWARE
Practice Rhythms
This Activity is just for practicing rhythms. In it, you tap out rhythms using only one key, concentrating on
when
and
how long
you press that key.
Any single note on The Miracle keyboard may be used with this Activity. However, once selected, strike only that one key to tap out the rhythm.
When tapping out a rhythm to a two-handed piece, select a key on the left half of the keyboard for your left hand, and on the right half of the keyboard for your right hand.
The large numbers on the screen represent beats (ticks of the metronome). In some Lessons, smaller numbers appear between the larger numbers. They represent subdivisions of each beat.
The yellow arrow moves one beat at a time. Since there may be more than one note per beat, this is not necessarily the same as one note at a time.
The amount of time that you hold each note is indicated by a blue line, a note of a specific time value, or both. Notes and lines that appear above the beat numbers are played with the right hand. Notes and lines that appear below the numbers are played with the left hand.
Practice Rhythms
13
USING THE NES SOFTWARE
Roboman
This Activity teaches you the concepts of rhythm. The screen has two parts. The bottom part works just like the
Rhythm
mode
screen, except that a blue vertical line replaces the yellow arrow. The rest of the screen shows you
Roboman,
a robot in a piano factory.
To move through the factory,
Roboman
must build bridge segments under his
treads. Otherwise,
Roboman
crashes to the floor and must start back at the beginning of the measure in which he fell. After three falls, he is sent off to the junk heap and the game ends. Press B to start over.
Roboman
builds bridge segments as long as a key is held down on The
Miracle keyboard. As he builds, he uses up fuel. To refuel, you must make
Roboman
grab the power plugs that dangle from the
ceiling. Do this by striking a key as
Roboman
passes under a power plug.
A fuel gauge appears at the left side of the screen. When
Roboman
has a full tank, the gauge is blue. As fuel is used, the gauge changes to red. When it is completely red,
Roboman
is
out of fuel. He falls apart and the game is over.
Note:
When
Roboman
starts up again after falling off a bridge, his fuel is not
replenished. The counter above the fuel gauge has two functions:
At the beginning of each run, it displays the number of chances
Roboman
has left to make it through the factory.
During the run, it displays the number of power plugs
Roboman
has
grabbed.
Roboman
14
USING THE
NES SOFTWARE
Sheet Music
This Activity presents music to you exactly as it would appear in sheet music.
Sheet Music
Lessons teach you to combine pitch and rhythm. Green arrows indicate which note(s) you should play. As you play, the onscreen keyboard shows which keys you've pressed.
Sheet Music
15
USING THE NES SOFTWARE
Flashcards
Flashcards
test your understanding of what you've learned. All questions are
multiple choice. To answer them:
1.
Use the
Up
and
Down
keys on your NES controller to move the
onscreen arrow to your guess.
2.
Press the A button.
If you guess wrong:
1.
Use the
Up
and
Down
keys to try a different answer.
2.
When you guess right, press the A button to move on to the next question.
Flashcards
16
USING THE NES SOFTWARE
The Practice Room
In the
Practice Room
you can practice any piece of music in the course, using The Miracle's different Activities. It's a good idea to visit here often. Practice sharpens your skills so that you can tackle more advanced Lessons.
You get to the
Practice Room
from the
Options
screen.
Select a Piece
When you enter the
Practice Room,
you see the
Select A Piece
screen:
Practice Room: Select a Piece
The
Level
number next to each piece is the Chapter in which the piece is
introduced.
To select the piece you want to practice:
1.
Use the
Up
and
Down
arrows on the NES controller, and position
the yellow arrow next to:
The piece you want to practice,
- or -
Beside
Next Screen to see a different menu of choices.
2.
Press the A button to go to your selection.
17
USING THE NES SOFTWARE
To return to the Lessons:
1.
Select
Exit.
2.
Press A.
After selecting a piece, the
Practice Room
menu appears.
Practice Room Menu
Hand Indicator
The line below the words
Practice Room
indicates the hand you will practice:
If the piece you selected was from a Lesson in which you used only your
right hand, this line says
Right Hand.
If the piece was from a left-handed Lesson, the line says
Left Hand.
If the piece was from a Lesson that worked with both hands, you may
choose to practice with your left hand, right hand, or both hands.
To choose your practice hand, use the
Select
button.
18
USING THE NES SOFTWARE
Toolworks
Orchestra/Solo Performance
The name and function of the first selection on the
Practice Room
menu
changes depending upon the piece of music you've chosen:
Toolworks Orchestra
appears when the piece is available with full
accompaniment. This gives you practice playing with others.
Solo Performance
appears when the piece is played in the Lesson without accompaniment. If The Miracle played one hand for you in the Lesson, it will also do it here.
The Activity used also depends upon which piece is selected:
Finger Numbers/Note Names
is used with pieces from Chapters 1-4.
Sheet Music
is
used with all other pieces.
Other Activities
You may also practice only the rhythm or only the notes of a piece by selecting one of these Activities:
Practice Rhythms. Practice Notes.
You may also choose
Roboman, Shooting Gallery, Select Another Piece,
Return to Lesson,
or
Demonstrate the Piece.
These activities work the same way they do in the Lessons.
Demonstration Mode
If you don't press a NES controller button at the title screen, the system goes into Demonstration mode. In this mode, The Miracle plays various pieces from the course while displaying the different Activities. The word
Demo
appears in blue at the bottom of the screen.
You may also enter this mode from the
Practice Room
to demonstrate a
specific piece. To do this, select
Demonstrate The Piece
from the
Practice
Room
menu.
To exit Demonstration mode, press the
Select
button on your NES game
controller.
Select Another Piece
Use this to select another song for practice.
Return to Lesson
Use this to go back to the Lesson.
19
COMMON QUESTIONS
AND ANSWERS
COMMON QUESTIONS AND ANSWERS
Here are some commonly asked questions about running The Miracle Keyboard and Piano Teaching System on the Nintendo Entertainment System (NES). For additional information, see
THE MIRACLE PIANO TEACHING SYSTEM
OWNER'S MANUAL.
Why don't I hear anything when I press a key on the keyboard?
Check that the earphones aren't connected. When earphones are attached, the speakers on The Miracle are turned off.
Check the volume. Make sure that at least 3 or 4 volume indicators are lit
up. Press the volume keys (AT)
to change the volume.
Check the power supply. Make sure it's plugged into the wall, and make sure the other end hasn't slipped out of the back of The Miracle.
Make sure The Miracle is turned on.
How come nothing happens, when I turn on my NES?
Check
The Miracle cable.
It must be plugged into NES
Controller
Port
#1.
It won't work if it is plugged into
Controller Port #2.
Check The Miracle cartridge. Make sure it is fully inserted into the NES and pushed all the way down.
Make sure your TV is turned on, and that the brightness is high enough so you see a picture.
Check your NES connections to your TV. If you're not sure how things should be connected, look in the manual that came with your NES.
Why can't I hear the metronome?
Check the volume on your TV. The metronome sound comes out of the TV, not out of The Miracle keyboard, so your TV volume must be high enough for you to hear it.
Check your NES. See if other games make noise. If they don't, make sure your NES is properly connected to your TV (see your NES owner's manual).
Make sure you're supposed to hear a metronome. Some activities, like the duck game or pitch practice, don't have a metronome sound.
Why can't I hear the metronome when I use the earphones?
The metronome sound comes out of your TV, not out of the Miracle speakers and not out of the earphones. Make sure the TV volume is loud enough so you can hear the metronome while you are wearing your
earphones.
21
COMMON QUESTIONS
AND ANSWERS
I pushed the Piano button, so why doesn't it sound like a piano?
Look for a blinking light. If you find one, the keyboard is in library mode, or in one of the preset modes. Hold down the
Select
button (on
the lower right) and press the
Scroll Down
button. Then try the
Piano
button again.
The keyboard may be split (playing one sound for the notes below middle
C and a different sound for the notes above). Press the
Piano
button
again, by itself.
Why doesn't the Foot Pedal work?
Make sure the foam side is facing up.
Make sure the connector is fully inserted into the back of The Miracle.
The keyboard makes noise, so why isn't the program responding to what I play?
Make sure The Miracle cable is properly connected, both to
The Miracle
Port
on the back of the keyboard and to NES
Controller Port
#1.
See if The Miracle is demonstrating something for you. Look for the
Demo
icon at the bottom of the screen. If so, wait for a Lesson where you
play.
The Miracle is hooked into my stereo, so why does the sound still come out of The Miracle speakers?
Plugging your stereo into the RCA connectors on the back of The Miracle doesn't disable The Miracle speakers. To turn off the speakers, plug in the headphones.
The Miracle is hooked into my stereo, so why doesn't anything
come out of my speakers?
Make sure The Miracle volume is set high enough. The Miracle volume controls the volume that your stereo gets.
Check the RCA connectors. Make sure each is plugged into the right place. For more information, see
ABOUT THE KEYBOARD
in
THE MIRACLE
PIANO TEACHING SYSTEM OWNER'S MANUAL.
Make sure your stereo is switched to the source that The Miracle is hooked to (usually
AUX).
Why
don't I see more pieces to select in the Practice Room?
Select the second-to-last item on the screen and you'll see another screen
of choices.
22
I
NDEX
INDEX
A
about the keyboard
G
game controller
5-6
See
your Owner's Manual.
connecting the
3
Activities
game controller options
9
with Activities with Chalkboard
9 7
in the Lessons
9
with Flashcards
16
in the Practice Room
adult level
19
H
See
age level.
age level
hand selection
18
changing
6, 8
Head Phone
1-2
selecting adult or child
6
jack
2
Audio Out
2
problems with
21
See
also your Owner's Manual.
C
i
cartridge Chalkboard screens
1, 4
7
Input
See
also your Owner's Manual.
2
Chapter
changing the
8
instrument indicators
2, 4
selecting the
child age level
See
age level.
6
J
jack
common questions and answers
21-22
Foot Pedal
2
connecting The Miracle
3-4
Head Phone
2
See
also your Owner's Manual.
D
Demonstrate the Piece
19
K
Demonstration mode
19
keyboard
1-3
duck game
connecting to NES
3
See
Shooting Gallery.
overlay
I
Power Supply
1-2
E
rear connectors
2
See
also your Owner's Manual.
earphones
1-2, 21
See
also head phone.
L
F
Lessons
Flashcards
16
jumping to next
8
Foot Pedal
1-3
jumping to previous
returning to
8,819-20
connecting the
3
listening to music
8, 19
jack
2
problems with
22
23
I
NDEX
M
practicing
notes
11, 19
Manuals
1
rhythms
13, 19
Menus
problems
21-22
Options screen
8
earphones
21
Practice Room
18
Foot Pedal
22
metronome
13
metronome
21
problems with
21
Piano button
22
MIDI
2
Practice Room
22
Miracle Cable
1-3
program
22
Miracle Port
1-3
stereo
22
See
also The Miracle.
NES
21
Musical Instrument Digital Interface
volume
21-22
See
MIDI.
program
problems with
22
N
starting the
4
NES
1-5
Activities controls
9
0
connecting the
3
questions and answers
21-22
Flashcards controls
16
Quick Start Card
1
game controller
3, 5-6
quiz screens
problems with
21-22
starting the
4
See
Flashcards.
Nintendo Entertainment System
R
See NES.
notation
15
rear connectors
2
See
Sheet Music.
returning to Lessons
19
note
rhythm practices
13, 19
names
10
practices
11, 19
Roboman
14, 19
S
0
Screen types
On/Off Switch
2, 4
Welcome
5
Oops Chalkboards
7
Chalkboard
7
Options screen
8
Oops
7
Options menu
8
P
Flashcards
16
Select a Piece
17
package contents
1
selecting
Piano button problems
22
Chapters
6, 8
See
also your Owner's Manual
pieces
17, 19
power
1-4
student age level
6, 8
connector
3
setup
3-4
supply
1-2
See
your Owner's Manual.
switch
4
Sheet Music
15
Practice Notes
11, 19
Shooting Gallery
12, 19
Practice Rhythms
13, 19
Software
Practice Room
17-20
starting the
4
Activities
17
using the
5-20
problems with
22
Solo Performance
19
Select a Piece
17
staff notation
15
selecting hands
18
starting the program
4
24
I
NDEX
Steady Quarters
11
stereo problems
22
See
also your Owner's Manual.
student age
changing the level
6, 8
selecting the level
6
switch
2, 4
T
The Miracle
Activities
9
Cable
1-3
cartridge
1, 4
connecting
3-4
package contents
1
Port
2-3
problems with
21-22
rear connectors
2
using the software
5-20
See
also your Owner's Manual.
The Miracle Piano Teaching System
See
The Miracle.
Toolworks Orchestra
19
U
using the software
5-20
V
volume
adjusting the orchestra
8
indicators
2, 4
problems with
21-22
See
also your Owner's Manual.
W
Warranty Registration Card
I- 2
Welcome screen
5, 8
25
The Coach House • Hooklands Estate • Scaynes Hill • West Sussex RH17 7 NG • Tel: 0444 831 761
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