C-S12 — A Game without a Time Limit Module C · version 0.4.0 · original fictional reading practice 1. Ella designed a simple computer game for a school competition. Players solved word puzzles before a clock reached zero. Her friend Adam tested it and lost every round. Ella knew he enjoyed reading, so she was surprised. Adam explained that he could find the answers, but needed more time to type them. 2. Ella first suggested making all the puzzles easier. Adam disagreed: he liked the difficult words. The problem was the short typing time, not the puzzles themselves. Another tester enjoyed racing against the clock. Ella now had two players who liked the same puzzles but wanted different ways to play. 3. She added a button that switched off the time limit. Players could choose it before starting, and both versions kept the same word puzzles. Adam finished several rounds without the clock. Ella also tested the timed version again to make sure the new button had not changed it. 4. The game did not win first prize, but the judges praised the choice it offered players. Ella kept Adam's feedback in her project notes. She had learned that a low score did not always mean a player needed easier content. Sometimes the rules prevented someone from showing what they knew. C-S12-Q01 | C-S12-P1 Select TWO correct answers. What do we learn from paragraph I? Choose TWO correct answers. A. The game included word puzzles. B. Ella expected Adam to dislike reading. C. Players could finish the timed puzzles whenever they wanted. D. Adam designed the competition game. E. Adam needed more time to type. F. Adam lost because he could not find the answers. C-S12-Q02 | C-S12-P1 Give ONE answer. What did players have to solve? Give ONE answer from paragraph I. C-S12-Q03 | C-S12-P2 Circle ONE correct answer. Why did Adam reject easier puzzles? A. He liked the difficult words. B. He wanted a faster clock. C. He wanted to stop playing every game. D. He thought another tester should type for him. C-S12-Q04 | C-S12-P2 Complete the sentence. Complete the sentence. Another tester enjoyed _____. C-S12-Q05 | C-S12-P3 Give TWO answers. What are TWO ways the new versions were tested? Give TWO answers from paragraph III. C-S12-Q06 | C-S12-P4 Circle ONE correct answer. What did the judges praise? A. The game’s first-place result. B. The rule that every player must use a clock. C. The easier puzzles in the version without a clock. D. The choice the game gave players. C-S12-Q07 | whole_text Circle ONE correct answer. What is the main message? A. Low scores always prove poor reading. B. Changing a rule can help players show their abilities without changing the content. C. All players want games without clocks. D. Winning a prize is the only useful result of testing.