Playing A Game - UTStarcom UTS708SY Instruction Manual

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*SM-801 PHS/sec4(GB)
00.3.9 5:04 PM
4. Convenience features

PLAYING A GAME

This phone includes a game that you can play to kill time when waiting for friends, or
when traveling. In the game, you maneuver a crab and catch persimmons with claws
that fall from above.
• After every 10th persimmon that you catch, the speed at which they fall gradu-
ally increases.
• The maximum score possible is 999. The game ends when you reach this
score.
Press es9s5
1
or esus[
Press e to display the best three high scores.
2
Press e to start a game.
3
Operate the crab using the p, - and = buttons.
• Persimmons, harpoons and rice balls fall
down from above.
• The objective is to catch the persimmons and rice
balls in the crab's claws.
You are allowed to catch the rice balls using the crab's
body (no points though!).
Avoid the harpoons. If you catch one, it counts as a
miss.
• Press
t
to pause a game, and press
• Misses
You lose a life if you drop a persimmon, catch a persimmon on the body, or catch a
harpoon in a claw or on the body.
• Points
Persimmons: 1 point
Rice balls: If you catch in a claw you get 5 points, plus your misses are cleared
(returns to three crabs). If you catch on the body, your misses are cleared, but you
don't get points.
Page 78
Number of
remaining crabs
Score
t
again to restart it.
78
4
The game is over when you make three mistakes.
When a persimmon hits the ground.
A missed catch (taken on the body).
5
The display returns to the high score display (step 2).
NOTE
• To quit the game:
Press
. The telephone returns to standby mode.
w
• If a call comes in during a game:
You can answer the call by pressing
The score is saved if it exceeds one of the three highest scores.
• To turn the backlight permanently on while playing the game:
<REF> Adjusting the display (P77).
4. Convenience features
q
, but the game is terminated.
79

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