Table of Contents Battery Precautions Product Care For Your Information Inserting or Replacing the Batteries Resetting Your Device Symbols and Buttons Getting Started Setting Up Beginning an Activity Finishing an Activity The “Help” Feature Crosswords Word Games Hangman Target Word Squares Wordoku Jotto Double Jeopardy...
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Su Doku Mazes Word Tools Crossword Helper Anagram Finder Options Language Zoom Contrast Backlight Sounds Appendix: The Rules of Chess, Checkers and Reversi How to Play Chess The Chessboard and Pieces The Moves Check, Checkmate – Winning Castling Stalemate – drawn game How To Play Checkers The Checkers Board and Pieces The “Man”...
Please read the following safety warnings and precautions before using your device, and keep for future reference. Battery Precautions • Different types of batteries or new and used batteries should not be mixed. • Non-rechargeable batteries are not to be re-charged. Never recharge batteries that come with the device.
Product Care Your device is designed to be light, compact and durable. However, it is an electronic device and must be treated carefully. Putting unnecessary pressure on it or striking the device against other objects can cause damage. • Do not drop, crush, bend, or apply excessive force to the device. •...
For Your Information Using the Stylus Your device uses a touch-sensitive screen and comes with a stylus to help you use your device. The stylus is located in the upper right corner of the device, while looking at the screen. To remove the stylus, use a finger to pull the stylus gently to the right until it is completely removed from its slot.
Inserting or Replacing the Batteries Your device is powered by three AAA or LR03 batteries. Before you can use your device, please insert three AAA or LR03 size batteries into the compartment in the base of the computer. Please have a small screwdriver at hand before you follow the steps below.
Symbols and Buttons The following symbols appear in the bottom line of the touchscreen: Displays the main menu, allowing you to start a new activity. Press to return to the activity. Displays various help messages and instructions. In Crosswords, brings the “keyboard” onto the screen or removes it.
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When flashing in Board Games, indicates that the computer is “thinking”. When not flashing in “Chess”, “Checkers”, and “4-in-a-Line”, indicates which side plays next. In “Su Doku” and “Wordoku”, erases the number or letter at the location of the cursor. In “Su Doku”...
While inserting pieces in “Chess” set-up mode, toggles between white and black pieces, or vice versa. The following buttons are located in the row below the screen: In some activities, zooms to one quarter of the playing area. (To revert to the normal display, touch the same button again.) Press the part of the button to toggle the backlight on...
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A few seconds after installing the batteries, a menu of language names is displayed. Use the stylus to touch the language you want and the main menu is displayed. Note: If you have a single-language version, the main menu is displayed a few seconds after installing the batteries, but the Language item will be absent.
Located in the bottom right corner of the screen, press any time to display the main menu. Beginning an Activity 1. Press The main menu is displayed. 2. Select the category you want. Except in the case of Crosswords, a sub-menu is displayed. For example: 3.
5. If necessary, press to read all the explanatory text. In many cases, when you start an activity for the first time, the device provides a brief explanation of the rules. To proceed to the activity, press as many times as necessary. In each of the stages, the heading of the list or text incorporates a Pressing...
The “Help” Feature Press to read information and helpful instructions about the current activity. In some activities, it re-displays the explanatory text summarizing the rules. In other activities it gives you a list of choices which may include the following: Displays rules of the current activity (that is, the RULES same text that you saw the first time you selected...
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The area towards the bottom of the screen is used for displaying a keyboard. Press to display the keyboard, if necessary. If you have selected a puzzle with a 15x15 grid, the keyboard will not be displayed until you press .
Note: The help screen also contains the item AUTO HIDE KEYBOARD or AUTO SHOW KEYBOARD. If AUTO HIDE KEYBOARD is selected, the keyboard is automatically hidden whenever you move the arrow to a new square. If AUTO SHOW KEYBOARD is selected, the keyboard is displayed when the arrow moves.
Target Make words using any of the letters in the displayed 3x3 grid. Each word must have at least 3 letters, including the letter in the center square. Letters do not need to be adjacent. A letter in a particular square may not be used twice in the same word.
For example: In this example, valid words include WAY, WAIL, LAKE, GONG, and so forth. Wordoku Similar to “Su Doku” puzzles – please see “Board Games” on page 26 for more information – “Wordoku” is played with letters instead of numbers but uses the same 9x9 grid divided into nine smaller 3x3 grids.
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In this example, the nine letters “SERIDVJOC” are those available for insertion into the grid. The line just above (marked by “L”) is where checks ( ) can be displayed to indicate “legal” letters for a particular location. The line below (marked by “N”) is the note pad.
creating a conflict with another letter in the same row, column or 3x3 grid. To use this feature, touch “L” as it is displayed above the row of possible letters. Then whenever you point to a place where a letter can be inserted, you will see the “legal” letters marked with checks ( ).
Touch the number of letters in the computer’s guess are found in your mystery word. In this example, the “R” in WEAR matches the “R” in TREE, as does one of the “E’s.” So in this example you would touch 2 in the row of numbers.
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The device places this word at the top left of the screen, preceded by “2”. This tells you that 2 letters in your guessed word match 2 letters inthe computer’s mystery word. At the same time the numbers “0-9” appear at the bottom, asking you how many letters in the guessed word are in your own hidden word.
Word Mix The screen shows a list of anagrams of words. For example: P G N S O U [...etc.] Lower down the screen, the letters of the alphabet are displayed. Pointing to these letters, type one of the words – for example, HOUSED –...
back into its code number. If you want some help, point to a number, press and then REVEAL LETTER. This inserts the correct letter in place of the number. When the grid is full, any wrong letters will flash, and you will have the option of correcting them.
In this example, touch “AC”, “HI” and then “NG.” To indicate that your word (“ACHING”) is complete, press . The device now displays this word in place of one of the question marks. To complete the puzzle, form the words “GUILTY” and “COAL” by touching the remaining tiles, and then pressing after each word is complete.
Chess When it is your turn to move, touch the piece you want to move. The selected piece flashes. Then touch the square where you want to move it. If you touch a piece and then change your mind, touch it again. The piece stops flashing, and you are free to move a different piece.
• To abandon the position you have been setting up, press then CANCEL. You may then resume the game you were previously playing. • To play from the position you have constructed, press exit from set-up mode. The row of pieces below the chessboard disappears.
The line below the board indicates how many pieces each player currently possesses. indicates which colour plays next. For example: Four-in-a-Line In “Four-in-a-Line,” the goal of the game is to place four of your colour’s pieces in a line, horizontally, vertically or diagonally. One player uses white pieces and the other player uses black pieces.
Su Doku “Su Doku” puzzles ask you to fill numbers into a 9x9 grid divided into nine smaller 3x3 grids. At the beginning of the puzzle, some locations already contain numbers. Your goal is to fill the empty spaces in such a way that each number from 1 to 9 occurs once –...
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Remember, numbers present at the start of the puzzle cannot be changed. When you point to one of them, you will see a single number below the grid, not a complete row. Special Su Doku Features Retract and replay: You can retract a series of moves by repeatedly pressing .
Mazes The flashing black square is the cursor. The goal of a maze is to move the cursor to the exit at the bottom right-hand corner of the maze. At each stage simply touch the place where you want the cursor to go next.
the possible matches. When you have finished using the “Crossword Helper,” press to return to the crossword puzzle. Anagram Finder “Anagram Finder” works like the “Crossword Helper,” except that when you press the computer lists all the anagrams it can find for the letters you have typed.
Backlight The backlight is a light behind the screen that can help illuminate it in areas of low light. It is controlled by the button. Press the part of the button to toggle the backlight on or off. To increase or decrease its brightness, press the or parts of the button.
The most important piece is the king, since the object of the game is to put your opponent’s king in a position where it cannot avoid being captured. At the start, the pieces are arranged like this: The Moves White always makes the first move, then the players take turns. When it is his turn, a player must move one of his pieces onto a square which is either vacant or occupied by an enemy piece.
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(c) The rook moves horizontally or vertically, any number of squares at once. (d) The bishop moves diagonally, any number of squares at a time. The queen, rook and bishop cannot “jump across” another piece. For the sole exception (where the rook “jumps over” the king), see below under “Castling”.
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(e) The knight’s move is like an “L-shape”: two squares horizon- tally or vertically, then one square at right- angles. The knight is able to jump over other pieces (of either color). The pieces we have dealt with so far can capture enemy pieces by moving in their usual way.
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Here the white pawn may move one square forward or capture the rook. The black pawns cannot move. On its first move, the pawn may go two squares straight forward if the player wishes (and the two squares ahead are vacant). There are 2 more special kinds of pawn move: the capture en passant, and pawn promotion.
The white pawn can advance one square or two. In either case the black pawn may capture it, giving the position on the right. On reaching the far end of the board, a pawn is “promoted”, i.e. changed into a queen, rook, bishop or knight. The player chooses the piece (normally a queen), and places it on the square to which his pawn has just advanced.
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Above, white is in check from the black rook. He has 3 possible moves: he can move his king into the corner, place his knight in front of the king, or capture the rook with his queen. If a player whose king is in check is unable to move out of check, his opponent has delivered checkmate (or “mate”), and has won.
Castling This special move is made with the king and one of the rooks. The king moves two squares towards the rook; the rook jumps over the king, landing on the square next to it. Before castling. White has castled king’s side; Black has castled queen’s side.
Stalemate – drawn game If the player to move cannot make any legal move and his king is not in check, the game is a draw. This is called stalemate. Here, it is black’s move. His king is not in check, but any move he makes with it would put it in check.
How To Play Checkers The Checkers Board and Pieces “Checkers” (or “Draughts”) is played on an 8x8 checkered board, but the pieces only move on squares of one color. Each player (“black” and “white”) starts with 12 pieces, arranged like this: The players take turns moving one piece at a time.
The “Man” and How It Moves Each of the 24 game pieces is called a man. Its ordinary move is one square diagonally forward, onto a vacant square. In the starting position, there are two black men that could move to the square marked ;...
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Multiple Captures If a capturing piece lands on a square from which it can make an- other capture, then it must do so – as part of the same move. In the left-hand diagram below, the black man in the corner must capture three white men by jumping to the squares marked.
The King and How It Moves When a man reaches the far side of the board it is immediately “crowned” – promoted to a king. (To show this on a traditional Checkers board, we place one man on top of another.) Kings can move (and capture) backwards as well as forwards.
How To Play Reversi The Board and Pieces In “Reversi” the players use a set of 64 discs, or playing pieces, which are coloured white on one side and black on the other. At the start, the 8x8 board is empty. One player (“black”) has 32 pieces with the black side turned up.
Continuing the Game Play now continues according to the following rule: When it is his turn, a player places a piece on the board in such a way that one or more pieces of the opposite colour are enclosed, in an unbroken straight line, between this new piece and another of the player’s own colour.
The same piece can change color several times during the game, and more than one row of pieces can change at once. In the right-hand diagram above, if white plays at the square, this “captures” pieces in 3 directions: three pieces on the diagonal towards the top left, two pieces towards the bottom left, and one piece in the horizontal row.
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