Talking Little Teacher Learning Keyboard (600-2490) Game Descriptions Faxback Doc. # 18771 This section describes all of the games that you can play on your Talking Little Teacher. Each game's description includes: Object - describes the object of the game (what the game is about) 1-Player or 2-Players - explains how to play the game by yourself (1-player) or with a friend (2-players) Scoring - explains how many questions appear and whether the keyboard keeps score during the game. 01 Missing Letter Object: Guess the missing letter to complete the word. 1-Player - A word appears on the display with one letter missing marked by a flashing asterisk (*). When the keyboard says, "Complete the word," press the missing letter on the keyboard so it appears on the display, then press ENTER. 2-Players - MISSING LETTER is played the same way with 2 players as it is with 1 player, except a player must first press his/her player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five words. 2-Player - A score is given after ten words. 02 Flash Word Object: Spell the word that appears then disappears from the keyboard's display. 1-Player - A word appears on the display for about 3 seconds, then disappears and is replaced by a flashing *. When the keyboard says, "Repeat the word," press the desired letters on the keyboard to spell the word that showed on the display, then press ENTER. NOTES: You can press HELP if you need a clue about the answer during 1-player play. If you press HELP once, the keyboard awards only 10 points for a correct answer to that problem. If you press HELP more than once, no points are awarded. 2-Players - FLASH WORD is played the same way with 2 players as it is with 1 player, except a player must first press his/her player button (PLAYER A OR PLAYER B) before entering an answer. NOTE: If the keyboard sounds a tone when you press ENTER but doesn't tell you if your answer is correct, then you have entered too few letters. If it sounds a tone when you press a letter, but the letter doesn't appear on the display, then you have already entered the correct number of letters. Scoring: 1-Player - A score is given after five words. 2-Player - A score is given after ten words. 03 Hangman Object: Guess the secret word. 1-Player - 10 appears on the left side of the display (meaning you have 10 chances to guess the word), and dashes (like this '- - - ') appear on the right side of the display. Each dash stands for a letter in the secret word. When the keyboard says "Guess the word," guess what you think the secret word is, then press the letters (in any order) on the keyboard to spell the word on the display. If you press a correct letter, a tone sounds and the letter replaces a dash on the display. If you press an incorrect letter, the keyboard makes a "boi-oing" sound, and the number on the left of the display is reduced by 1. If the number reaches 0 before you guess the secret word, the round is over and the keyboard tells you the correct word. 2-Players - One player must choose a secret word (2-8 letters long), enter the letters of the word so they appear on the display in the correct order, they press ENTER. A dash (-) replaces each letter on the display. When the keyboard says, "Guess the word," the other player must then guess the secret word entered by the first player. To guess the secret word, follow the instructions in "1-Player" above. NOTES: You can press HELP if you need a clue about the answer during either 1- or 2-player play. Each time you press HELP, one of the secret letters appears on the display, and the number of chances you have to guess the word is reduced by 3. Scoring: No score is given for this game 04 Scramble Object: Unscramble the letters to form a word. 1-Player - A word appears on the left side of the display with its letters scrambled (in the wrong order, and a flashing * appears on the right side of the display. Enter the letters one at a time in the correct order to unscramble them and form a word. As you press each letter key, the keyboard repeats the letter out loud, and the letter disappears from the left side of the display and reappears on the right side. Press ENTER after you have entered all of the letters. 2-Players - At the beginning of each turn in 2-player play, the keyboard says "Enter a word." One player must choose a word (2-8 letters long), enter the letters of that word so they appear on the display in the correct order, then press ENTER. The word disappears then reappears on the display with its letters automatically scrambled. When the keyboard says, "Guess the word," the other player must then guess the scrambled word. To unscramble the word, follow the instructions in "1-Player" above. NOTES: Remember, if you enter an incorrect letter, you can press ERASE to clear that letter from the display. You can press HELP once if you need a clue about the answer during either 1- or 2-player play. The first letter of the scrambled word appears on the display. If you press HELP, the keyboard awards only 10 points for a correct answer to that problem. Scoring: 1-Player - A score is given after five words. 2-Player - No score is given. 05 Addition Object: Solve the addition problems. 1-Player - An addition problem, such as 2 + 2 =, appears on the display with a flashing * after the equal (=) sign. When the keyboard says "Enter the correct answer," press the desired number key(s) so your answer appears on the display, then press ENTER. 2-Players - ADDITION is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 06 Subtraction Object: Solve the subtraction problems. 1-Player - A subtraction problem, such as 4 - 2 =, appears on the display with a flashing * after the equal (=) sign. When the keyboard says, "Enter the correct answer," press the desired number key(s) so your answer appears on the display, then press ENTER. 2-Players - SUBTRACTION is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 07 Multiplication Object: Solve the multiplication problems. 1-Player - A multiplication problem, such as 7 x 8 =, appears on the display with a flashing * after the equal = sign. When the keyboard says, "Enter the correct answer," press the desired number key(s) so your answer appears on the display, then press ENTER. 2-Players - MULTIPLICATION is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 08 Division Object: Solve the division problems. 1-Player - A division problem, such as 10 / 2 =, appears on the display with a flashing * after the equal (=) sign. When the keyboard says, "Enter the correct answer," press the desired number key(s) so your answer appears on the display, then press ENTER. 2-Players - DIVISION is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 09 Math Quiz Object: Solve the math problems, including addition, subtraction, multiplication, and division. 1-Player - A math problem appears on the display with a flashing * after the equal (=) sign. When the keyboard says, "Enter the correct answer," press the desired number key(s) so your answer appears on the display, then press ENTER. 2-Players - MATH QUIZ is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 10 Operation Object: Guess the missing math "operation" sign. NOTE: An operation sign can be "+" (plus), "+", "-" (minus), "x" (times/multiplied by), or "/" (divided by). 1-Player - A math problem appears on the display with a flashing * in place of the math operation sign. When the keyboard says, "Enter the correct sign," press the desired operation sign key so your answer appears on the display, then press ENTER. 2-Players - OPERATION is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 11 Target X Object: After the keyboard gives you a target number, choose a combination of numbers announced and displayed by the keyboard that adds up to the target number. 1-Player - The keyboard announces and displays a target number. When the keyboard begins to announce and display numbers, one at a time, about every 2 seconds, you must select the correct combination of these numbers that adds up to the target number. To select a number when it appears, press either PLAYER A or PLAYER B within 2 seconds. When you press the button, a tone sounds, then an asterisk briefly appears on the display. The keyboard continues to announce and display more numbers until you select the correct combination of numbers and reach the target number, or until you select a combination of numbers that adds up to more than the target number. NOTE: Remember to keep track of the numbers you select. The keyboard does not do this for you on the display. 2-Players - TARGET X is played the same way with 2 players as it is with 1 player, except players can press only their assigned player button (PLAYER A or PLAYER B) to select number(s). Each time a player button is pressed, an * appears on that side of the display (left side for Player A, right side for Player B). Scoring: 1-Player - No score is given in this game, but the keyboard plays a short tune after each correct answer, then says "GOOD" or Excellent." 2-Players - No score is given in this game, but the keyboard announces the winner after each round. For example, if Player A is the first to reach the target, or if Player B goes over the target, then the keyboard says "Player A wins the game." 12 Forget Me Not Object: Repeat the set of numbers that appears then disappears from the display. 1-Player - A set of numbers appears on the display for about 3 seconds, then disappears and is replaced by a flashing *. When the keyboard says, "Repeat the numbers," press the desired number keys so your answer appears on the display, then press ENTER. NOTES: You can press HELP if you need a clue about the answer during 1-player play. If you press HELP once, the keyboard awards only 10 points for a correct answer to that problem. If you press HELP more than once, no points are awarded. 2-Players - FORGET ME NOT is played the same way with 2 players as it is with 1 player, except a player must first press his/her player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. NOTE: If the keyboard sounds a tone when you press ENTER but doesn't tell you if your answer is correct, then you have entered too few numbers. If it sounds a tone when you press a number, but the number doesn't appear on the display, then you have already entered enough numbers to complete the set. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 13 Letter Count Object: Count how many times one letter appears in a group of letters that appears then disappears from the display. 1-Player - A group of letters, such as HBOPO, appears on the display while a short melody plays. Then the letters are replaced by an *, and the keyboard asks out loud how many times one letter appears in that group, for example, the keyboard might say "How many Os are there?" Press a number key so your answer appears on the display, then press ENTER. The keyboard repeats your answer out loud. If you enter the correct number, the keyboard says "Good" or "Excellent," the letter group reappears, and the correct number appears next to the letter on the left side of the display. If you enter an incorrect number on the first try, the keyboard says "Uh-oh, try again." If you enter an incorrect number on the second try, the keyboard makes a "boi-oing" sound, the letter group reappears and the correct number appears next to the letter on the left side of the display, then the keyboard tells you how many times the letter appears. For our example, the keyboard would say "There are 2 Os." 2-Players - LETTER COUNT is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: 1-Player - A score is given after five problems. 2-Player - A score is given after ten problems. 14 Guess the Numbers Object: Guess the secret group of four numbers in the correct order. 1-Player - 10 appears on the left side of the display (meaning you have 10 chances to guess the numbers), and four asterisks appear on the right side of the display. Each asterisk stands for a number in the secret group. When the keyboard says "Guess the numbers," try to guess the four secret numbers in the correct order, press the desired number keys so your answer appears on the display, then press ENTER. NOTE: The same number might appear twice in the same number group. After you press ENTER, a short melody plays, then each number in your answer appears in one of three ways. . . If a number appears with 2 dots above it (like this 3 ), it means that you entered a correct number in the correct position. If you need to enter the number group again, be sure to enter this same number in the same position. . If a number appears with 1 dot above it (like this 3), it means that you entered a correct number, but it is in the wrong position. The next time you enter the number group, enter this number in a different position. If a number appears with no dots above it, it means that the number is incorrect and does not belong to the secret group. Try a different number in its place the next time you enter a guess. After each incorrect guess, the keyboard says "Keep trying," and the number on the left side of the display is reduced by 1. If the number reaches 0 before you correctly guess the secret numbers, the turn is over, and the keyboard tells you the correct numbers. If your guess is correct, the keyboard says "Good" or "Excellent." 2-Players - At the start of 2-player play, the keyboard says "Enter the numbers." One player must secretly choose four numbers, enter those numbers so they appear on the display in the correct order, then press ENTER. An * replaces each number on the display. When the keyboard says "Guess the numbers," the other player must then guess the secret number group entered by the first player. To guess the secret number group, follow the instructions for "1-Player" on Page 32. Scoring: No score is given for this game. 15 The Challenge Object: Answer the review problems 1-Player - The CHALLENGE includes ten different problems taken from these games: MISSING LETTER, FLASH WORD, ADDITION, SUBTRACTION, MULTIPLICATION, DIVISION, OPERATION, and FORGET ME NOT. As each problem appears on the display, the keyboard tells you what you need to do to answer it. Press the desired letter or number key(s) so your answer appears on the display, then press ENTER. 2-Players - THE CHALLENGE is played the same way with 2 players as it is with 1 player, except a player must first press a player button (PLAYER A or PLAYER B), then enter an answer within 5 seconds. Scoring: A score is given after 10 problems in both 1- and 2-player play. 16 Playback Object: Have fun while you play music on the keyboard's special keys, then set the keyboard to play your music back to you. NOTE: Only 1 player at a time can play 16 PLAYBACK. The rows of keys labeled A-L and Z-V act like keys on a musical keyboard during PLAYBACK. The bottom half of each key in those rows is also labeled with the nickname of a musical note, such as DO, RE, or MI. Follow these steps to play PLAYBACK. 1. Press GAME CODE, then enter 16 to select PLAYBACK. The keyboard plays a short melody, PLAYBACK scrolls across the display, then an * appears in the center of the display. 2. Press the desired keys to play any music you like. As you press the keys, the keyboard plays a musical note, and the asterisk moves to the left or right on the display. NOTES: If you press the wrong key (keys other than the musical keys, DISPLAY CONTRAST, GAME CODE, OFF, or ON) while you play music, the keyboard says "Uh-oh." The keyboard can play back up to 78 notes, including pauses (each pause counts as a note). If you play more than 78 notes, the * moves to the right of the display and stays there, even if you play more notes. You can play more music after this, but the keyboard can only play back THE first 78 notes you played. 3. To set the keyboard to play your music back to you, press N/PLAY. The keyboard automatically replays all of the notes you played, in the same order that you played them. NOTE: Even if you take a long time between notes when you are playing music, the keyboard plays the notes back at THE same pace, one right after another. If you want to insert a 1-beat pause between notes, press B/PAUSE. 4. To clear the keyboard's playback memory and start new music, press M/RESET. The * moves back to the center of the display, then flashes a few times. You re not ready to play new music for your keyboard to play back. NOTE: If you do not press M/RESET, the keyboard will add the new music you play at the end of the last music you played. (PH 12/5/95)