Hasbro 44760 Dépliant

Pagina di 2
PLAY MODE
The 10 games are divided into the 4 Brain Areas of LOGIC, 
RECALL, SPATIAL and CREATIVE. Practice them in Play Mode 
for as long as you want before testing yourself. To play a 
game, select PLAY from the OPTIONS Screen. Choose a Brain 
Area, then press 
 to access the Game Menu. Press 
 to 
choose a game. When the HELP screen appears, press 
 to 
start the game. After Brainy’s 3-2-1 countdown, the game 
begins. There are 3 games in each Brain Area except for 
CREATIVE, which has one. 
At the end of each game, you can choose either to play again 
or to quit. Quitting takes you to the Game Menu for that Brain 
Area. To back up to the Brain Area Screens, press MENU.
LOGIC
GAMES
SUDOKU
PYRAMATH
HANGMAN
RECALL
GAMES
DIAL-A-
PHONE
BRAIN 
MOVES
OPTIX
SPATIAL 
GAMES
TILT-A-MAZE
SHAPE 
MATCH
AVOIDING
CREATIVE
GAME
BRAIN DUMP
LOGIC GAMES
SUDOKU
THE GOAL: Place the correct numbers from 1 to 6 
in each 6-space grid. There can be no more than 
one of each number in every column, row and grid.
THE TIME & POINTS: It’s a 4-minute game. Points 
are awarded for each properly-placed number. 
THE PLAY: The flashing cursor indicates your position. Use the 
ARROW buttons to move around the screen.
CLUE numbers are fixed and appear in the shaded blocks. 
Enter numbers in the unshaded blocks. To do this, move the 
cursor to the block you wish to fill, press 
 , then press the 
NUMBER button of your choice. Press the ARROW buttons to 
move to a new target block and continue to enter numbers.
To delete a number, move the cursor to its block and press 
X. Then press 
 and the NUMBER button of your choice to 
replace it.
Solving a puzzle: If you complete a whole screen correctly, 
a big check mark appears. Then a new puzzle starts. When 
time’s up, see the END OF GAME screen with your scores.
PYRAMATH
THE GOAL: Use mental math to calculate and 
input the (?) at the top of the pyramid from the 
symbols and numbers below it.
THE TIME & POINTS: It’s a 2 -minute game. 
Points are awarded for how many correct answers 
you make.
THE PLAY: There are 2 important points to remember:
1) The math symbol (
x, +, -
) above a pair of numbers tells 
you which math process (add, subtract, multiply) you should 
use to answer a “?”.
2) Check the top of the pyramid first. If the “?” at the top is 
the only “?”, you only need to calculate the answer in the 
pyramid. If there are more “?”s below the top one, you’ll 
need to start your calculations in the bottom bar. See the 
examples below.
Press the NUMBER buttons on the keypad to input the 
answers. Make a mistake? No problem! Press X to delete it. 
Enter a new number, then press 
 to lock it in.
Solving a puzzle: A big check mark appears for correct 
answers; a flashing screen for incorrect ones. In either case 
a new puzzle comes up. When time’s up, see the END OF 
GAME screen with your scores.
HANGMAN
THE GOAL: Guess as many words as you can 
correctly before the entire Hangman appears on 
the screen.
THE TIME & POINTS: It’s a 2-minute game. Points 
are awarded for each word guessed properly. 
THE PLAY: The word to be guessed is missing letters, shown 
by a dash or dashes. The correct letters must be placed in the 
dashes.
Choose a letter to guess by pressing the up or down ARROW 
buttons to scroll through the alphabet. Press 
 to select 
your letter. Correctly guessed letters appear in the word to 
complete it. Incorrect guesses build a part of the Hangman.
The list of incorrectly guessed letters is tracked in the gray 
panel. If you guess a letter that already appears in the word, 
it will also appear in the gray panel, but in a white square. 
And it won’t count against you. 
Solving a puzzle: A big check mark appears when you 
correctly guess a word. Then a new Hangman puzzle starts. 
If the word is not guessed within 2 minutes, a new puzzle will 
begin. When time’s up, see the END OF GAME screen with 
your scores.  
RECALL GAMES
DIAL-A-PHONE
THE GOAL: To remember the missing numbers in 
a 7-digit phone number.
THE TIME & POINTS: It’s a 2 
1
/
2
-minute game. 
Points are awarded for each phone number you 
remember correctly.
THE PLAY: A 7-digit phone number appears on the screen, 
as shown to the left. Memorize it, then press 
. A second 
screen appears with some digits missing. Fill them in by 
pressing the number buttons. Made an error? Easy fix! Just 
press X to delete it and press another number button to 
replace it. 
IMPORTANT: Once the last number is entered, no 
changes can be made.
If you complete a phone number correctly, you’ll see a big 
check mark and hear a ring tone; if you made an error, you’ll 
get a busy tone. In either case, a new number will appear on 
the screen. When time’s up, see the END OF GAME screen 
with your scores.
BRAIN MOVES
THE GOAL: Repeat a sequence of numbers  
and moves.
THE TIME & POINTS: It’s a 1-minute game 
(excluding Brainy’s moves). Points are awarded for 
correctly repeating each sequence.
THE PLAY: After Brainy moves around the screen, try to repeat 
his sequence of moves by pressing the ARROW buttons. Also 
remember and repeat in sequence any numbers he’s think-
ing of as he moves, by pressing the NUMBER buttons. Note: 
Brainy floats up after making his moves. Do not count this as 
a move!
To change an input, press X to delete it. 
IMPORTANT: The 
last move or number you input cannot be changed.
If you correctly repeat a sequence, a big check mark appears; 
if you’re not correct, the screen flashes. In either case, a new 
sequence appears. When time’s up, see the END OF GAME 
screen with your scores.
OPTIX
THE GOAL: Identify each new symbol that appears 
on the screen.
THE LIVES & POINTS: There’s no ticking clock in 
this game. You have 3 Lives (shown in the bottom 
bar), and the game ends after you’ve lost them 
all. Points are awarded for the largest number of 
correct responses in a row. 
THE PLAY: Watch the screen carefully as each new symbol 
appears. It starts out easy with just one, but correctly 
identified symbols remain on the screen, so the pattern 
builds steadily with each correct response.
Move the square around the screen by pressing the ARROW 
buttons. Once the cursor is on top of the new symbol, select 
it by pressing 
. If your response is correct, the screen 
changes and adds a new symbol for you to identify; if you’re 
incorrect, the screen flashes, a new sequence begins, and you 
lose a Life. The bar at the bottom tracks your Lives with 
+
 
signs. When you make 3 incorrect responses, your 3rd Life is 
over and the END OF GAME screen appears with your scores.
SPATIAL GAMES
TILT-A-MAZE
THE GOAL: Guide a ball through as many mazes 
as you can by using Tilt Sensors.
THE TIME & POINTS: It’s a 2-minute game. Points 
are awarded for the distance your ball travels 
through the mazes. 
THE PLAY: No buttons to press in this game because of the 
TILT SENSOR technology. Tilt the game up, down, left and 
right to guide your ball through the maze and to an exit.
In the tilt sensor games you may use the ARROW buttons  
rather than tilting the game if you prefer; but they’re all 
meant to be played by tilting.
Reverse tilt: After you complete the first maze, the game will 
enter a challenging reverse tilt. In this alternate universe, black 
is white, up is down and left is right, so you must tilt the unit 
in the opposite direction you want the ball to move in. The 
screens alternate between regular play and reverse play.
Scoring: Try to complete as many mazes as you can before 
time runs out. Remember, you are awarded points for the 
distance your ball travels. Finishing more mazes means 
winning more points. When time’s up, the END OF GAME 
screen appears with your scores.
SHAPE MATCH
THE GOAL: Direct the falling shapes to their 
matching shapes below.
THE TIME & POINTS: It’s a 2-minute game. Points 
are awarded for the number of correct matches.
THE PLAY: No buttons to push because of the 
innovative TILT SENSOR technology. Just tilt the 
game left or right to line up each shape as it falls. Then tilt 
down (but not too far) to speed the shape to its match.
Keep guiding the falling shapes to meet their matches. A big 
check mark appears each time you get a match; if you make 
an error, the screen will flash. Keep playing until time runs 
out and the END OF GAME screen appears with your scores.
AVOIDING
THE GOAL: Avoid falling bars that come at you 
from all sides by using the Tilt Sensors.
THE LIVES & POINTS: You have 3 Lives in this 
game of dodge’em. The longer you avoid getting 
hit, the more points you’ll score. No ticking clock. 
The game is over when you lose your third Life.
THE PLAY: No buttons to press in this game because of the 
TILT SENSOR technology. Tilt the game up, down, left and 
right to keep your ball from getting hit by the bars.
Reverse play: The longer you avoid the bars, the more bars 
will appear. If you survive long enough, the game will enter 
a challenging reverse play skill level for a limited time, where 
you must tilt the game in the opposite direction from the 
one you want to move in. 
Scoring: When you lose a Life, the screen will flash. Play 
continues as above, as you dodge the bars to stay alive. The 
longer you survive, the more points you’ll score. After you 
lose your 3rd Life the game is over, and the END OF GAME 
screen appears with your scores.
CREATIVITY ACTIVITY
BRAIN DUMP
THE GOAL: Try to think up as many creative uses 
for an object as you can. 
THE TIME: It’s a 2-minute activity. The purpose of 
this exercise is to train your brain to think creatively 
rather than logically. No points are awarded, so 
BRAIN DUMP does not affect your score. Judge your 
own output, then try to beat your count each time you play.
THE PLAY: When the question “How many uses can you 
think of for a…” appears on the screen, get ready to “text 
in” your answers using the letter keys on the keypad. It’s like 
entering a text message on a cell phone. Don’t worry about 
spelling, but your entries should have 3 letters or more.
For example, if the object is STONE, you may think of a 
statue, a doorstop, a paper weight, a hopscotch marker, and 
more. Enter each answer by pressing the LETTER buttons. To 
leave a space, press “0.”  To delete a letter, press X. Be sure 
to lock in your answer by pressing the 
 button after every 
entry. When you do this, MYQ will automatically keep track 
of your “uses.”
GOOD ANSWER/BAD ANSWER:
 
You’re the judge, but try to 
give as many valid answers as you can. 
In this example there’s 
only one “?”, so just 
calculate the 42 
mentally in the pyramid.
In this example there are 
two “?”s, so you must 
mentally calculate from 
the bottom up!
=
 14
14 
=
 11
42 
=
 46