Franklin ADV-640 Manual Do Utilizador

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Playing the Games
Now that you have the games set,
let’s play.
1. Press 
GAMES
 (yellow).
2. Press 
 or 
 to highlight a
game.
3. Press 
ENTER
 to start playing.
4. To exit a game and return to
the list of games, press 
BACK
.
 ➤ Seeing the Score
Your score appears after each
round of a game.
Playing the Games
Hangman
Hangman challenges you to guess a
mystery word, indicated by ?’s, one
letter at a time. The number of
guesses you can make appears to
right of the #’s. For a hint, hold 
CAP
and press 
. Or press 
 to end
the round. NOTE: If you ask for a hint,
you will lose the round. Press 
ENTER
 to
define the word. Press 
BACK
 to return
to Hangman. Press 
SPACE
 to start a
new round.
Anagrams
Anagrams challenges you to find all of
the words that can occur within a se-
lected word. Each letter can only be
used as many times as it appears in
the selected word. Each anagram
must be a specified minimum length.
5
14
Selecting a Book
Once you have installed a book card
in your BOOKMAN, you can select
which book you want to use.
1. Turn your BOOKMAN on.
2. Press 
CARD
.
These are sample books.
3. Press 
 or 
 to highlight the
book you want to use.
4. Press 
ENTER
 to select it.
Using the Color Keys
The red, green, yellow, and blue keys
on your BOOKMAN change functions
according to which book is selected.
When the built-in book is selected,
the color keys function as labelled on
the BOOKMAN keyboard. When a
book card book is selected, the
color keys function as labelled on
that book card.
Remember, the color keys for book
cards function as labelled on their
book cards, not as on the BOOK-
MAN keyboard.
  Resuming Where You Left Off
You can turn your BOOKMAN off
at any screen. When you turn
BOOKMAN on again, the screen
that you last viewed appears.