EXCALIBUR E108 User Manual

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Einstein
Brain Station
Userʼs Guide
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ongratulations on your purchase of the Einstein Brain
Station! This unique handheld unit is designed to train and
strengthen your mind. It is packed with games and features for
stimulating your brain.
Albert Einstein is probably best known for his famous
formula, E=mc
2
unparalleled contributions to modern scientifi c thought. In the
fi eld of physics, he introduced his special theory and general
theory of relativity and, in 1921, his work on the photoelectric
effect won him the Nobel Prize in Physics.
Read this guide thoroughly, especially noting safety and care
instruction. Keep this guide for reference.
ALBERT EINSTEIN and related rights ™/© of HUJ, used under license.
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1 Getting Started
points) 5
2 The “Help” Feature
6
3 Memory Puzzles
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3.1 Simon 7
3.2 Pelmanism 7
3.3 Shuffl e 7
3.4 Swimming 8
4 Word Puzzles And Games
8
4.1 Hangman Puzzle 8
4.2 Hangman Game 8
4.2.1 After selecting “Your Word” 8
4.2.2 After selecting “My Word” 8
4.3 Target Puzzle 9
4.4 Target Game 9
4.5 Anagram Puzzle 9
4.6 Anagram Game 10
4.7 Word Squares Puzzle 10
4.8 Word Squares Game 11
4.9 Word Cross Puzzle 11
4.10 Word Cross Game 12
5 Number Puzzles
13
5.1 Calculate 13
5.2 Totals 13
5.3 Sums 11
5.4 Number Squares 14
6 Logic Puzzles 14
6.1 Su Doku 14
6.1.1 Object and method 14
6.1.2 Special features 15
6.2 Kakuro 15
6.3 Sliding Blocks 15
6.4 Switch 16
7 Levels and Scores
16
7.1 System of scoring 16
7.2 Change of level recommended 17
7.3 Altering the time for the level 17
8 Language and LCD Contrast 17
9 Hints
17
9.1 Memory puzzles, number puzzles,
Switch 18
9.2 Word activities 18
9.3 Sliding Blocks 18
9.4 Kakuro 19
9.5 Su Doku 19
10 Functions of The Keys
Summarized
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TABLE OF CONTENTS
“The secret to creativity is knowing how to hide your sources.”
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1 GETTING STARTED
1.1 INSERTING BATTERIES
Insert three AAA or LR03 size batteries
into the compartment in the base. Make
sure the “positive” tip of each battery
matches up with a “+” sign inside the
compartment. You should hear a sound
and a list of languages should appear
on the display – with the word English
“blinking” on and off:
(If this list fails to appear, push a thin
object into the hole on the underside of
the unit
marked RESET
.)
1.2 SELECTING THE LANGUAGE
To make the computer display its
messages in English, simply press the key
marked ENTER. If you want to select
a different language instead, press the
UP
or
DOWN
arrow key as many times
as necessary until the desired option
“blinks”. Then press ENTER.
1.3 STARTING AN ACTIVITY
Brain Station offers 22 activities (puzzles
and games) which fall into 4 categories.
Once you have selected the language, a
list of these categories appears.
1.3.1 SELECTING THE CATEGORY
Point to an item on the main menu by
pressing
UP
or
DOWN
as many times as
necessary. When the required option is
“blinking”, press ENTER.
If you choose WORDS, the computer
offers you a further choice:
Each of the word activities can be played
either as a puzzle (for which you obtain
a score) or as a game (i.e. contest). To
switch between these options, press
UP
or
DOWN
. When the option you want is
“blinking”, press ENTER.
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1.3.2 SELECTING THE ACTIVITY
Each category has its own sub-menu:
Memory puzzles sub-menu
Word activities a sub-menu
(Word = “Word Squares”
Word X = “Word Cross”)
Number puzzles sub-menu
(Sums = Mental Arithmetic
Number = “Number Squares”)
Logic puzzles sub-menu
(Blocks = “Sliding Blocks”)
Select the desired activity from the sub-
menu, using UP or DOWN and ENTER
1.3.3 SELECTING THE LEVEL OF DIFFICULTY
The display now shows the activity and
the level of diffi culty, e.g.
There are 10 levels – Level 1 is easiest,
Press
UP or DOWN
until the desired level
appears, then press ENTER. You are now
ready to start the puzzle or game.
Each level has a standard solving time,
ranging from 10 minutes on Level 1, to
60 minutes on Level 10. (This applies to
all activities except “Anagram Puzzle”
and “Hangman”, where the allotted time
is shorter.)
1.3.4 PLAYING AND SOLVING
(general points)
In most activities, one square of the 9x9
grid contains a “blinking” character
called the cursor. You will need to move
the cursor by using the arrow keys. See
the section of this guide dealing with the
activity you have chosen.
When the cursor reaches the end of a row
or column, a further press on the same
arrow key makes it jump to the opposite
end. In a location which is otherwise
vacant, the cursor is represented by a “ ”
or “–” sign.
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In some situations you can retract your
last action by pressing CLEAR. Note
also:
• Your remaining time “counts down”
on the display.
• A “Big Ben” chiming sequence means
you have 5 minutes left.
• Three slow chimes mean the time is
up. You can still carry on solving,
but you lose points. Your excess time
is displayed “blinking”.
• In some activities, you are given a
series of separate tasks to complete
within the time.
• You can “give up” by pressing
SOLVE. The computer then shows
you the solution, and you can press
ENTER to see your score – you
receive points if you solved part of the
puzzle correctly.
1.4 STARTING A FRESH PUZZLE OR GAME
You may do this at the end or in the
middle of an activity.
(1) Press the key marked NEW. The
computer asks you for confi rmation:
To switch between No and Yes, press UP
or DOWN. When Yes is “blinking”, press
ENTER. (By answering “no” you would
go back to where you were before.) In
several other situations, the computer asks
you to confi rm your command like this.
(3) The display now indicates the current
activity and level. For a puzzle or game of
the same type as before: simply select the
level (using UP/DOWN and ENTER), as
in § 1.3.3.
(4) For a different type of activity: press
the LEFT key. This takes you to the “sub-
menu” of games or puzzles (§ 1.3.2).
Then you can select a new item from this
sub-menu, using UP/DOWN and ENTER.
Alternatively press LEFT again (once or
twice, as necessary) to return to the main
menu and select a new category (§ 1.3).
1.5 SWITCHING ON/OFF
To switch the unit on and off press
the ON/OFF key. When “off”, it will
remember the current puzzle.
2 THE “HELP” FEATURE
The machine itself can give information
on any of the activities. During a puzzle, a
press on the HELP key displays the “help
menu”:
• Now if you press 1, the computer
explains the rules of the current
activity. The information “scrolls”
across the bottom line of the display.
(Press CLEAR to continue.)
• If instead you press 2, the computer
states what actions you have available
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in the current situation.
• If you press 3 followed by any key, the
computer briefl y explains how that key
is used.
3 MEMORY PUZZLES
3.1 SIMON
Five symbols appear. One after the other,
they “blink” (together with a “beep”).
Your task is to point to them in the order
in which they “blinked”.
To point to a symbol:
(1) Use the arrow keys to bring the
“cursor” to the correct place.
(2) When the correct symbol is
“blinking”, press ENTER.
If you make a mistake, the computer
demonstrates the sequence again, and you
may have another try.
When the fi rst task is solved, you are
given a new task with one more symbol.
The total number of tasks depends on the
level.
3.2 PELMANISM
The display shows a number of ? signs.
Imagine that each ? sign is “covering up”
a symbol (a letter or number). Choose one
of the ? signs, and point to it as follows:
(1) Use the arrow keys to bring the
“cursor” to the correct place.
(2) When the desired ? sign is
“blinking”, press ENTER. This
discloses the symbol (letter or
number) which the ? sign was
“concealing”.
Now do the same for a second ? sign.
If the two symbols you have disclosed
are identical, there is a ping and the two
squares are cleared. Otherwise there is a
buzz, and the symbols are covered up by
? signs again.
Continue pointing to pairs of ? signs. If
the fi rst square of a pair contains a symbol
you have seen before, try to point to the
? which conceals that matching symbol.
The object is to clear the entire grid by
matching all the pairs.
3.3 SHUFFLE
The display shows 5 symbols. After an
interval there is a beep, after which 4 of
the symbols reappear in different places
(they have been “shuffl ed” around). The
5th symbol has been replaced by a new
one.
Your task is to point to this new symbol,
as follows:
(1) Use the arrow keys to
bring the “cursor” to the correct
place.
(2) When the correct symbol is
“blinking”, press ENTER.
When the fi rst task is solved, you are
given a new task with one more symbol.
The total number of tasks depends on the
level.
3.4 SWIMMING
The display shows several numbers,
moving (“swimming”) around. Your task
is to add them up. Type the total using the
number keys, then press ENTER.
When the fi rst task is solved, you are
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given a new one. The overall number of
tasks depends on the level.
4 WORD PUZZLES AND GAMES
4.1 HANGMAN PUZZLE
The computer selects a word and displays
one letter from it. The other letters are
replaced by dashes as below:
Your task is to guess the remaining letters.
Press a letter key, and if the letter occurs
in the word, the computer inserts it in the
appropriate place(s).
The letters that have been tried so far
(whether right or wrong) are recorded in
the lower lines. If you make more than
computer discloses the solution; press
ENTER to continue.
When the fi rst task is completed, you
are given a new one. The number of
words to be guessed (before your score is
displayed) depends on the level.
4.2 HANGMAN GAME
At the start you have 2 options:
You can switch between them by pressing
UP or DOWN. When the right option is
“blinking”, press ENTER.
4.2.1 AFTER SELECTING “YOUR WORD
(1) Think of a word of 2-9 letters. Press
the RIGHT arrow key as many times as
required, until there are as many dashes
on the display as letters in your word.
Then press ENTER.
(2) The computer guesses a letter
(displayed “blinking”, below the dashes).
If the letter occurs in your word, press
ENTER. If not, press CLEAR.
(3) If you have pressed ENTER, the fi rst
dash “blinks”. This asks, “Does my letter
occur at the start of your word?” Answer
“yes” by pressing ENTER, or “no” by
pressing CLEAR.
(4) Then the second dash “blinks”. Does
the letter occur in this place? Answer with
ENTER or CLEAR. ... And so on, until
the end of the word is reached. Then the
computer guesses another letter.
For every letter guessed wrongly, a part
of a gallows is drawn. If the computer
runs out of guesses or “gives up”, the
man falls through the trap door – your
opponent is “hanged”, and you have won.
If the computer guesses the whole word,
a sound signal announces that you have
“lost”.
4.2.2 AFTER SELECTING “MY WORD
The game is played like “Hangman
Puzzle” (see § 4.1), only the computer
doesnʼt begin by “giving away” a letter
– it just displays a number of dashes
corresponding to the letters in the word.
The gallows (as in § 4.2.1) illustrates the
state of play.
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4.3 TARGET PUZZLE
The display shows a word and a “target
number”, e.g.:
In this example, the object is to make 34
words, using the letters from “oarsman”.
Each of your words must contain at least
3 letters; type it and press ENTER, e.g.:
ROAM [ENTER]
MOANS [ENTER] ... etc.
With each valid word entered, the target
number decreases.
You may inspect the words typed so far.
Press NOTE. The full list of words can
then be “scrolled” up and down with the
UP and DOWN keys. When ready to
continue typing, re-press NOTE.
If you reach the target: The computer
lists your words, with the initial letter
fl ashing (the list can be “scrolled” with
UP/DOWN). Below your words, it gives
its own list of other possible entries, with
no fl ashing letter.
If you “give up”: Press SOLVE (and
confi rm with UP or DOWN and ENTER)
to display the word list.
After inspecting the word list, press
ENTER to see your score.
4.4 TARGET GAME
At the start you have 2 options: “Your
word” or “My word”, as in a “Hangman
Game” (see § 4.2). You can switch
between the options using UP or DOWN
. When the right one is “blinking”, press
ENTER.
If you chose “Your word”, type a word
(maximum 9 letters) and press ENTER. If
you chose “My word”, a word and target
number appear automatically. See the
illustration for “Target Puzzle” (§ 4.3).
The object is to make words (preferably
as many as the “target”) using the letters
from the word at the top. As a suggestion,
several players may write down their
word lists, stopping when the computer
gives its chimes to announce that the time
is up. After that, you may press SOLVE
(and confi rm with UP or DOWN and
ENTER) to see the computerʼs own word
list.
4.5 ANAGRAM PUZZLE
The display shows a sequence of letters
and a “target length”, e.g.:
Object: To make words (minimum 3
letters) from the letters at the top. If
possible, make a word containing the
target number of letters (in this case 5).
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Here, this can be done by typing PATIO.
Press ENTER after typing your word.
If you type a word of the target length:
The computer lists your words, with the
initial letter fl ashing. (The list can be
“scrolled” up and down with the UP and
DOWN keys). Below your words, it gives
its own list of other possible entries, with
no fl ashing letter.
If you have no more words to type: Press
SOLVE (and confi rm with UP or DOWN
and ENTER) to display the word list.
After inspecting the word list, press
ENTER. When the fi rst task is over, you
are given a new one. The number of
tasks to be solved (before your score is
displayed) depends on the level.
You may use the NOTE key at any time,
to inspect the words typed so far – as in a
“Target Puzzle” (§ 4.3).
4.6 ANAGRAM GAME
At the start you have 2 options: “Your
word” or “My word”, as in a “Hangman
Game” (see § 4.2). You can switch
between the options using UP or DOWN.
When the right one is “blinking”, press
ENTER.
If you chose “Your word”, type a
sequence of letters (maximum 9) and
press ENTER. If you chose “My word”,
a sequence and “target length” appear
automatically. See the illustration for
“Anagram Puzzle” (§ 4.5).
The object is to make words (containing
as many letters as possible), using the
letters at the top. Several players may
write down their word lists, stopping
when the “chimes” announce that the time
is up. After that, you may press SOLVE
(and confi rm with UP or DOWN and
ENTER) to see the computerʼs own word
list.
4.7 WORD SQUARES PUZZLE
At the start, you are asked to choose the
size of the word square:
Press UP or DOWN until the desired
option is “blinking”, then press ENTER.
Here is an example of a “4 x 4” square:
Object: To form words from these letters.
A word is formed by going from one
letter to the next in a horizontal, vertical
or diagonal direction. A letter in a
particular location may not be used twice
in the same word.
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Each of your words must contain at least
3 letters; type it and press ENTER, e.g.:
LENS [ENTER]
ISLE [ENTER] ... etc.
When you have no more words to type,
press SOLVE (and confi rm with UP OR
DOWN and ENTER). The computer lists
your words, with the initial letter fl ashing;
the list can be “scrolled” up and down.
Below your words, the computer gives its
own list of other possible entries.
After inspecting the word list, press
ENTER to see your score for the puzzle.
4.8 WORD SQUARES GAME
Start by selecting the size of the word
square, using the arrow keys and ENTER
– see the illustrations in § 4.7.
The object is to form words from the
letters in the square, following the same
rules as in “Word Squares Puzzle”. As
a suggestion, several players may write
down their word lists, stopping when
the computerʼs “chimes” announce
that the time is up. After that, you may
press SOLVE (and confi rm with UP
OR DOWN and ENTER) to see the
computerʼs own word list.
4.9 WORD CROSS PUZZLE
A 9-letter word is displayed horizontally
and vertically, see below.
Object: to insert new words in the grid,
so that they fi t together with those already
there – like Scrabble or a crossword.
In this example, suppose you want to
begin by inserting the words ENOUGH
and HAZE:
To insert ENOUGH:
(1) Using the arrow keys , bring the
cursor to the place for the fi rst
letter.
(2) Press E.
(3) Press the UP arrow key. This
indicates that you are typing your
word in a horizontal direction. The
cursor moves one square to the
right.
(4) T
ype N O U G H then press ENTER
.
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Then to insert HAZE:
(1) Bring the cursor to the square for
the A, and press the A key.
(2) Press the UP arrow key to indicate
that you are typing your word
vertically. The cursor moves one
square down.
(3) Press Z, then ENTER. The points
obtained (for this word, and the
total so far) appear briefl y in the
bottom line.
To calculate the points for each word
you complete, the total number of letters
in the word is multiplied by the number
of letters you have just added to it. In
our example, you score 30 for ENOUGH
(6x5) and 8 for HAZE (4x2).
When you have no more words to type,
press SOLVE (and confi rm with UP or
DOWN and ENTER) to see your fi nal
score.
4.10 WORD CROSS GAME
At the start you have 2 options: “Your
word” or “My word”, as in a “Hangman
Game” (see § 4.2). You can switch
between the options using UP or DOWN.
When the right one is “blinking”, press
ENTER.
Next, you are given a choice between two
types of scoring:
Under “standard” scoring, every letter
scores the same. Under “bonus” scoring,
more points are awarded for using letters
that are seen less commonly. Again,
make your choice using UP/DOWN and
ENTER.
If you chose “Your word”, you must
now type a word of 9 letters and press
ENTER. If you chose “My word”, a word
appears automatically, e.g.:
The user plays fi rst, then the computer
and user play by turns. On his turn, each
player inserts one letter into the grid.
The letter must complete at least one
new word, and must fi t together with
those already there – like Scrabble or a
crossword.
To play, bring the cursor to the desired
square using the arrow keys, then press a
letter key. In the above example, on your
fi rst turn you could place an X under one
of the Oʼs. Then your opponent could
place a B above the same O.
After each turn, your points and current
total appear briefl y in the bottom line.
If unable to continue, press ENTER to
“pass”. If the computer displays “I pass”,
you have another turn. If both players
pass, the game ends.
Note: If “bonus” scoring is selected,
the “help” menu (see § 2) includes an
extra item. You can press HELP then
4, to display a table of letters and their
corresponding scores. (Then press
CLEAR to continue with the game.)
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5 NUMBER PUZZLES
5.1 CALCULATE
The display shows something like this:
The numbers in the top rows (5, 6, 7, 8
and 9) must be arranged with arithmetic
signs between them, so as to produce the
number that follows the = sign (23). In
this puzzle (on Level 4), the solution is: 9
– 8 * 5 * 6 – 7 = 23.
(Note that the operation is treated as a
pocket calculator would treat it – the
multiplications are not carried out before
the subtractions.)
You would enter this solution as follows:
(1) Use the arrow keys to bring the
cursor to the 9. When the 9 is
“blinking”, press ENTER. (The
machine performs some
calculations relevant to the scoring;
you may see a rotating “hourglass”
which asks you to ait.)
(2) Using the UP/DOWN keys, point to
the “minus” sign (in the 5th row);
when it is “blinking”, press ENTER.
(3) In the same way, using the arrow
keys and ENTER, point to the 8,
the “*” sign, the 5, the “*” sign
again, the 6, the – sign and the 7.
The selected items and the current “sub-
total” are recorded in the bottom lines.
Mistakes may be retracted with CLEAR.
On reaching the solution, press ENTER to
see your score.
5.2 TOTALS
The display shows something like this
example (on Level 4):
The three pairs of ?? signs at the bottom
indicate that in this case you have to
select three numbers from those in the top
rows. They must add up to the number
after the = sign (186). To solve this
puzzle, you would select 41, 70 and 75.
To select a number: bring the cursor to
it, using the arrow keys. When the right
number is “blinking”, press ENTER.
The selected items and the current “sub-
total” are recorded in the bottom lines.
Mistakes may be retracted with CLEAR.
5
6
7
8
9
2
3
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9
9
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5.3 SUMS
The display shows an arithmetic problem.
Use the number keys to type the answer
from left to right, then press ENTER.
A rising or falling sequence of notes tells
you whether you are right or wrong. Then
the next problem appears. After a series of
score.
5.4 NUMBER SQUARES
Your task is to insert the numbers 1-9
into the vacant spaces, in such a way that
the horizontal and vertical sums give
the correct totals. Each number can be
inserted only once.
To insert a number: bring the cursor to the
appropriate square using the arrow keys,
then press the number key.
Numbers already entered can be
“overwritten”. The number in the cursor
square can be erased with CLEAR.
NB: You may “lock” a number (with
ENTER), retract and repeat a series of
entries (using UP/DOWN ), and store
“candidate numbers” (using NOTE).
These features are also used in Su Doku;
they are fully described in § 6.1.2.
6 LOGIC PUZZLES
6.1 SUDOKU
6.1.1 OBJECT AND METHOD
The 9x9 grid is subdivided into nine
“boxes” of 3x3 squares each. At the start
of a puzzle, some of the squares contain
numbers. This example is on Level 5:
The idea is to fi ll the empty squares with
numbers (1-9), in such a way that each
number occurs once in each horizontal
row, once in each vertical column, and
once in each 3x3 box. Here is the solution
to the above puzzle:
To play, bring the cursor to a vacant
square using the arrow keys, then press a
number key to insert the number.
Numbers already entered can be
“overwritten”. The number in the cursor
square can be erased with CLEAR.
6
8
7
9
3
5
598
3
4
2
6
7
7
2
3
568
9
4
8
5
9
3
7
6
9
3
658
7
274
635
8
9
6
5
7
3
8
9
4
2
846
9
2
7
5
3
3
9
7
568
7
9
5
8
3
6
8
8
9
3
7
9
3
6
4
9
8
2
4
5
6
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6.1.2 SPECIAL FEATURES
(a) Retract and replay: You can take back
a series of entries by repeatedly pressing
the BACK key. You can then enter
different numbers, or else replay the same
series by repeatedly pressing FORWARD.
(b) Locked numbers: If you are fairly sure
that a number you have entered is correct,
you can “lock” it by bringing the cursor
to it and pressing ENTER. The locked
number is underlined. While locked, a
number cannot be erased (with CLEAR)
or overwritten. You can, however,
“unlock” the number in the cursor square
by pressing ENTER again.
(c) Display of legal numbers: If you try
to enter a number that “clashes” with the
same number in the same row, column
or box, the computer rejects this entry as
“illegal”. If you press the LEGAL key, the
bottom line of the display will show the
numbers that can “legally” be placed in
whichever square contains the cursor.
For example at the start of the puzzle in §
6.1.1, with the cursor in the middle square
of the extreme right column, the bottom
line would show:
To switch this feature off, re-press
LEGAL.
(d) Notepad: Suppose you have logically
eliminated 6 numbers as possibilities for
a particular square. You can make a note
of the other 3 numbers as “candidates”
for this square, by using the “note pad”
feature:
(1) Press NOTE. The bottom line
shows the candidates (if any) that
you have recorded for the current
cursor square.
(2) To add or remove a candidate, press
the corresponding number key.
(3) You may move the cursor to
another square, to view or alter its
candidates.
(4) When ready, re-press NOTE
(clearing the bottom line), and
continue solving.
6.2 KAKURO
There are numerous horizontal and
vertical sequences of blank squares.
The idea is to fi ll in the blanks with the
numbers 1-9, in such a way that each
sequence adds up to the total (displayed in
small size) at the top or left. No number
may occur twice in the same sequence.
The totals for the horizontal and vertical
sequences containing the cursor square
are displayed “blinking”.
To enter a number in the cursor square,
simply press the number key. (The
number can be erased with CLEAR;
numbers already entered can be
“overwritten”.)
NOTE
replay a series of entries (with BACK
and FORWARD), “lock” numbers (with
ENTER), and use the “note pad” feature.
For details, see § 6.1.2.
6.3 SLIDING BLOCKS
The display shows a block of letters with
one square blank. On Levels 1-4 there
are eight letters; on Levels 5-10 there are
8
Page 16
fi fteen letters. Your task is to arrange the
letters in alphabetical order, leaving the
blank space at the bottom right:
Levels 1-4
Levels 5-10
To play: Use the arrow keys to move
the cursor. Point to a letter next to the
blank space, in the same row or column.
When the right letter is “blinking”, press
ENTER and the letter slides into the
space. In this way, rearrange the letters
one by one.
6.4 SWITCH
An area of the display contains black
and white squares. The size of the area
depends on the Level (5x5 on Levels 1-2;
9x9 on Levels 9-10).
Use the arrow keys to move the cursor.
A press on ENTER causes the “blinking”
square to switch from a dark square to a
light one or vice versa. At the same time,
the adjacent squares in the same row and
column are switched.
Your task is to switch all the dark squares
to light ones, so that the entire area
consists of light squares.
7 LEVELS AND SCORES
7.1 SYSTEM OF SCORING
At the end of a puzzle, the computer gives
you a score made up of 3 components:
(1) a basic score (maximum 60) for
solving all or part of the puzzle;
(2) points deducted (maximum 60) if
you have used any hints (see § 9);
(3) points added (maximum 40) for
solving within the allotted time, or
deducted for exceeding it.
In this example, in Kakuro on Level
3, you have correctly fi lled in 33 out
of 44 vacant squares (i.e. 75%), before
abandoning the puzzle with SOLVE. You
had 5 minutes left, i.e. 25% of the time
for the level (20 minutes). Your “basic”
score is 60 x 75% = 45, and your “time
bonus” is 40 x 25% = 10. You did not use
any hints.
Note that in “Word Cross”, the total
number of points obtained for your words
is used for calculating your “basic score”,
but is not identical with it.
A
B
C
DEF
G
A
BCD
G
J
M
N
O
a
u
o
S
c
o
re4
5
Hin
t
s
0
e
0
T
o
t
a
l
5
5
Page 17
If the last 3 puzzles were of the same type
and on the same level, a press on SCORE
displays the 3 scores. (Press CLEAR to
continue.)
7.2 CHANGE OF LEVEL RECOMMENDED
If you obtain high scores in 3 successive
puzzles, the bottom row of the grid may
show:
Then if you press ENTER, the computer
displays the next higher level for the start
of your next puzzle (§ 1.3.3). (Instead
CLEAR leaves the level as it was before.)
Similarly if you make 3 successive low
scores, the computer may invite you to
switch to the next lower level.
7.3 ALTERING THE TIME FOR THE LEVEL
At the start of a puzzle, you may change
the time allotted for the level:
(1) When the level is displayed, press
TIMER. The time “blinks”, but the
level is static.
(2) Press UP or DOWN (as many times
as required) to alter the time, then
press ENTER.
(3) When the level is displayed for the
start of the next puzzle, a press on
TIMER will revert to the standard
timing.
Note: When a non-standard timing is
chosen, your fi nal score (see § 7.1) does
not include a “time bonus” or “time
penalty”. In this case the score at the
bottom of the display is a percentage,
not a total.
During a puzzle you may stop the
computerʼs clock by pressing PAUSE.
The next key-press starts it again.
8 LANGUAGE AND LCD
CONTRAST
A press on the OPTIONS key displays:
To switch between these items, press UP
or DOWN . When the required item is
“blinking”, press ENTER.
If you select Language, the list of
languages appears as in § 1.1. The
computerʼs language may be altered with
UP or DOWN and ENTER.
If you select Contrast, you can press UP
or DOWN repeatedly to view 10 different
contrast settings for the liquid crystal
display. When the right one is obtained,
press ENTER.
To return to the game or puzzle, press
CLEAR.
9 HINTS
If you arenʼt sure how to continue the
solution to a puzzle, you can ask for clues
by using the HINT key. The way the clues
work depends on the type of puzzle.
eve
{
?
Lan
g
u
a
g
e
C
o
ntr
a
s
t
“Whoever undertakes to set
himself up as a judge of Truth
and Knowledge is shipwrecked
by the laughter of the gods.”
Page 18
9.1 MEMORY PUZZLES, NUMBER PUZZLES,
SWITCH
The computer fi rst offers you 3
suggestions. For example:
(1) In a “Simon” puzzle, press HINT
and 3 symbols briefl y “blink”. One
of these is the correct one to
continue the sequence.
(2) If you wish, you may re-press
HINT. Then the 3 suggestions are
narrowed down to 2.
(3) If you press HINT a third time, only
the correct symbol “blinks”.
The hint is cleared from the display if
(e.g.) you press an arrow key to control
the cursor.
In Pelmanism, Shuffl e, number puzzles
and Switch, the system of hints is similar.
However:
• In Pelmanism, you are only given a
hint if you have just disclosed a symbol
and the matching symbol has been
disclosed previously.
• In Totals, the fi rst press on HINT
causes several numbers to be suggested
(how many, depends on the level). The
third press discloses all the numbers
required for the solution.
• In Sums, the suggested answers are
displayed in the lower lines of the grid.
• In Number Squares, the “blinking”
numbers at the bottom of the grid
are suggestions for the current cursor
location.
In Swimming, the fi rst 2 presses on HINT
slow down the motion of the numbers; the
3rd press halts it.
9.2 WORD ACTIVITIES
In Hangman, the hints are similar to those
in the number puzzles, etc. (§ 9.1). Three
suggested letters “blink”, and two of them
can be eliminated by re-pressing HINT.
In other word puzzles, the system of
threefold hints works like this:
(1) Press HINT and the computer
demonstrates an incomplete word, e.g.:
(2) You may re-press HINT to see more
of the suggested word, e.g.:
(3) A third press on HINT displays the
complete suggestion, e,g.:
You can then type the word and press
ENTER in the usual way.
In a Word Cross Game, the fi rst HINT
suggests the place for your next letter; the
second HINT suggests the letter.
9.3 SLIDING BLOCKS
(1) Press HINT, and the computer
demonstrates 3 sequences of 3
moves each. One of them is the best
way to continue the puzzle.
(2) If you press VERIFY, the 3
sequences are repeated.
(3) If you re-press HINT, the computer
demonstrates 2 of the same
sequences, including the correct one
.
C
C
CAC
T
I
Page 19
(4) If you press HINT a third time, only
the correct sequence is demonstrated.
9.4 KAKURO
(1) Press HINT, and an “H” suggests
the place for your next entry.
(2) You may press HINT again for a
more explicit clue, for example:
A single sequence “blinks”
T
his shows that the sum can be completed
by placing the correct number.
Two sequences “blink”, with zeroes in the
vacant squares
This indicates that there is only one
number which both sequences require.
(3) If you press HINT a third time,
the correct number is inserted into
the H square.
9.5 SUDOKU
The hints work like this:
(1) Press HINT, and an “H” suggests
the place for the next number.
(2) You may press HINT again to see
the computerʼs logic for deducing
this number.
(3) Pressing Hint again will display
further steps in the logic.
(4) A fi nal press on HINT inserts the
correct number into the H square.
Eight different numbers “blinking”
The ninth number must be placed in the
H square.
The “blinking” number cannot be placed
in any of the “0” squares and must
therefore be placed in the “H” square.
Here none of the “0” squares can contain
a 3, as this would “clash” with a 3 in the
same “box”. Therefore the “H” square
is the only place for a 3 in the leftmost
column.
This indicates that one number has been
eliminated as a candidate for the “0”
squares – and must therefore go in the
“H” square.
NOTE
“blinking” question marks in all the
vacant squares, this means that the
computer cannot give a valid hint because
of an earlier mistake – you have placed
a number in a wrong (though “legal”)
square.
10 FUNCTIONS OF THE KEYS
SUMMARIZED
ON/OFF
Switches the machine on or off. When
off, it still remembers the current puzzle
or game. If inactive for 81⁄2 minutes, it
switches off automatically.
LEGAL
In Su Doku, after LEGAL is pressed, the
bottom line shows all numbers that may
legally be placed in the current cursor
location. To switch this feature off, re-
press LEGAL.
Page 20
20
SOUND
Switches the sound signals off or on.
SOLVE
If you want to “give up” a puzzle or
game, you can press this key to display
the computerʼs solution. To clear this
display, press ENTER.
NEW
Starts a new puzzle or game.
PAUSE
Stops or re-starts the clock.
HELP
Enables you to fi nd out (1) the rules of the
current puzzle or game, (2) how to carry
out your next action, and (3) how to use
any of the control keys.
SCORE
Displays your 3 most recent scores for the
current activity and level.
VERIFY In a “Sliding Blocks” puzzle,
VERIFY repeats a “hint”.
BACK/FORWRD (<< / >>)
In some puzzles, one or more actions can
be retracted by pressing BACK (
<
<)
. You
can use FORWARD (
>
>)
to repeat the
actions you retracted.
NOTE
Allows you to inspect the “note pad”.
In word puzzles, the note pad contains
words typed so far. In logic puzzles and
“Number Squares”, it stores “candidate
numbers” for the current cursor location.
To remove the note pad from the display
and continue solving, re-press NOTE.
TIMER
At the start of an activity, TIMER allows
you to change the allotted time without
changing the level of diffi culty.
HINT
Gives you a clue to the best way of
continuing the puzzle or game. You can
usually re-press HINT for more explicit
clues.
OPTIONS
Allows you to change the LCD contrast
or the language.
DIRECTIONAL ARROWS (UP/DOWN/
LEFT/RIGHT)
The arrow keys move the cursor to the
place for your next action.
The LEFT key also returns you from
a sub-menu to the main menu. In word
puzzles, it deletes one letter at a time.
In a “Hangman” game, use RIGHT
to indicate the length of the word to be
guessed by the computer.
Use UP or DOWN to highlight an item
on a menu.
A-Z
Used for typing your words in word
puzzles and games.
0-9
Used for typing numbers in number and
logic puzzles.
CLEAR
Cancels an action. CLEAR also
terminates a “help” message. In word
puzzles, it deletes a whole sequence of letters.
Page 21
ENTER
Completes an action or selects the
highlighted item on a menu. In some
puzzles (“Number Squares”, Su Doku,
Kakuro), ENTER “locks” or “unlocks”
the number in the cursor square.
RESET
Resets computer and clears its memory.
Reset switch accessible through base of
unit.
NOTE
immune from the effects of electrostatic
discharge, strong electromagnetic
radiation or other electrical disturbances
since malfunction under such conditions
is non-critical. The Reset button is
included in the design to allow unit to
reset to its default settings.
SAFETY & CARE
• Do not submerge in water or other
liquids.
• Do not disassemble the product for any
reason.
• Do not expose to extreme
temperatures.
• Do not drop, throw, smash or
otherwise cause physical shock.
• Clean using only a slightly damp cloth.
• Do not use cleaners with chemical
agents.
BATTERY INFORMATION
• Do not short-circuit the battery
terminals.
• Do not use rechargeable batteries.
• Do not mix old and new batteries.
• Remove exhausted batteries.
• Batteries should be installed and
replaced by an adult only.
• Remove batteries when not in use.
• Do not mix alkaline, standard (carbon-
zinc) or rechargeable (nickel-
cadmium) batteries.
ABOUT ALBERT EINSTEIN
Born: March 14, 1879
Ulm, W
ü
rttemberg, Germany
Died: April 18, 1955 (aged 76)
Princeton, New
Jerse
y, USA
Re
s
idence: Germany, Italy, Swit
zerland,
USA
Cit
izenship: German (1879-
1914-1933)
S
wi
ss (1901-1955)
American (1940-1955)
Notable Awards:
Nobel Prize in Physic
s
(1921)
Copley Medal (1925)
R.A.S Gold Medal
(1925)
Ma
x Planck Medal
(1929)
Benjamin Fran
Medal (1935)
Honorary Doct
or
ates: Princeton (1921)
Oxford (1931)
Har
vard (1935)
Page 22
This device complies with Part 15 of the FCC Rules Operation is subject to the fol-
lowing two conditions: (1) this device may not cause harmful interference, and (2) this
device must accept any interference received, including interference that may cause
undesired operation.
NOTE: This equipment has been tested and found to comply with the limits for a
Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are de-
signed to provide reasonable protection against harmful interference in a residential
installation. This equipment generates, uses and can radiate radio frequency energy
and, if no installed and used in accordance with the instructions, may cause harmful
interference to radio communications. However, there is no guarantee that interfer-
ence will not occur in a particular installation. If this equipment does cause harmful
interference to radio or television reception, which can be determined by turning the
equipment off and on, the user is encouraged to try to correct the interference by one
or more of the following measures.
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and receiver.
• Connect the equipment into an outlet on a circuit different from that to which the
receiver is connected.
• Consult the dealer or an experienced radio/TV technician for help.
Excalibur Electronics, Inc. reserves the right to make technical changes
without notice in the interest of progress.
Page 23
23
90-DAY LIMITED WARRANTY
EXCALIBUR ELECTRONICS, INC., warrants to the original consumer that its prod-
ucts are free from any electrical or mechanical defects for a period of 90 DAYS from
the date of purchase. If any such defect is discovered within the warranty period, EX-
CALIBUR ELECTRONICS, INC., will repair or replace the unit free of charge upon
receipt of the unit, shipped postage prepaid and insured to the factory address below.
The warranty covers normal consumer use and does not cover damage that occurs in
shipment or failure that results from alterations, accident, misuse, abuse, neglect, wear
and tear, inadequate maintenance, commercial use, or unreasonable use of the unit. This
warranty does not cover cost of repairs made or attempted outside of the factory.
Any applicable implied warranties, including warranties of merchantability and fi tness,
are hereby limited to 90 DAYS from the date of purchase. Consequential or incidental
damages resulting from a breach of any applicable express or implied warranties are
hereby excluded. Some states do not allow limitations on the duration of LIMITED
90-DAY WARRANTY implied warranties and do not allow exclusion of incidental or
consequential damages, so the above limitations and exclusions in these instances may
not apply. The only authorized service center in the United States is:
Excalibur Electronics, Inc.
Miami, Florida 33186 U.S.A.
Phone: 305.477.8080
Fax: 305.477.9516
www.ExcaliburElectronics.com
Ship the unit carefully packed, preferably in the original carton, and send it prepaid,
and adequately insured. Include a letter, detailing the complaint and including your
daytime telephone number, inside the shipping carton. If your warranty has expired and
you want an estimated fee for service, write to the above address, specifying the model
and the problem.
NOTE: Please do not send your unit without fi rst receiving an estimate for servicing
from EXCALIBUR ELECTRONICS, INC. Contact us before vsending your unit. We
cannot store your unit!
Page 24
EXCALIBUR ELECTRONICS
th
Avenue
Miami, Florida 33186
Phone: 305.477.8080
Fax: 305.477.9516
Einstein Brain Station
MODEL NO.
Please Visit Us @ www.ExcaliburElectronics.com
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