Franklin eBook Reader User Manual

License Agreement
READ THIS LICENSE AGREEMENT BEFORE USING ANY BOOKMAN ELEC­TRONIC BOOK.
YOUR USE OF THE BOOKMAN ELECTRONIC BOOK DEEMS THAT YOU AC­CEPT THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE WITH THESE TERMS, YOU MAY RETURN THIS PACKAGE WITH PURCHASE RECEIPT TO THE DEALER FROM WHICH YOU PURCHASED THE BOOKMAN ELECTRONIC BOOK AND YOUR PURCHASE PRICE WILL BE REFUNDED. BOOKMAN ELEC­TRONIC BOOK means the software product, hardware, and documentation found in this package and FRANKLIN means Franklin Electronic Publishers, Inc.
LIMITED USE LICENSE All rights in the BOOKMAN ELECTRONIC BOOK remain the property of FRANK­LIN. Through your purchase, FRANKLIN grants you a personal and nonexclusive license to use the BOOKMAN ELECTRONIC BOOK on a single FRANKLIN BOOK­MAN at a time. You may not make any copies of the BOOKMAN ELECTRONIC BOOK or of the preprogrammed data stored therein, whether in electronic or print format. Such copying would be in violation of applicable copyright laws. Further , you may not modify , adapt, disassemble, decompile, translate, create derivative works of, or in any way reverse engineer the BOOKMAN ELECTRONIC BOOK. Y ou may not export or reexport, directly or indirectly , the BOOKMAN ELECTRONIC BOOK without compliance with appropriate governmental regulations. The BOOKMAN ELECTRONIC BOOK contains Franklin’ s confidential and propriety information which you agree to take adequate steps to protect from unauthorized disclosure or use. This license is effective until terminated. This license terminates immediately with­out notice from FRANKLIN if you fail to comply with any provision of this license.
1
Contents
Welcome to the world of BOOKMAN! BOOKMAN is a powerful, portable elec­tronic reference with a built-in book, plus a slot in the back for more book cards. With this
Speaking Spelling Ace
, you can
check spellings, hear pronunciations of letters and words, learn how to write let­ters, and play 11 fun word games. It’s fun and easy to use. T o learn how, read this User’s Guide.
Installing Batteries and Installing a Book Card..............4
Selecting a Book and Using the Color Keys ..................5
Changing the Settings ...................................................6
Viewing a Demonstration ..............................................6
Hearing Letters and Words ............................................7
Checking Spellings ........................................................7
Finding a Letter in a Word .............................................8
Finding a Series of Letters ............................................9
Learning to Write Letters and Words .............................9
Saving Words for Study...............................................10
It’s Time to Rhyme .......................................................11
Learning Confusable Words.........................................12
Changing Game Settings .............................................12
Playing the Games .......................................................13
Sending a Word Between Books..................................16
Special Features and Specifications............................17
Limited Warranty .........................................................18
2
Key Guide
DN
Color Keys
SPELL
(red) Pronounces a letter,
number, or punctuation mark.
SAY
(green) Pronounces a word.
GAMES
RHYME
(yellow) (blue)
Shows the games list.
Shows a list of rhyming
words.
Direction Keys
Moves through text or menus, or moves the cursor or highlight.
DN
UPPages down or up.
Understanding the Color Keys
The color keys (red, green, yellow, and blue) perform the functions listed above only for the book described in this User’ s Guide.
Other BOOKMAN books have their own color key functions, which are labeled on their keyboards or book cards. T o learn more, read “Using the Color Keys.”
Other Keys
BACK
Erases a letter or backs up.
CAP
Shifts the keys to type capitals or punctuation.
CARD
Exits the book you are reading.
CLEAR
Clears your entry.
ENTER
Enters a word, selects a menu item, or starts a highlight.
HELP
Displays help messages.
MENU
Displays the main menu.
ON/OFF
Turns BOOKMAN on or off.
?
Shows Confusables, types a ? to stand for an unknown letter in a word; with
CAP
, types an to stand for a series of letters in a word.
SPACE
Types a space or pages down.
Key Combinations*
+ Q-PTypes numbers.
or
+
UP
Goes to the next or previ­ous handwritten letter or number.
CAP
+ Goes to the top or bottom
or
* Hold the first key while pressing the other key.
3
of a word list or menu.
Installing Batteries Installing a Book Card
Your BOOKMAN model 840 is powered by four AAA batteries. Here is how to install or replace them.
Warning: When the batteries lose power or are removed from your BOOK­MAN, information that you have entered in its built-in book, as well as in any in­stalled book card, will be erased.
1. Turn your BOOKMAN over.
2. Slide off its battery cover in the direction of the triangle.
3. Install the batteries as shown on the diagram in the bat­tery compartment.
4. Replace the battery cover .
Resuming Where You Left Off
You can turn off BOOKMAN at any screen. When you turn BOOK­MAN on again, the screen that you last viewed appears.
Warning: Never install or remove a book card while your BOOKMAN is turned on. If you do, information that you entered in its built-in book, as well as in any other installed book cards, will be erased.
1. Turn your BOOKMAN of f.
2. T urn your BOOKMAN over.
3. Align the tabs on the book card with the notches in the slot.
4. Press the book card down until it snaps into place.
➤ Removing Book Cards
Warning: When you remove a book card to install another , information that you entered into the removed book card will be erased.
4
Selecting a Book
Using the Color Keys
Once you have installed a book card in your BOOKMAN, you can select which book you want to use. Here’s an ex­ample.
1. Turn your BOOKMAN on.
CARD
2. Press
.
3. Press or to highlight the book you want to use.
4. Press
ENTER
to select it.
About Screen Illustrations
Some screen illustrations in this User’s Guide may differ from what you see on screen. This does not mean that your BOOKMAN is malfunctioning.
The red, green, yellow, and blue keys on the top row of your BOOKMAN change their functions according to which book you have selected.
If you have selected the built-in book, the color keys function as labeled on the BOOKMAN keyboard. If you have se­lected a book card, the color keys func­tion as labeled on that card.
Remember , when you’ve selected a book card, the color keys function as labeled on that card, not as on the keyboard.
5
Changing the Settings
Viewing a Demonstration
You can adjust the keyboard echo, shut­off time, and screen contrast of this book. You can also change all the let­ters to capitals.
Turning the keyboard echo off stops the pronunciation after each symbol is typed and lets you type letters faster.
The shutoff time is how long your BOOK­MAN stays on if you forget to turn it off. Contrast refers to how light or dark the screen is.
MENU
1. Press
2. Use
3. Press
4. Use
5. Press
If you select
.
to highlight Setup.
ENTER
.
to highlight a setting.
ENTER
to select it.
Set Contrast
, press or repeatedly to make the screen darker or lighter. To leave the settings unchanged,
BACK
press
6. Press
.
CLEAR
when finished.
Before you start using your new BOOKMAN, you may want to see a brief demonstration of what it can do.
When no book card is installed in your BOOKMAN, the demonstration will au­tomatically appear after you turn the unit on. To stop the demonstration, press
CLEAR
. T o disable it, press to highlight light
Setup
and press
Disable Demo
re-enable it, select
MENU
, use
ENTER
and press
ENTER
Enable Demo
. High-
the Setup menu. When a book card is installed in your
MENU
BOOKMAN, press to highlight Setup and press select it. Then select
. Then use
View Demo
ENTER
.
Help is Always at Hand
You can view a help message at virtually any time by pressing Press Press
or DN to read the help.
BACK
to exit the message.
To read about how to use the keys,
Tutorial
select
from the Setup menu.
6
. T o
from
to
HELP
.
Hearing Letters and Words
Checking Spellings
You can hear letters, numbers, and punc­tuation marks pronounced as you type them and words after you enter them. Here’s how.
CLEAR
1. Press
.
2. Type a word. For example, type wren.
If the keyboard echo has not been turned off, you will hear each letter, number, or punctuation mark as you type. To lear n how to turn the keyboard echo on or off, read “Changing the Settings.”
SAY
3. Press
(the green key) to
hear the word pronounced.
SPELL
4. Press
(red) repeatedly to
hear the word spelled aloud.
5. To adjust the volume, turn the dial on the side of your BOOKMAN.
6. Press
CLEAR
when finished.
If you misspell a word, your
Spelling Ace
automatically provides a list
Speaking
of corrections. If you enter a correctly
Correct
spelled word,
appears on the
screen. Try this example.
CLEAR
1. Press
.
2. T ype a word. For example, type jiraph.
To erase a letter, press
BACK
.
To type capitals and punctuation,
CAP
hold
and press a letter or
punctuation key . To type numbers, hold ✩ and
press a numbered key .
3. Press
ENTER
.
4. Use to highlight a correc­tion, if needed.
7
Checking Spellings
Finding a Letter in a Wor d
5. Press
6. Press
ENTER
.
SAY
(green) to hear the
word pronounced.
SPELL
7. Press
(red) repeatedly to
hear the word spelled aloud.
You can see r hyming words by
RHYME
pressing
. To lear n more, read
“It’s T ime to Rhyme.”
BACK
8. Press
to go back to the
corrections.
CLEAR
9. Press
when finished.
Follow the Arrows
The flashing arrows on the right of the screen show which arrow keys you can press to move around the screen.
If you are unsure how to spell a word, type a question mark in place of each unknown letter. You can type more than one ques­tion mark in a word.
CLEAR
1. Press
.
2. Type a word with ?’s. For example, type p?rt.
3. Press
4. Use
5. Press
ENTER
.
to highlight a word.
SAY
(green) to hear the
highlighted word pronounced.
6. Use
SPELL
(red) to hear the high-
lighted word spelled aloud.
Crossword Helper
Y ou can also use question marks to help solve crossword puzzles. For example, if the second letter of a five-
h
letter word is
?h??w
enter
and its last letter is w,
to see possible answers.
8
Finding a Series of Letters
Learning to Write
Letters and Words
You can also find the endings, begin­nings, and other parts of words by typ­ing an asterisk (). An asterisk stands for a series of letters.
CLEAR
1. Press
.
2. Type a word with an . For
example, type de
To type an asterisk, hold
?
ENTER
.
.
press
3. Press
cks.
CAP
and
4. Use to highlight a word.
5. Press
SAY
(green) to hear the
highlighted word pronounced.
6. Press
SPELL
(red) repeatedly to hear the highlighted word spelled.
7. Press
CLEAR
when finished.
Your
Speaking Spelling Ace
can help you learn how to write manuscript (block print­ing) and cursive letters, and cursive words.
1. Press
2. Press
3. Use
MENU
.
ENTER
to select Handwriting.
to highlight a category
and then press
ENTER
. For ex-
ample, select Cursive Letters.
4. T ype a letter or number and press
ENTER
. For example, enter g.
Note: You can enter only one hand­written letter or number at a time. To type numbers, hold ✩ and press the numbered keys.
5. Press
or
to see a
ENTER
guide about how to write the letter or number.
9
Learning to Write
Letters and Words
Saving Words for Study
6. Press or
ENTER
again to see the letter or number written on the screen.
7. T o see the letter or number writ­ten again, press
8. Press
SAY
or
ENTER
or
SPELL
to hear the
again.
letter or number pronounced.
9. Hold
and press DN or UP to see the next or previous letter or number .
Learning to W rite Cursive Words
You can learn how to write cursive words. Simply select
Cursive Words
from the Handwriting menu and then use the arrow keys to select a word from
ball
the word list. For example, select
SAY
Press pronounced. Press
(green) to hear the word
SPELL
(red) to hear
.
the word spelled aloud. T o see the word written again, press or
ENTER
.
You can create a User List of up to 20 words for study and review. Words are listed in the order they are entered. You can only add words to the User List that
Speaking Spelling Ace’s
are in
Adding and Viewing Words
CLEAR
1. Press
2. Press
.
MENU
and select User List.
word list.
3. Highlight Add to List.
4. Press
ENTER
.
5. Type a word.
6. Press
ENTER
to add the word to
your User List.
Note: If a word is not in its word list,
Speaking Spelling Ace
treats that
word as a misspelling.
7. Highlight View List and press
ENTER
to see the list.
10
Saving Words for Study
It’ s Time to Rhyme
Deleting One Word
MENU
1. Press
and select User List.
2. Select Delete Word.
3. Highlight a word on the list.
ENTER
4. Press
Or press
Erasing Your User List
1. Press
to delete it.
BACK
to cancel.
MENU
and select User List.
2. Select Erase List.
3. Press Y to erase the entire list.
N
Or press
to cancel.
Other Ways to Add W or ds
You can also add a word to your User List by entering it at the
Type a word
screen or by highlighting it in text. To enter a word at the
Type a word
screen, simply type a word and press
MENU
. Select
User List
then press
ENTER
To add a word in text, press
. Press and
to add the word.
ENTER
to start the highlight and use the arrow keys to highlight a word. Then press
MENU
and select
and then press
User List
ENTER
to add the word.
. Press
It’ s easy to find rhyming words. Rhymes are words that end with the same sound.
1. Press
CLEAR
.
2. T ype a word. For example, type sweet.
RHYME
3. Press
(blue) to see rhym-
ing words.
4. Press to see and hear more rhyming words.
5. To hear a rhyming word
SPELL
spelled, use
(red).
6. To hear the rhyming word pro­nounced again, press
7. Press
BACK
to go back to the
SAY
(green).
word you typed.
8. Press
CLEAR
when finished.
11
Learning Confusable Words
Changing Game Settings
Confusables® are words that sound alike but are spelled differently. When a ques­tion mark appears at the top right corner of the screen, that word has Confusables.
1. Press
2. T ype a word and press
CLEAR
.
ENTER
.
For example, enter air.
The question mark shows that has Confusables.
3. Press
?
to see a list of
air
Confusables and their meanings.
4. Use to move the highlight and see more Confusables.
5. Use one of the following keys: To... Press...
hear a word pronounced hear a word spelled see rhyming words
SAY
SPELL
RHYME
Speaking Spelling Ace
has 11 fun and edu­cational word games you can play. Y ou can select the skill level and choose a word list you will play with. You can also turn off the game graphics. Here’ s how .
1. Press
2. Press
GAMES
(yellow).
ENTER
to select Game Set-Up.
3. Highlight Skill Level, Word List,
or T urn Off Game Graphics.
4. Press
5. Press
ENTER
to select it.
or to see the differ-
ent settings.
Or press
ENTER
to turn the game graphics off and then press go to the games list.
ENTER
6. Press
to select the new
setting.
Or press
BACK
to return to the Game Set-Up menu without changing the setting.
GAMES
7. Press
to go back to the
Games list.
12
GAMES
to
Playing the Games
Playing the Games
Now that you have the game set, let’ s play.
GAMES
1. Press
(yellow), if not
already at the Games list.
2. Use
3. Press
4. Press
or to highlight a game.
ENTER
to select it.
CLEAR
when finished.
Seeing Your Score
Your score appears after each round of most games until you change games or until you exit the games.
Selecting the Game Words
You can choose to play the games with a random word list, your user list, your own words, or with words that have from three to 13 letters.
Understanding Skill Levels
There are four skill levels to choose from: Beginner, Intermediate, Advanced, and Expert. Beginners, for example, have more chances to guess mystery words than experts.
Hangman
Hangman challenges you to guess a mys­tery word, indicated by ?’ s, one letter at a time. The number of guesses you have left appears to the right of the #’s. For a hint,
CAP
hold
and press
?
, or press to end the round. Note: If you ask for a hint, you will lose the round. Press (green) to hear the word pronounced or
RHYME
(blue) to see its rhyming words, if any. To start a new round, press select a new game, press
GAMES
SPACE
(yellow).
Keyboard Wizard
Keyboard Wizard challenges you to type the letter that floats across the screen before it gets to the other side. To end the round, press round, press game, press
?
. To start a new
SPACE
. To select a new
GAMES
(yellow).
Anagrams
Anagrams challenges you to find all of the words that can occur within a given word. Each letter can only be used as many times as it appears in the given word. Each ana-
13
?
SAY
. T o
Playing the Games Playing the Games
gram must be a specified minimum length, which will flash on the screen before each game. The number of possible anagrams is shown on the right side of the screen.
ENTER
Type an anagram and then press
.
Use the arrow keys to view the anagrams that you have already entered. Hold and press the given word. Press
?
to shuffle the letters of
?
CAP
to end the
round and reveal the remaining anagrams.
SAY
Highlight a word and press to hear the word pronounced or
(green)
RHYME
(blue) to see its rhyming words, if any . Press
SPACE
to start a new round. T o select a new
GAMES
game, press
Word Train
(yellow).
All aboard the Word Train spelling game! You and the train take turns typing letters to form a word. Whoever types the last letter wins. T o see the letters you can type,
CAP
hold round, press
and press
?
to hear the word pronounced, or
. Press
?
. To end a
SAY
(green)
RHYME
(blue) to see its rhyming words, if any . Press
SPACE
to start a new round. T o select a new
GAMES
game, press
(yellow).
Jumble
Jumble scrambles the letters of a mystery word. You must unscramble all the letters to form the word(s). The number of words that can be formed appears to the right of the letters. T ype your guess and then press
ENTER
. To shuf fle the letters, hold
?
press press
. To quit and see the answer,
?
. When there is more than one
CAP
word, highlight a word, and then press (green) to hear the word pronounced or
RHYME
(blue) to see its rhyming words, if any . To select a new game, pr ess
GAMES
(yellow).
Letter Chase
Letter Chase challenges you to type a mys­tery cursive letter before it is fully written on the screen. T o end a round, press
SPACE
Press lect a new game, press
to start a new round. To se-
GAMES
(yellow).
Flashcards
Flashcards flashes words for you to de­fine, pronounce, or study. Press (green) to hear the word pronounced, or
RHYME
(blue) to see its rhyming words, if
SPACE
any . Press select a new game, press
14
to start a new round. T o
GAMES
(yellow).
and
SAY
?
SAY
.
Playing the GamesPlaying the Games
Word Blaster
Word Blaster is a speed spelling game. Let­ters of a mystery word appear one by one. You must enter the answer before the last letter is shown and time runs out. When you think you know what word is being spelled,
ENTER
press
ENTER
press the word, press to hear the word pronounced, or
, type your guess and press
again. T o return to the game screen,
BACK
. To end the round and reveal
?
. Press
SAY
RHYME
(green)
(blue) to see its rhyming words, if any . To select a new game, press
GAMES
(yellow).
Word Builder
Word Builder takes letters you have typed and shuffles them to make words. Type letters at the screen and press
Enter your letters
ENTER
. Use the arrow
keys to scroll through the anagrams.
ENTER
Press then press pronounced, or
to highlight an anagram and
SAY
(green) to hear the word
RHYME
(blue) to see its rhym-
ing words, if any. To select a new game,
GAMES
press
(yellow).
Memory Challenge
In Memory Challenge, you start with one word and can go as far as your memory allows. A word will appear briefly on the screen and then you will be asked to type it. Each word must be spelled correctly and entered in the order in which it appeared. Watch for a word to appear and then enter it at the
Enter word 1
screen. If you are right, you win! If you’re wrong, type another guess. Continue adding as many words to the challenge that you can. For a hint, hold
CAP
and press
?
press the word pronounced, or
. Press
?
. To end the r ound,
SAY
(green) to hear
RHYME
(blue) to see its rhyming words, if any. To select a new game, press
GAMES
(yellow).
Word Capture
In Word Capture, a letter will quickly flash in its position in a word. You must press that letter key while it is still flashing in or­der to capture it. Continue typing the flash­ing letters until the word is formed. To end the round, press
?
. Press
SAY
to hear the word pronounced, or (blue) to see its rhyming words, if any. To select a new game, press
15
GAMES
(yellow).
(green)
RHYME
Sending a Word Between Books
Resetting BOOKMAN
You can look up words from this book in certain other BOOKMAN books, and vice versa.
To send or receive a word to or from another book, you must have an installed book card in your BOOKMAN that is able to send or receive words, too. To learn if a book card can send or receive words, read its User’ s Guide.
1. Highlight a word.
To highlight a word, pr ess
ENTER
and
then press the arrow keys.
2. Hold
and press
CARD
.
3. Highlight the other book.
4. Press
ENTER
.
The word that you highlighted appears in the other book.
5. If needed, press
ENTER
to look
up the word.
If the BOOKMAN keyboard fails to re­spond, or if its screen performs erratically , first press
CLEAR
and then press twice. If nothing happens, follow the steps below to reset it.
Warning: Pressing the reset button with more than very light pressure may perma­nently disable your BOOKMAN. In addi­tion, resetting BOOKMAN erases settings and information entered into its built-in book, and in an installed book card.
1. Hold
CLEAR
and press
ON/OFF
If nothing happens, try Step 2.
2. Use a paperclip to gently press
BOOKMAN’s r eset button.
The reset button is recessed in a pin­sized hole on the back of BOOKMAN.
Troubleshooting BOOKMAN
• Make sure your book card, if any , is installed correctly.
• Check that the book card’ s metal contacts are dirt- and dust-free.
This unit may change operating modes due to Electro-static Discharge. Normal operation of this unit can be re-established by pressing the reset
ON/OFF
key,
, or by removing/replacing batteries.
16
ON/OFF
.
Special Features
Specifications
AC adaptor
jack
Headphone
jack
AC adaptor jack: Your BOOKMAN may be equipped with a standard 3.5 mm jack for use with a 9-volt, 200-300 milliamp AC/DC adaptor .
This symbol indicates that the inner core of the plug of an AC adaptor is negative and that the outer part of the plug is posi­tive. If your AC/DC adaptor does not have this symbol, confirm its compatibil­ity at its place of purchase.
Headphone jack: Your BOOKMAN may also have a 3.5 mm stereo head­phone jack for use with a standard im­pedance 8 Ohm headset.
Model: SSA-840
• batteries: 4 AAA, 1.5-volt
• size: 14.6 x 10.2 x 2.5 cm
• weight: 7 oz (without batteries) © 1996 Franklin Electronic Publishers, Inc., Burlington, NJ 08016-4907 U.S. All rights reserved. © 1996 First Byte Inc. All rights reserved. © 1995 Zaner-Bloser. FCC Notice: Complies with the limits for a Class B computing device pursuant to Subpart B of part 15 of FCC Rules. Operation is subject to the following 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.
U.S. Patents 4,490,811; 4,830,618; 4,891,775; 4,406,626; 4,982,181; 5,113,340; 5,153,831; 5,203,705; 5,218,536; 5,229,936; 5,249,965; 5,295,070; 5,321,609; 5,333,313; 5,396,606; 5,007,019; European Patent 0 136 379; Deutsch Pats. M9409743.7 and M9409744.5; U.K. Reg. Des. 2043955. Pat. Pend.
ISBN 1-56712-284-1
17
Limited Warranty (U.S. only)
FRANKLIN warrants to you that the BOOKMAN PRODUCT will be free from defects in materials and workmanship for one year from purchase. In the case of such a defect in your BOOKMAN PRODUCT, FRANKLIN will repair or replace it without charge on return, with purchase receipt, to the dealer from which you made your purchase or Franklin Electronic Publishers, Inc., One Franklin Plaza, Burlington, NJ 08016­4907, within one year of purchase. Alternatively , FRANKLIN may, at its option, refund your purchase price. Data contained in the BOOKMAN PRODUCT may be provided under license to FRANKLIN. FRANKLIN makes no warranty with respect to the accuracy of data in the BOOKMAN PRODUCT . No warranty is made that the BOOKMAN PRODUCT will run uninterrupted or error free. You assume all risk of any damage or loss from your use of the BOOKMAN PRODUCT . This warranty does not apply if, in the sole discretion of FRANKLIN, the BOOKMAN PRODUCT has been tampered with, damaged by accident, abused, misused, or misapplication, or as a result of service or modification by any party, including any dealer , other than FRANKLIN. This warranty applies only to products manufactured by or for FRANKLIN. Batteries, corrosion, or battery contacts and any damage caused by batteries are not covered by this warranty. NO FRANKLIN DEALER, AGENT, OR EMPLOYEE IS AUTHORIZED TO MAKE ANY ADDITIONAL WARRANTY IN THIS REGARD OR TO MAKE ANY MODIFICATION OR EXTENSION OF THIS EXPRESS WARRANTY. THE FOREGOING WARRANTY IS EXCLUSIVE AND IS IN LIEU OF ALL OTHER EXPRESS OR IMPLIED WARRANTIES, WRITTEN OR ORAL, INCLUDING, BUT NOT LIMITED TO, WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. YOUR SOLE AND EXCLUSIVE REMEDY SHALL BE FRANKLIN’S OBLIGA TION TO REPLACE OR REFUND AS SET FORTH ABOVE IN THIS WARRANTY . Some States do not allow the exclusion of implied warranties, or limitations on how long a warranty lasts. This warranty gives you specific rights; you may also have additional rights which vary from State to State. This warranty shall not be applicable to the extent that enforcement of any provision may be prohibited by applicable law. FRANKLIN SHALL IN NO EVENT BE LIABLE TO YOU OR TO ANY OTHER PERSON FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, OR ANY OTHER INDIRECT LOSS OR DAMAGE, ARISING OUT OF YOUR PURCHASE, THE MANUF ACTURE OR SALE OF THE BOOKMAN PRODUCT , THIS LICENSE, OR ANY OBLIGATION RESUL TING THEREFROM OR THE USE OR PERFORMANCE OF THE BOOKMAN PRODUCT UNDER ANY LEGAL THEORY, WHETHER BREACH OF CONTRACT, TORT , STRICT LIABILITY OR ANY OTHER CAUSE OF ACTION OR PROCEEDING, WHICH DAMAGES SHALL INCLUDE, BUT NOT BE LIMITED TO, LOST PROFITS, DAMAGES TO PROPERTY, OR PERSONAL INJURY (BUT ONLY TO THE EXTENT PERMITTED BY LAW). FRANKLIN’S ENTIRE LIABILITY FOR ANY CLAIM OR LOSS, DAMAGE, OR EXPENSE FROM ANY SUCH CAUSE SHALL IN NO EVENT EXCEED THE PRICE PAID FOR THE BOOKMAN PRODUCT . THIS CLAUSE SHALL SURVIVE FAILURE OF AN EXCLUSIVE REMEDY. This license and warranty is governed by the laws of the United States and the State of New Jersey.
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Index
*'s, searching with 9 ?* key 12 ?'s, searching with 8 Anagrams 13 Arrow keys 8 Batteries, installing 4 Blue (RHYME) key 3, 11 Book Cards, installing 4 Books, selecting 5 Capitals 6 CARD key 5, 16 Color keys, understanding 3 Color keys, using 5 Confusables 12 Contrast, adjusting 6 Copyrights and trademarks 17 Crossword helper 8 Cursive letters, writing 9 Demonstration
disabling 6 enabling 6
Direction keys 3 Disable demo 6 Flashcards 14
Game Set-Up 12 Games
graphics 12 keeping score 13 skill levels 12, 13
GAMES (yellow) key 3, 12, 13 Green (SA Y) key 3, 7, 8, 10 Handwriting 9 Hangman 13 Hearing
letters 7 words 7
HELP key 6 Help messages 6 Jumble 14 Keeping score 13 Keyboard echo 7 Keyboard Wizard 13 Letter Chase 14 Memory Challenge 15 Misspellings, correcting 7 Numbers, typing 3, 7, 9 Red (SPELL) key 3, 7, 8, 10 Resetting BOOKMAN 16
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Index
RHYME (blue) key 3, 11 SA Y (green) key 3, 7, 8, 10 Set Shutoff 6 Setup menu 6 Shutoff time, adjusting 6 Size and weight 17 SPELL (red) key 3, 7, 8, 10 ST AR key, with CARD 16 User List 10, 11 Viewing, help messages 6 Word Blaster 15 Word Builder 15 Word Capture 15 Word T rain 14 Yellow (GAMES) key 3, 12, 13
FSB-28007-00 P/N 7201279 Rev A
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