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
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 BatteriesInstalling 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 GamesPlaying 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.
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.
18
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
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 7201279Rev A
20
20
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