Franklin SSA-2045 User Manual

Page 1
B
OO
ELECTRONIC BOOK CARD
K
Speaking
MAN
Spelling Ace
USER’S GUIDE
SSA-2045
®
Page 2
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 FRANK-
LIN. 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. You 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.
24
Page 3
Contents
Welcome to the world of BOOKMAN! With this card, you can check spellings, learn how to write letters, and play 11 fun word games. In addition, if you have a BOOK-
Speaking Spelling Ace
®
book
MAN with a speaker or a headphone jack, you can hear pronunciations of let­ters and words. It’s fun and easy to use. To learn how, read this User’s Guide.
Installing a Book Card and Selecting a Book..................... 3
Using the Color Keys and Changing the Settings .............. 4
Viewing a Demonstration .................................................. 5
Hearing Letters and Words ................................................ 5
Checking Spellings ............................................................ 6
Finding a Letter in a Word ................................................. 7
Finding a Series of Letters ................................................ 7
Learning to Write Letters and Words ................................. 8
Saving Words for Study ..................................................... 9
It’s Time to Rhyme ........................................................... 10
Learning Confusable Words............................................. 10
Changing Game Settings ................................................. 11
Playing the Games ........................................................... 11
Sending a Word Between Books...................................... 14
Resetting Your BOOKMAN .............................................. 15
Book Card Care ............................................................... 15
Specifications .................................................................. 16
Limited Warranty (U.S. only)............................................ 17
1
Page 4
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. To 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.
2
of a word list or menu.
,
Page 5
Installing a Book Card
Selecting a Book
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 off.
2. Turn 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.
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.
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
Removing Book Cards
ENTER
to select it.
Warning: When you remove a book card to install another, information that you entered into the removed book card will be erased.
3
Page 6
Using the Color Keys
Changing the Settings
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.
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.
4
Page 7
Viewing a Demonstration
Hearing Letters and Words
Before you start using your new book card, you may want to see a brief dem­onstration of what it can do. Here’s how.
1. Press
MENU
.
2. Use the arrow keys to high-
ENTER
light Setup and press
.
3. Use the arrow keys to highlight
ENTER
View Demo, and press
to
start the demonstration.
4. To stop the demonstration at any time, press
Help is Always at Hand
CLEAR
.
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.
HELP
To read about how to use the keys,
Tutorial
select
from the Setup menu.
If you have a BOOKMAN with a speaker or a headphone jack, you can hear let­ters, numbers, and punctuation marks pro­nounced as you type them and words af­ter you enter them.
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 learn how to turn the keyboard echo on or off, read “Changing the Settings.”
SAY
3. Press
(the green key) to
hear the word pronounced.
4. Press
SPELL
(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.
5
Page 8
Checking Spellings
Checking Spellings
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. Type 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.
ENTER
5. Press
6. Press
.
SAY
(green) to hear the
word pronounced.
SPELL
7. Press
(red) repeatedly to
hear the word spelled aloud.
You can see rhyming words by
RHYME
pressing
. To learn more, read
“It’s Time to Rhyme.”
BACK
8. Press
to go back to the
corrections.
CLEAR
9. Press
About Screen Illustrations
when finished.
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.
Follow the Arrows
The flashing arrows on the right of the screen show which arrow keys you can press to move around the screen.
6
Page 9
Finding a Letter in a Word
Finding a Series of Letters
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
You 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.
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
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.
7
and
Page 10
Learning to Write
Letters and Words
Your
Speaking Spelling Ace
learn how to write manuscript (block print­ing) and cursive letters, and cursive words.
MENU
1. Press
2. Press
3. Use
.
ENTER
to select Handwriting.
to highlight a category and then press ample, select Cursive Letters.
4. Type 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.
ENTER
5. Press
or guide about how to write the letter or number.
can help you
ENTER
. For ex-
to see a
Learning to Write
Letters and Words
6. Press or
ENTER
again to see the letter or number written on the screen.
7. To see the letter or number writ­ten again, press
8. Press
SAY
or
or
SPELL
again.
to hear the
ENTER
letter or number pronounced.
9. Hold ✩ and press DN or UP to see the next or previous letter or number.
Learning to Write 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 the word
ball
list. For example, select
SAY
Press
(green) to hear the word
pronounced. Press
.
SPELL
(red) to hear the word spelled aloud. To see the word written again, press or
8
ENTER
.
Page 11
Saving Words for Study
Saving Words for Study
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.
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
to delete it.
BACK
to cancel.
Erasing Your User List
1. Press
MENU
and select User List.
2. Select Erase List.
3. Press Y to erase the entire list.
N
Or press
Other Ways to Add Words
to cancel.
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
start the highlight and use the arrow keys to highlight a word. Then press
9
and select press
User List
ENTER
to add the word.
. Press and then
to
MENU
Page 12
It’s Time to Rhyme
Learning Confusable Words
It’s easy to find rhyming words. Rhymes are words that end with the same sound.
1. Press
CLEAR
.
2. Type 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.
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
CLEAR
.
2. Type a word and press For example, enter air.
The question mark shows that has Confusables.
3. Press
?
to see a list of
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
10
ENTER
.
air
Page 13
Changing Game Settings
Playing the Games
Speaking Spelling Ace
has 11 fun and edu­cational word games you can play. You 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 Turn Off Game Graphics.
4. Press
5. Press
ENTER
to select it.
or to see the differ-
ent settings.
Or press graphics off and then press
ENTER
to turn the game
GAMES
to
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.
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.
11
Page 14
Playing the Games
Playing the Games
Hangman
Hangman challenges you to guess a mys­tery word, indicated by ?’s, one letter at a time. The number of guesses you 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
SAY
(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
. To
(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
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. 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
?
to end the round and reveal the remaining anagrams. Highlight a word and press
SAY
to hear the word pronounced or (blue) to see its rhyming words, if any. Press
SPACE
to start a new round. To 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. To see the letters you can type,
CAP
hold round, press
and press
?
. Press
?
. To end a
SAY
to hear the word pronounced, or (blue) to see its rhyming words, if any. Press
SPACE
to start a new round. To select a new
GAMES
game, press
12
(yellow).
ENTER
.
CAP
(green)
RHYME
(green)
RHYME
Page 15
Playing the Games
Playing the Games
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. Type your guess and then press
ENTER
. To shuffle the letters, hold
?
press press
. To quit and see the answer,
?
. When there is more than one
word, highlight a word, and then press
CAP
and
SAY
(green) to hear the word pronounced or
RHYME
(blue) to see its rhyming words, if any.
To select a new game, press
GAMES
(yellow).
Letter Chase
Letter Chase challenges you to type a mys­tery cursive letter before it is fully written on the screen. To 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
SAY
(green) to hear the word pronounced, or
RHYME
(blue) to see its rhyming words, if
SPACE
any. Press select a new game, press
to start a new round. To
GAMES
(yellow).
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. To return to the game screen,
BACK
. To end the round and reveal
?
. Press
SAY
RHYME
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).
13
(green)
(blue)
Page 16
Playing the Games
Sending a Word Between Books
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 round,
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 to hear the word pronounced, or
?
. Press
SAY
(green)
RHYME
(blue) to see its rhyming words, if any. To select a new game, press
GAMES
(yellow).
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, press
ENTER
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.
14
and
Page 17
Resetting Your BOOKMAN
Book Card Care
If the BOOKMAN keyboard fails to re­spond, or if its screen performs erratically, first press
CLEAR
and then press
ON/OFF
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 reset 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.
• Do not touch the metal con­tacts on the book cards.
Caution: Touching these electrical contacts with statically charged objects, including your fingers, could erase information entered in a book card or built-in book.
• Do not put excessive pressure on the book cards.
LBS.
Do not expose the book cards
• to heat, cold, or liquids.
15
Page 18
Specifications
Model: SSA-2045
• size: 5.9 x 4.2 x 0.6 cm
• weight: 0.4 oz © 1996 Franklin Electronic Publishers, Inc., Burlington, NJ 08016-4907 U.S. All rights reserved. © 1995 First Byte Inc. All rights reserved. © 1996 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; 5,113,340; 5,203,705; 5,218,536; 5,229,936; 5,396,606; European Patent 0 136 379; Deutsch Pats. M9409743.7 and M9409744.5. Pat. Pend.
ISBN 1-56712-277-9
Your Notes
16
Page 19
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 08016-4907, 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 OBLIGATION TO REPLACE OR REFUND AS SET FOR TH 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 OBLIGA TION RESULTING 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.
17
Page 20
Index
*'s, searching with 7 ?'s, searching with 7 Anagrams 12 Arrow keys 6 Blue (RHYME) key 2, 10 Book Cards, installing 3 Books, selecting 3 Capitals 4 CARD key 3, 14 Color keys, understanding 2 Confusables 10 Contrast, adjusting 4 Copyrights and trademarks 16 Crossword helper 7 Cursive letters, writing 8 Demonstration, enabling 5 Direction keys 2 Flashcards 13 Game Set-Up 11 Games
graphics 1 1 keeping score 1 1 skill levels 1 1
GAMES (yellow) key 2, 11 Green (SA Y) key 2, 5, 7, 8 Handwriting 8 Hangman 12 Hearing
letters 5 words 5
HELP key 5 Help messages 5 Jumble 13 Keeping score 11 Keyboard echo 5 Keyboard Wizard 12 Letter Chase 13 Memory Challenge 14 Misspellings, correcting 6 Numbers, typing 2, 6, 8 Red (SPELL) key 2, 5, 7, 8 Resetting BOOKMAN 15 RHYME (blue) key 2, 10 SAY (green) key 2, 5, 7, 8 Set Shutoff 4 Setup menu 4
18
Page 21
Index
Shutoff time, adjusting 4 Size and weight 16 SPELL (red) key 2, 5, 7, 8 ST AR key, with CARD 14 User List 9 Viewing, help messages 5 Word Blaster 13 Word Builder 13 Word Capture 14 Word T rain 12 Yellow (GAMES) key 2, 11
FRB-28062-00 Printed in U.S. P/N 7201137 Rev A
19
Page 22
20
Page 23
Electronic Publishers
Loading...