Franklin WGM-2037 User Manual

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B
OO
ELECTRONIC BOOK CARD
K
Word Games
USER’S GUIDE
WGM-2037
MAN
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License Agreement
READ THIS LICENSE AGREEMENT BEFORE USING ANY BOOKMAN BOOK CARD.
YOUR USE OF THE BOOKMAN BOOK CARD 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 BOOK CARD AND YOUR PURCHASE PRICE WILL BE REFUNDED. BOOKMAN BOOK CARD means the software product and documentation found in this package and FRANKLIN means Franklin Electronic Publishers, Inc.
LIMITED USE LICENSE
All rights in the BOOKMAN BOOK CARD remain the property of FRANK­LIN. Through your purchase, FRANKLIN grants you a personal and nonex­clusive license to use the BOOKMAN BOOK CARD on a single FRANKLIN BOOKMAN at a time. You may not make any copies of the BOOKMAN BOOK CARD or of the 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 BOOK CARD. You may not export or reexport, directly or indirectly, the BOOKMAN BOOK CARD without compliance with appropriate governmental regulations. The BOOK­MAN BOOK CARD contains Franklin’s confidential and proprietary 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.
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Contents
Welcome to the world of BOOKMAN! With this can play eleven fun games to enjoy as well as help build your vocabulary. There are over 80,000 words in Word Game’s word list. You can adjust the
Word Games
book card you
difficulty level from beginner to wizard. Also, choose which word list you want to use in the games to keep them chal­lenging. Use your BOOKMAN to read this card. See “Installing Book Cards” to learn how.
Installing Book Cards and Selecting Books.................... 4
Using the Color Keys and Changing Settings ................. 5
Viewing a Demonstration and Choosing Game Settings . 6
Anagrams ..................................................................... 7
Jumble .......................................................................... 7
Hangman ....................................................................... 8
Word Blaster ................................................................. 8
Word Train .................................................................... 9
Word Deduction ............................................................ 9
Word Poker ................................................................... 10
Memory Challenge and Word Auction ............................ 12
Word Capture ................................................................ 13
Lotto ............................................................................. 14
Sending Game Words .................................................... 14
Warranty ....................................................................... 17
Index ............................................................................. 20
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DN
Key Guide
Function Keys
CLEAR
Clears to the games list. Shows the main menus.
MENU
NEW
(red) Starts a new round.
SCORE
(green) Shows the current score for
most games.
HINT
(yellow) Gives a hint or shuffles
Arrow Keys
Move in indicated direction.
Star Key Combinations*
CARD
+
Sends a word between books.
+
Starts a new round.
letters in most games.
ANSWER
(blue) Ends the game and shows
the answer.
CARD
Exits the selected book.
ON/OFF
Turns BOOKMAN on or off.
Other Keys
BACK
Backs up and erases letters.
CAP
Shifts keys to type punctuation.
ENTER
Selects a game or word.
SPACE
Types a space or starts a new round.
HELP
Shows a help message.
Shows the answers.
?
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 labelled on their book cards or on the keyboard. For more information, read “Using the Color Keys.”
*
Hold ✩ while pressing the other key
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Installing Book Cards
Selecting Books
Warning: Never install or remove a book card when BOOKMAN is on. If you do, information that you entered in its built-in book and in an installed card will be erased.
1. Turn BOOKMAN off.
2. Turn BOOKMAN over.
3. Align the tabs on the book card with the notches in the slot.
4. Press the book card until it snaps into place.
Removing Book Cards
Warning: When you remove a book card to install another, information that you entered in the removed book card will be erased.
Once you have installed a book card in your BOOKMAN, you must select which book you want to use.
1. Turn BOOKMAN on.
CARD
2. Press
.
These are sample books.
3. Press or to highlight the book you want to use.
4. Press
Resuming Where You Left Off
ENTER
to select it.
You can turn off BOOKMAN at any screen. When you turn BOOKMAN on again, the screen that you last viewed appears.
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Using the Color Keys
Changing Settings
The red, green, yellow, and blue keys on your BOOKMAN change functions ac­cording to which book is selected.
When the built-in book is selected, the color keys function as labelled on the BOOKMAN keyboard. When a book card is selected, the color keys func­tion as labelled on that card.
Remember, the color keys for BOOK­MAN books in book cards function as labelled on their book cards, not as on the keyboard.
You can adjust the shutoff time and the screen contrast. The shutoff time is how long BOOKMAN stays on if you forget to turn it off.
1. Press
2. Press
CLEAR
MENU
.
.
3. Press the arrow keys to highlight the Setup menu.
4. Highlight Set Shutoff or Set Contrast.
5. Press
ENTER
to select it.
6. Highlight a setting.
Or press or if you selected
Contrast Adjust
changing settings, press
7. Press
ENTER
. To exit without
BACK
to select it.
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Choosing Game SettingsViewing a Demonstration
Before you start using this book, you can view a demonstration of what it can do.
Once you have installed and selected
MENU
the book card, press the arrow keys to highlight on the Setup menu. Then press
and then
View Demo
ENTER
to view the demonstration. If you want to stop the demonstration,
CLEAR
press
.
Help is Always at Hand
You can view a help message at virtually any screen by pressing
HELP
. Press the arrow keys to read
it. To exit help, press
BACK
.
If you want to read a tutorial about what the keys do, select
Tutorial
from the Setup menu.
Follow the Arrows
The flashing arrows on the right of the screen show which arrow keys you can press to move around the screen.
You can customize the games to the settings that suit you. Go back and change them anytime you want more or less of a challenge. Here are the settings and how to use them:
1. Press
2. Press
MENU
.
to highlight the skill level with which you want to play the games.
ENTER
3. Press
to select it.
The check marks the selected setting.
4. Press to go to the Word Size menu.
5. Select a word size.
Random
selects words of
various lengths for game words.
Enter Your Own
lets you type in
your own game words.
6. Press
CLEAR
when done to go
to the games list.
7. To select a game, press
and then
ENTER
when the name of the game you want is showing.
6
and
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Anagrams Jumble
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 se­lected word. Anagrams must be a specified minimum length, which will flash on the screen before each game.
1. Press
ENTER
to select Anagrams.
root word anagrams remaining
2. Type an anagram and then
ENTER
press
To erase a letter, press
.
BACK
. Use the arrow keys to view anagrams you’ve already entered.
3. Press
HINT
to shuffle the
letters in the root word.
4. To end a round and reveal the remaining anagrams, press
ANSWER
(the blue key).
NEW
5. Press
SPACE
(the red key) or
to play another round.
Jumble jumbles the letters of a mys­tery word. You must unscramble the letters to form the word(s). The diffi­culty of the word is determined by the skill level.
1. Select Jumble from the games list.
mystery word number of words
that can be formed
2. Type your guess and then
ENTER
press
3. Press
.
HINT
to shuffle the
letters.
4. To quit and see the answer(s),
ANSWER
press
5. Press
SPACE
(the blue key).
NEW
(the red key) or
to play another round.
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Hangman Word Blaster
Hangman challenges you to guess a mystery word, indicated by ?’s, one let­ter at a time. You have a limited num­ber of tries; beginners have more tries than wizards. Wrong guesses take your man one step closer to his doom. Try to guess the word before your man is hung!
1. Select Hangman from the games list.
9=number of guesses left
2. Type a letter you think is in the mystery word.
3. Keep entering letters until you win or run out of tries.
4. To... Press...
see a hint end the round
see your score start a new round
HINT
ANSWER
SCORE
NEW
or
SPACE
NOTE: If you ask for a hint, you will lose the round.
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 as time runs out. The harder the skill level, the faster the letters will appear.
1. Select Word Blaster.
2. Watch as the letters begin to form a word.
3. Press
ENTER
to stop the clock.
4. Type your guess and then
ENTER
press
To erase a letter, press
.
BACK
your guess was right, you win! If your guess was wrong, you can try entering another word.
5. To... Press...
see a hint end the round
see your score start a new round
HINT
ANSWER
SCORE
NEW
or
8
. If
SPACE
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Word DeductionWord Train
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.
1. Select Word Train from the games list.
2. Type any letter to start a word.
Now the train adds a letter. In the next round the train will start first.
3. Continue typing letters after the train until a word is formed.
NOTE: The word forming must be one in Word Game’s word list.
4. To... Press...
get a hint end the round see your score start a new round select a new game
HINT
ANSWER
SCORE
NEW
BACK
or
SPACE
Here you must try and deduce what the mystery word is by entering words and evaluating which of the letters you entered are in the mystery word and where they belong. You have a limited number of tries, but you can view your past guesses at any time to help you figure out the pattern.
1. Select Word Deduction.
2. Type a word in the spaces.
3. Press
ENTER
.
• If there is a number under
perfect
, it means that you have that many letters correct and they are placed in the right spot.
• If you have a number under
misplaced
, it means that you have that many letters correct, but they are in the wrong spot.
• If you have zeros under and
misplaced
, the letters you
perfect
typed are not in the mystery word.
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Word Deduction
Word Poker
4. Type another word using different letters.
5. Press
to view past guesses.
6. Continue entering words remembering your past guesses and evaluating what the correct letters were and where they were placed.
7. To... Press...
get a hint end the round start a new round select a new game find help
HINT
ANSWER
NEW
BACK
HELP
or
Resetting the Skill Level
If you decide the games are too difficult or too easy for you, reset the skill level to a better setting.
To reset the skill level, press and select a new skill level. Press
CLEAR
to clear the old setting from the game you were playing and start the game again. Now it will play using your new setting.
SPACE
MENU
In Word Poker, you try to get the best hand by typing the longest word pos­sible with the letter cards you’re dealt. The longer your word, the better your hand. You can also enter two words for an even better hand. You’re oppo­nent is the dealer. The ante for playing is $10 a game. The highest bet you can make per turn is $100. Let’s play!
1. Select Word Poker.
2. Type a word using the letters on the cards you are dealt.
To deselect a letter, press To enter two words, press after the first word and then type the second word.
3. Press
ENTER
when your word(s)
is typed.
Watch for the dealer’s move.
4. Press P to pass, press B to bet, or press F to fold.
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BACK
SPACE
.
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Word Poker Word Poker
If you pressed B, enter the amount you’re betting by pressing the top row of letter keys (Q-P) to type numbers. Then press
ENTER
5. Discard any left over letters by typing the letters you don’t want and pressing
ENTER
Watch for the dealer’s move.
6. If you took new letters, type a new word and press
ENTER
Watch for the dealer’s move.
7. Make your choice.
If you raised, enter the amount you want to raise.
8. Watch to see who wins.
Whoever wins gets the amount in the pot added to their bank. If you tie the dealer, you don’t lose your money; the pot carries over to the next hand where the winner gets both pots.
9. To... Press...
end the round start a new round select a new game
ANSWER
NEW
BACK
or
SPACE
Betting Terms
You have the choice of betting,
.
passing, seeing, raising or folding. Here are brief definitions of what each mean.
Bet: means you want to bet on
.
your hand. Pass: means you want to keep
.
playing, but don’t want to bet now. See: means that you want to match
the amount of dealer’s last bet and end the betting.
Raise: means you want to match the dealer’s last bet and bet more.
Fold: means you want to give up and take a loss because you have a bad hand or the bet is too high.
What’s a winning hand?
Basically, the longer the word, the better your hand. One four-letter word is better than a three-letter and a two-letter word. One-letter words will not be accepted.
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Memory Challenge
Word Auction
Let us challenge your memory. 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 the word you just saw. Each word must be spelled correctly and entered in the order in which they appeared. See how far you can go.
1. Watch for a word to appear.
2. Type the word you just saw at the Enter word 1: screen.
To erase a letter, press
3. Press
ENTER
to enter your
BACK
.
guess.
If you’re right, you win! If you’re wrong, type another guess.
4. Press
NEW
or
SPACE
to add an-
other word to the challenge.
5. Enter the first word and then enter the second word.
6. Continue adding as many words to the challenge that you can.
In Word Auction you must spell a word by buying letters before you run out of money. Each letter costs you. Com­monly used letters cost more than oth­ers. You will be charged for each re­quest whether the letter is in the word or not. Be careful, if you enter the same letter twice, you will be charged the price of the letter again plus a $25 fee. The price of the letters is the same for every level, but Beginners start with more money than Wizards.
1. Type a letter.
2. Continue typing letters you think are in the mystery word.
For a hint, hold
CAP
and press
There is a $25 fee for each hint.
3. Press
SPACE
or
NEW
(the red
key) to start a new round.
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.
?
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Word Auction
Word Capture
Word Auction’s Letter
Amounts
A: $20 J: $1 S: $16 B: $5 K: $3 T: $19 C: $11 L: $14 U: $9 D: $9 M: $7 V: $3 E: $30 N: $18 W: $3 F: $4 O: $17 X: $1 G: $6 P: $8 Y: $5 H: $6 Q: $1 Z: $1 I: $20 R: $19
Word Capture is a speed typing game. A letter will quickly flash in its position. You must press that letter key while it is still flashing in order to capture it. But be careful! You only have 10 misses or you lose.
The speed at which the letters flash is set by the skill level. To make the game faster, set the skill level higher.
1. Start Word Capture.
2. Press the letter key that corresponds to the flashing letter.
3. Continue typing the flashing letters until the word is formed.
or
NEW
(the red
4. Press
13
SPACE
key) to start a new round.
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Lotto
Sending Game Words
Lotto helps you choose lottery numbers with the information you enter. You tell it how many balls will be chosen and the range of numbers on the balls.
Number to choose:
is asking you how
many balls or numbers will be drawn.
Range of numbered balls:
is asking what the range of the numbers are on the balls (i.e., if 35 balls are in the hop-
35
per, enter
).
1. Select Lotto from the games list.
2. Type the number of balls to
be chosen.
3. Type the range of the num-
bers on the balls.
4. Press
5. Press
ENTER
to see a combination.
NEW
ENTER
(the red key) or
repeatedly to see other
combinations.
BACK
6. Press
to go back to the
games list.
This book can send words to certain other BOOKMAN books. If you see a game word you don’t know and have a BOOKMAN dictionary, you can send it to the dictionary and see the defini­tion. NOTE: Words in the Word Poker game cannot be sent.
To send a word from
Word Games
you must first be sure the other book can receive words. To learn if a book can send or receive words, read its User’s Guide.
1. For Anagrams, Jumble, and Word Deduction: when a
game word is showing, press
ENTER
to start the highlight. (For the other games, go on to step two.)
Use the arrow keys to highlight the word you want, if needed.
2. Hold ✩ and press
CARD
send it.
14
,
to
Page 16
Sending Game Words
Resetting BOOKMAN
3. Highlight the other book icon.
4. Press
ENTER
to select it.
The word that you highlighted is either automatically looked up or it appears in the other book and you
ENTER
must press
to look it up,
depending on the book.
5. Press
CARD
and select the
Word Games icons to return.
If the BOOKMAN keyboard fails to re­spond, or if its screen performs errati­cally, first press
ON/OFF
twice. If nothing happens, follow
CLEAR
and then press
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.
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.
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Optional FeaturesBook Card Care
• 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.
AC adaptor
jack
Headphone
AC adaptor jack: Some BOOK­MAN models are 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: Some BOOK­MAN models also have a 3.5 mm ste­reo headphone jack for use with a stan­dard impedance 8 Ohm headset.
16
jack
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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., 122 Burrs Road, Mt. Holly, NJ 08060, 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, W ARRANTIES OF MERCHANT ABILITY OR FITNESS FOR A P ARTICULAR PURPOSE. YOUR SOLE AND EXCLUSIVE REMEDY SHALL BE FRANKLIN’S OBLIGATION 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 MANUFACTURE OR SALE OF THE BOOKMAN PRODUCT, THIS LICENSE, OR ANY OBLIGATION 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.
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Copyrights & Patents
Model WGM-2037
• size: 5.9 x 4.2 x 0.6 cm
• weight: 0.4 oz. © 1995 Franklin Electronic Publishers, Inc., Burlington, NJ 08016-4907 USA. All rights
reserved. U.S. Patents: 4,490,811; 4,830,618; 4,891,775; 5,113,340; 5,203,705; 5,218,536; 5,396,606. Deutsch Patents: M 9409743.7; M 9409744.5. European Patent: 0 136 379. Patents Pending.
ISBN 1-56712-248-5
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Page 20
FCC Notice
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 designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be deteremined 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 equip-
ment 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. NOTE: This unit was tested with shielded
cables on the peripheral devices. Shielded cables must be used with the unit to insure compliance.
NOTE: The manufacturer is not responsible for any radio or TV interference caused by unauthorized modifications to this equipment. Such modifications could void the user’s au­thority to operate the equipment.
This unit may change operating modes due to electrostatic discharge. Normal operation of this unit can be re-established by pressing the reset
ON/OFF
key,
, or by removing/replacing batteries.
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Page 21
Index
AC adaptor jack 16 Anagrams game 7 Arrow keys 6 Betting, in Word Poker 1 1 Book Cards
caring for 16 installing 4
Changing settings 5 Color keys
understanding 3 using 5
Contrast, setting 5 Demonstration 6 Enter your own 6 FCC notice 19 Folding, in Word Poker 1 1 Hangman game 8 Headphone jack 16 Help, finding 6 Installing a bookcard 4 Jumble game 7 Lotto game 14 Memory Challenge game 12 Number to choose, in Lotto 14 Patents 18
Prices of letters, in Word Auction
13 Raising, in Word Poker 1 1 Range of numbered balls, in Lotto
14 Resetting BOOKMAN 15 Seeing, in Word Poker 1 1 Selecting a book 4 Setting the games
word list 6 word size 6
Shutoff
changing 5 setting 5
Skill level, resetting 10 ST AR key
with CARD 14
Warranty 17 Word Auction game 12 Word Blaster game 8 Word Capture game 13 Word Deduction game 9 Word Poker game 10 Word Train game 9
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Page 22
FRB-28035-00 Rev B P/N 7201173 Printed in U.S.
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Electronic Publishers
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