Hasbro 44760 User Manual

2abc
1
0
x
4ghi
7pqrs 8tuv 9wvy
5jkl 6mno
3def
TEST MODE
2abc
1
0
x
4ghi
7pqrs 8tuv 9wvy
5jkl 6mno
3def
2abc
1
0
x
4ghi
7pqrs 8tuv 9wvy
5jkl 6mno
3def
BATTERIES INCLUDED
Replace with 3 x 1.5V “A76” or LR44 size alkaline batteries. Phillips/cross head screwdriver (not included) needed to replace batteries.
x3
A76 or LR44 Alkaline
PROOF OF PURCHASE
When you’re ready to test yourself, choose TEST on the OPTIONS screen. You’ll be tested with a random game from LOGIC, RECALL and SPATIAL AWARENESS, plus the BRAIN DUMP game. The games play the same as they do in Play Mode. At the end of your test, MYQ will show you a graph that shows how you scored in each Brain Area, plus details of your combined score in that game, and your Best Score. It will also show your history of scores, so you can track your progress. For more details, see VIEWING YOUR SCORES.
VIEWING YOUR SCORES
Play Mode Scores:
PLAY MODE. To view them, scroll to the SCORES screen in OPTIONS and press on PLAY. Scroll through the Brain Areas and select individual games to view your scores. Press MENU to return to the Brain Area Screens.
Test Mode Scores: MYQ tracks much more information about your test scores. Select TEST to view the results of your last test and a chart of your score history. See the examples below.
The amount in black shows how good your score was in
each Brain Area.
The TOTAL is your combined
test scores (excluding
Creative). BEST is your
highest score to date.
MYQ tracks high scores for each game in
MAINTENANCE
• Handle the game carefully.
• Store the game away from dusty or dirty areas.
• Keep the game away from moisture or temperature extremes.
• Do not disassemble the game. If a problem occurs, push in RESET, remove and reinsert the batteries, or replace the batteries with fresh ones.
The graph shows a
history of your scores,
from left to right.
BATTERY INFORMATION
Replacing the batteries:
compartment, located on the back of the game, and remove the door. Remove the old batteries and insert 3 A76 or LR44 size batteries “+” side up. Then replace the door and tighten the screw.
1) As with all small batteries, the batteries included with this game should be kept away from small children who still put things in their mouths. If it is swallowed, promptly see a doctor and have the doctor telephone (202)-625-3333 collect. In other countries, have the doctor call your provincial poison control center. 2) Make sure the battery is inserted correctly and follow the game and battery manufacturers’ instructions. 3) 3. Do not mix old and new batteries, or alkaline,
standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries.
FCC STATEMENT
This device complies with Part 15 of the 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 any interference that may cause undesired operation.
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 determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures:
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and receiver.
•Consult the dealer or an experienced radio/TV technician for help.
We will be happy to hear your questions or comments about this game. US consumers please write to: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862. Tel: 888-836-7025 (toll free). Canadian consumers please write to: Hasbro Canada Corporation, 2350 de la Province, Longueuil, QC Canada, J4G 1G2.
© 2007 All in 1 Products
The HASBRO, MILTON BRADLEY and MB names and logos are ® and ©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved. TM & ® denote U.S. Trademarks.
Loosen the screw on the battery
44760
44760
FOR 1 to 3 PLAYERS
AGES 12+
MYQ is a brain training system. It will help boost your mental performance by exercising your gray matter. So get ready to flex those neurons and tone those synapses with the mini gym that fits right in the palm of your hand!
THE WORKOUT PROGRAM Every day for 10 minutes, test yourself by playing MYQ. The theory is that,
like a muscle, the brain benefits from exercise and stimulation. MYQ will track your progress for 30 days at a time, so you can see how much your mental agility improves. Check your progress daily, and try to beat your previous scores!
THE WORKOUT ROUTINE The 10 games are specially designed to improve certain Brain Areas:
LOGIC, RECALL, SPATIAL AWARENESS and CREATIVITY. Some, like Sudoku and Hangman, you may already be familiar with. Others, like Tilt-A-Maze, use new Tilt Sensor technology.
THE EQUIPMENT The illustration below explains the features of your game unit that you’ll need to
know about.
MENU BUTTON
Press to pause a
game, or to back
up to the previous
Menu Screen.
ARROW BUTTONS
Press up, down, left or right to scroll through options and to perform gameplay functions.
X BUTTON
Press to cancel an entry.
Note: The game may make a rattling
sound as you play. This is caused by the tilt sensor, and is not a defect.
GETTING STARTED
Press ON to power up. Your guide, Brainy, will greet you and introduce the game as you follow the screen prompts. Then the PLAYER screen will appear.
THE PLAYER SCREEN
There are 3 PLAYER screens, plus a GUEST PLAYER screen. Scroll left or right to choose one of the 3 players as your own. Then press . (To get a quick overview of MyQ from Brainy, press
on the NEW PLAYER screen, and press again
to choose the tutorial.)
Signing on:
OPTIONS. Keep pressing until you see the NAME screen. Then press the LETTER buttons and
to enter each letter of your name. (Press X to delete a letter if you make a mistake.) Press MENU to return to the OPTIONS screen.
IMPORTANT: Always choose your own PLAYER screen when working out, so MyQ can track your progress.
On the OPTIONS screen, choose
ON/OFF BUTTON
Press to turn the game on.
Press and hold to turn the game off. (If no buttons are pressed for 3 minutes, MyQ will power down.)
NUMBER & LETTER BUTTONS
Press in some games to input numbers and letters.
BUTTON
Press to confirm a menu selection or answer.
THE OPTIONS SCREEN
On the OPTIONS screen, press to choose PLAY (for practice or just for fun), TEST (to be tested randomly in one game from each Brain Area), or OPTIONS. If you chooce OPTIONS, scroll left or right through the options. Press to choose one, or press MENU to return to the OPTIONS screen.
• PLAYER:
delete a player name.
• SCORES:
scores and history.
• SCREEN:
• VOLUME:
Follow the screen prompts to add, change or
Choose either PLAY or TEST to view your high
Press to adjust the screen contrast.
Press to adjust the sound.
THE MENU SCREEN
If you’re playing a game, you can press MENU to pause. The MENU will appear, giving you four choices. Press to choose one.
• QUIT:
• RESUME:
• HELP:
• OPTIONS:
End your game and return to the Game Menus.
Return to the game in progress.
View Brainy’s HELP screen for that game.
RESET BUTTON (MARKED “R” ON BACK)
Push in if game malfunctions.
View options (see THE OPTIONS SCREEN).
PLAY MODE
The 10 games are divided into the 4 Brain Areas of LOGIC, RECALL, SPATIAL and CREATIVE. Practice them in Play Mode for as long as you want before testing yourself. To play a game, select PLAY from the OPTIONS Screen. Choose a Brain Area, then press to access the Game Menu. Press to choose a game. When the HELP screen appears, press to start the game. After Brainy’s 3-2-1 countdown, the game begins. There are 3 games in each Brain Area except for CREATIVE, which has one.
At the end of each game, you can choose either to play again or to quit. Quitting takes you to the Game Menu for that Brain Area. To back up to the Brain Area Screens, press MENU.
LOGIC GAMES
RECALL GAMES
SPATIAL GAMES
CREATIVE GAME
SUDOKU PYRAMATH HANGMAN
DIAL-A-
PHONE
TILT-A-MAZE
BRAIN
MOVES
SHAPE
MATCH
OPTIX
AVOIDING
BRAIN DUMP
LOGIC GAMES
SUDOKU
THE GOAL:
in each 6-space grid. There can be no more than one of each number in every column, row and grid.
THE TIME & POINTS:
are awarded for each properly-placed number.
THE PLAY:
ARROW buttons to move around the screen.
CLUE
Enter numbers in the unshaded blocks. To do this, move the cursor to the block you wish to fill, press , then press the NUMBER button of your choice. Press the ARROW buttons to move to a new target block and continue to enter numbers.
To delete a number, move the cursor to its block and press X. Then press and the NUMBER button of your choice to replace it.
The flashing cursor indicates your position. Use the
numbers are fixed and appear in the shaded blocks.
Solving a puzzle:
a big check mark appears. Then a new puzzle starts. When time’s up, see the END OF GAME screen with your scores.
PYRAMATH
THE GOAL:
input the (?) at the top of the pyramid from the symbols and numbers below it.
THE TIME & POINTS:
Points are awarded for how many correct answers you make.
THE PLAY:
1)
The math symbol (x, +, -) above a pair of numbers tells
you which math process (add, subtract, multiply) you should use to answer a “?”.
There are 2 important points to remember:
Place the correct numbers from 1 to 6
It’s a 4-minute game. Points
If you complete a whole screen correctly,
Use mental math to calculate and
It’s a 2 -minute game.
2)
Check the top of the pyramid first. If the “?” at the top is the only “?”, you only need to calculate the answer in the pyramid. If there are more “?”s below the top one, you’ll need to start your calculations in the bottom bar. See the examples below.
14 - 3 = 11
42 + 4 = 46
In this example there’s
only one “?”, so just
calculate the 42 + 4
mentally in the pyramid.
Press the NUMBER buttons on the keypad to input the answers. Make a mistake? No problem! Press X to delete it. Enter a new number, then press to lock it in.
Solving a puzzle:
answers; a flashing screen for incorrect ones. In either case a new puzzle comes up. When time’s up, see the END OF GAME screen with your scores.
A big check mark appears for correct
2 x 7 = 14
In this example there are
two “?”s, so you must
mentally calculate from
the bottom up!
HANGMAN
THE GOAL:
correctly before the entire Hangman appears on the screen.
THE TIME & POINTS:
are awarded for each word guessed properly.
THE PLAY:
by a dash or dashes. The correct letters must be placed in the dashes.
Choose a letter to guess by pressing the up or down ARROW buttons to scroll through the alphabet. Press to select your letter. Correctly guessed letters appear in the word to complete it. Incorrect guesses build a part of the Hangman.
The list of incorrectly guessed letters is tracked in the gray panel. If you guess a letter that already appears in the word, it will also appear in the gray panel, but in a white square. And it won’t count against you.
The word to be guessed is missing letters, shown
Solving a puzzle:
correctly guess a word. Then a new Hangman puzzle starts. If the word is not guessed within 2 minutes, a new puzzle will begin. When time’s up, see the END OF GAME screen with your scores.
Guess as many words as you can
It’s a 2-minute game. Points
A big check mark appears when you
RECALL GAMES
DIAL-A-PHONE
THE GOAL:
a 7-digit phone number.
THE TIME & POINTS:
Points are awarded for each phone number you remember correctly.
THE PLAY:
as shown to the left. Memorize it, then press . A second screen appears with some digits missing. Fill them in by pressing the number buttons. Made an error? Easy fix! Just press X to delete it and press another number button to replace it. IMPORTANT: Once the last number is entered, no
changes can be made.
A 7-digit phone number appears on the screen,
To remember the missing numbers in
It’s a 2 1/2-minute game.
If you complete a phone number correctly, you’ll see a big check mark and hear a ring tone; if you made an error, you’ll get a busy tone. In either case, a new number will appear on the screen. When time’s up, see the END OF GAME screen with your scores.
BRAIN MOVES
THE GOAL:
and moves.
THE TIME & POINTS:
(excluding Brainy’s moves). Points are awarded for correctly repeating each sequence.
THE PLAY:
his sequence of moves by pressing the ARROW buttons. Also remember and repeat in sequence any numbers he’s think­ing of as he moves, by pressing the NUMBER buttons. Note: Brainy floats up after making his moves. Do not count this as a move!
To change an input, press X to delete it.
last move or number you input cannot be changed.
If you correctly repeat a sequence, a big check mark appears; if you’re not correct, the screen flashes. In either case, a new sequence appears. When time’s up, see the END OF GAME screen with your scores.
After Brainy moves around the screen, try to repeat
Repeat a sequence of numbers
It’s a 1-minute game
IMPORTANT:
The
OPTIX
THE GOAL:
on the screen.
THE LIVES & POINTS:
this game. You have 3 Lives (shown in the bottom bar), and the game ends after you’ve lost them all. Points are awarded for the largest number of
correct responses in a row.
THE PLAY:
appears. It starts out easy with just one, but correctly identified symbols remain on the screen, so the pattern builds steadily with each correct response.
Move the square around the screen by pressing the ARROW buttons. Once the cursor is on top of the new symbol, select it by pressing . If your response is correct, the screen changes and adds a new symbol for you to identify; if you’re incorrect, the screen flashes, a new sequence begins, and you lose a Life. The bar at the bottom tracks your Lives with + signs. When you make 3 incorrect responses, your 3rd Life is over and the END OF GAME screen appears with your scores.
Watch the screen carefully as each new symbol
Identify each new symbol that appears
There’s no ticking clock in
SPATIAL GAMES
TILT-A-MAZE
THE GOAL:
as you can by using Tilt Sensors.
THE TIME & POINTS:
are awarded for the distance your ball travels through the mazes.
THE PLAY:
TILT SENSOR technology. Tilt the game up, down, left and right to guide your ball through the maze and to an exit.
In the tilt sensor games you may use the ARROW buttons rather than tilting the game if you prefer; but they’re all meant to be played by tilting.
Reverse tilt:
enter a challenging reverse tilt. In this alternate universe, black is white, up is down and left is right, so you must tilt the unit in the opposite direction you want the ball to move in. The screens alternate between regular play and reverse play.
No buttons to press in this game because of the
After you complete the first maze, the game will
Guide a ball through as many mazes
It’s a 2-minute game. Points
Scoring:
time runs out. Remember, you are awarded points for the distance your ball travels. Finishing more mazes means winning more points. When time’s up, the END OF GAME screen appears with your scores.
Try to complete as many mazes as you can before
SHAPE MATCH
THE GOAL:
matching shapes below.
THE TIME & POINTS:
are awarded for the number of correct matches.
THE PLAY:
innovative TILT SENSOR technology. Just tilt the game left or right to line up each shape as it falls. Then tilt down (but not too far) to speed the shape to its match.
Keep guiding the falling shapes to meet their matches. A big check mark appears each time you get a match; if you make an error, the screen will flash. Keep playing until time runs out and the END OF GAME screen appears with your scores.
Direct the falling shapes to their
It’s a 2-minute game. Points
No buttons to push because of the
AVOIDING
THE GOAL:
from all sides by using the Tilt Sensors.
THE LIVES & POINTS:
game of dodge’em. The longer you avoid getting
hit, the more points you’ll score. No ticking clock.
The game is over when you lose your third Life.
THE PLAY:
TILT SENSOR technology. Tilt the game up, down, left and right to keep your ball from getting hit by the bars.
Reverse play:
will appear. If you survive long enough, the game will enter a challenging reverse play skill level for a limited time, where you must tilt the game in the opposite direction from the one you want to move in.
Scoring:
continues as above, as you dodge the bars to stay alive. The longer you survive, the more points you’ll score. After you lose your 3rd Life the game is over, and the END OF GAME screen appears with your scores.
No buttons to press in this game because of the
The longer you avoid the bars, the more bars
When you lose a Life, the screen will flash. Play
Avoid falling bars that come at you
You have 3 Lives in this
CREATIVITY ACTIVITY
BRAIN DUMP
THE GOAL:
for an object as you can.
THE TIME:
this exercise is to train your brain to think creatively
rather than logically. No points are awarded, so
BRAIN DUMP does not affect your score. Judge your own output, then try to beat your count each time you play.
THE PLAY:
think of for a…” appears on the screen, get ready to “text in” your answers using the letter keys on the keypad. It’s like entering a text message on a cell phone. Don’t worry about spelling, but your entries should have 3 letters or more.
For example, if the object is STONE, you may think of a statue, a doorstop, a paper weight, a hopscotch marker, and more. Enter each answer by pressing the LETTER buttons. To leave a space, press “0.” To delete a letter, press X. Be sure to lock in your answer by pressing the button after every entry. When you do this, MYQ will automatically keep track of your “uses.”
When the question “How many uses can you
GOOD ANSWER/BAD ANSWER:
give as many valid answers as you can.
Try to think up as many creative uses
It’s a 2-minute activity. The purpose of
You’re the judge, but try to
Loading...