Tiger Park III User Manual

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Welcome to Tiger’s version of FAMILY FEUD. Your game comes with an electronic hand-held unit that includes theme music and sound effects from the TV show, a game cartridge, and a booklet containing 1600 audience-surveyed questions with responses (Figure 1).
Look for additional booklets and cartridges for use with your unit, each containing 1600 new questions with responses.
Figure 1
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Open the battery compartment cover on the back of the unit by pushing in the direction of the arrows in Figure 2. Insert 4 “AA” (LR6) batteries according to the +/- engravings on the inside of the compartment as shown in Figure 2.
To ensure proper function: Battery installation should be done by an adult. Do not mix new & old batteries. Do not mix alkaline, standard or rechargeable batteries. Non-rechargeable batteries are not to be recharged. Rechargeable batteries are to be removed from the toy before being charged (if removable). Rechargeable batteries are only to be charged under adult supervision (if removable). Only batteries of the same or equivalent type as recommended are to be used. Batteries are to be inserted with the correct polarity. Exhausted batteries are to be removed from the toy. The supply terminals are not to be short circuited.
Tiger recommends DURACELL Batteries.
®
INSERTING THE BATTERIES
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AA Batteries
INSERTING THE CARTRIDGE
Push to open
Battery compartment door
AA Batteries
Figure 2
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INSERTING THE CARTRIDGE
Slide the cartridge, with the label facing up, into the cartridge compartment on the back of the unit (Figure 3). You should feel the cartridge “click” into place.
Figure 3
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INSERTING THE CARTRIDGE
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2. CONTROL GUIDE (Figure 4)
Figure 4
ON
• to turn on the unit
OFF
• to turn off the unit NOTE: the unit will turn off automatically after three minutes of non-use
CONTROL GUIDE
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SOUND
• to turn on and turn off the sound
SCORE
• to check the players’ scores at the end of all rounds, except the first round
CLEAR
• to undo the answer choice typed in before START/ENTER is pressed
PLAYER 1
• to select a one-player game
• used by Player 1 to buzz in and attempt to gain control of the board
PLAYER 2
• to select a two-player game
• used by Player 2 to buzz in and attempt to gain control of the board
NUMBER KEYS (1 - 0)
• to select the choices (1 - 15) that correspond to the responses in the booklet
START/ENTER
• to start each round
• to confirm your response choices and player selections
NEXT
• to automatically begin the next round with the next question from the booklet (cannot be used to start ROUND 1 or the BONUS ROUND)
CONTROL GUIDE
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RESET
• to reset the unit. Press the small button using the tip of a ball point pen. Please note: this will reset the game so that questions recently played may come up again. This will reset the MAX SCORE and delete it from memory.
LED LIGHTS
• indicates player’s turn
• indicates which player has won the round
LCD SCREEN
• the screen that displays all of the information
LET’S PLAY THE FAMILY FEUD!
Please read all the instructions before attempting to play the game.
CONTROL GUIDE
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3. BOOKLET
Be sure the Family Feud booklet is placed on its easel so that both players have equal access to it. The booklet contains 1600 questions, 1 - 600 are regular round and 601 - 1600 are bonus round. Fifteen responses are given for each regular round question and five responses are given for each bonus round question. For ROUND 1 and ROUND 2 there are six responses with point values to be found and for ROUND 3 there are four responses with point values to be found. In the BONUS ROUND, you are looking for the response with the highest point total for five consecutive questions. (For the remainder of the instructions, any
response with point values will be referred to as a “correct response” and any response without point values will be referred to as an “incorrect response.”)
EXAMPLE:
• #469 appears on the LCD
• Find #469 in the booklet (Figure 5)
Figure 5
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• 15 choices are available: 6 are correct and 9 are incorrect
• The object is to find the response with the highest point value so that you gain control of the board.
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4. TURN ON THE UNIT
Press the ON button to turn on the game. The Family Feud theme music will play for approximately 5 seconds. You can let the song play in its entirety, press SOUND to turn off the sound, or press START/ENTER to end the song. All three options will guide you to player selection.
5. SELECT THE PLAYERS
PLAYER 1 will be flashing on the LCD screen after the theme music has finished. Press either PLAYER 1 or PLAYER 2 to select the number of players (Figure 6).
If you select PLAYER 1: you play against the computer. If you select PLAYER 2: you play against another person.
NOTE: If you are playing by yourself, the computer is always PLAYER 2. If you are playing against another person, decide before starting who will be PLAYER 1 and PLAYER 2.
Figure 6
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If you want to play a one-player game and the LCD screen is flashing PLAYER 1, press START/ENTER to begin ROUND 1.
NOTE: You do not have to press the PLAYER 1 button if PLAYER 1 is flashing on the LCD.
If you want to play a two-player game and the LCD is flashing PLAYER 1, press
PLAYER 2, then press START/ENTER to begin ROUND 1.
6. ROUND 1
ONE-PLAYER GAME - Press PLAYER 1 and then START/ENTER to begin
ROUND 1. A question number is displayed that corresponds to a question in the booklet and the 90 second timer begins to count down (Figure 7).
Figure 7
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Once you have read the question in the booklet and identified what you think is the top response, press START/ENTER to stop the timer and begin the coin- toss. The purpose of the coin-toss is to determine which player goes first, since the computer can not buzz in.
NOTE: During the coin-toss, the unit alternates between PLAYER 1 and PLAYER 2. The unit will randomly stop on PLAYER 1 or PLAYER 2. The LED will be lit above the winner of the coin-toss.
After the coin-toss, if the computer is selected to go first (PLAYER 2), a guess is displayed for five seconds before it is revealed as a correct or incorrect response (Figure 8).
Figure 8
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If PLAYER 1 wins the coin-toss, 30 seconds are given to select a response (Figure 9). Using the number keys, type the number, 1 through 15, that corresponds to the response you selected. Press START/ENTER to confirm your answer (Figure 10).
Figure 9
Figure 10
If you make a mistake inputting your answer, press CLEAR to delete your choice, then enter the response you want and press START/ENTER.
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NOTE: You must press CLEAR before START/ENTER. Pressing START/ ENTER will confirm your choice.
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For the purpose of game play explanation, assume PLAYER 1 won the coin-toss and has entered a correct answer choice. Following is a step-by-step description of one scenario of game play.
1. A clang sound is heard and the guessed response number is revealed as the number one answer. SURVEY SAYS is heard and the point values are shown in the box next to the response number (Figure 11).
NOTE: If you have the sound off, nothing will be heard.
Figure 11
2. PLAYER 1 has 30 seconds to input another response from the remaining 14 choices.
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3. A number is entered and START/ENTER is pressed (Figure 12).
Figure 12
4. The number entered is incorrect, a razz is heard, and an X is shown on the bottom left corner of the LCD, indicating a strike (Figure 13).
Figure 13
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NOTE: The term “strike” means an incorrect response and is accompanied by a “razz” sound similar to the strike sound from the television show.
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5. PLAYER 1 continues to guess until PLAYER 1 gets the other five correct responses or gets three strikes. Similar to the television game show, the game plays according to the popular three-strike rule. Be careful to keep track of the answers that have been guessed. The unit will not indicate that an incorrect response has already been selected.
a) If PLAYER 1 guesses all remaining correct responses, the round is
over and PLAYER 1 wins.
b) If PLAYER 1 gets three strikes before the remaining correct
responses have been revealed, PLAYER 2 has one chance to guess a correct response and win the round. If PLAYER 2 guesses an incorrect response, the round is over and PLAYER 1 wins.
NOTE: If several of the correct responses have the same point value, the unit will randomly determine their position on the board (Figure 14).
Figure 14
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The unit will make several consecutive beeps indicating the round is over. The LED flashes above the PLAYER button that wins the round and the score of the round is shown for five seconds. The player that wins the round gets the points for all responses shown on the board (Figure 15). For further explanation see section 10. SCORING.
Figure 15
TWO-PLAYER GAME - The game play is the same as a one-player game with the exception of how each round starts.
After the game has been turned on, press PLAYER 2 and then START/ENTER to begin ROUND 1. A question number is displayed that corresponds to a question in the booklet and the 90 second timer starts to count down. Both players have to find the question in the booklet and decide which is the top
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response.
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Similar to the television show, when the players think they know the top response, they use their player button to buzz in. The first player to buzz in gets the chance to respond first. The LED above the player button will light up and the LCD will show the player number indicating the player who buzzed in first.
Respond quickly, because only five seconds are given to enter the response.
If neither player buzzes in before the 90 second timer expires, an electronic coin­toss will decide who goes first. The player selected then has 30 seconds to type in a number 1 through 15 and press START/ENTER. The rest of the game play is similar to a one-player game.
ADDITIONAL GAME PLAY EXAMPLES - Following are three examples of game play based on PLAYER 1 winning the random coin-toss described earlier.
1. If PLAYER 1 selects a response that is not the top response, then PLAYER 2 has a chance to steal control of the board by guessing a response that is higher than the one guessed by PLAYER 1.
a) If PLAYER 2 guesses a response higher than PLAYER 1’s guess,
PLAYER 2 controls the board and continues to guess until PLAYER 2 guesses the remaining correct responses or gets three strikes.
i) If PLAYER 2 guesses the other four correct responses, the
round is over and PLAYER 2 wins.
ii)If PLAYER 2 gets three strikes before the four remaining
responses have been revealed, PLAYER 1 has one chance to guess a correct response and win the round. If PLAYER 1
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guesses an incorrect response, the round is over and PLAYER 2
b) If PLAYER 2 guesses a response that is lower than PLAYER 1’s
2. If PLAYER 1 selects an incorrect response, PLAYER1 gets a strike and PLAYER 2 has a chance to steal control of the board. If PLAYER 2 gets control of the board by guessing a correct response, PLAYER 2 gets to guess until the other five correct responses have been revealed or PLAYER 2 gets three strikes.
a) If PLAYER 2 guesses the other five correct responses, the round is
b) If PLAYER 2 gets three strikes before the other five correct responses
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wins.
response or incorrect, PLAYER 1 maintains control of the board and has to guess the other four or five correct responses or get three strikes.
i) If PLAYER 1 guesses the other four or five correct responses,
the round is over and PLAYER 1 wins.
ii)If PLAYER 1 gets three strikes before the four or five
remaining correct responses have been revealed, PLAYER 2 has one chance to guess a correct response and win the round. If PLAYER 2 guesses an incorrect response, the round is over and PLAYER 1 wins.
over and PLAYER 2 wins.
have been revealed, PLAYER 1 has one chance to guess a correct response and win the round. If PLAYER 1 guesses an incorrect response, the round is over and PLAYER 2 wins.
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3. If PLAYER 1 selects an incorrect response, PLAYER1 gets a strike and PLAYER 2 has a chance to steal control of the board. If PLAYER 2 selects an incorrect response, PLAYER 2 gets a strike and PLAYER 1 is given another chance to guess a correct response. Play alternates between PLAYER1 and PLAYER 2 until either a correct response is guessed or both players have three strikes.
a) If both PLAYER 1 and PLAYER 2 gets three strikes and no correct
responses have been chosen, the round is over and there is no winner.
b) If PLAYER 1 and PLAYER 2 each has one strike and PLAYER 1
guesses a correct response, PLAYER 1 continues to guess until the other five correct responses have been revealed or PLAYER 1 gets two more strikes. (Remember, PLAYER 1 already has one strike.)
i) If PLAYER 1 guesses all five remaining correct responses,
the round is over and PLAYER 1 wins.
ii)If PLAYER 1 gets two strikes before the other five remaining
correct responses have been revealed, PLAYER 2 has one chance to guess a correct response and win the round. If PLAYER 2 guesses an incorrect response, the round is over and PLAYER 1 wins.
4. If PLAYER 1 and PLAYER 2 each has two strikes and PLAYER 1 guesses a correct response, PLAYER 1 continues to guess until the other five responses have been revealed or PLAYER 1 gets one more strike. (Remember, PLAYER 1 already has two strikes.)
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a) If PLAYER 1 guesses all five remaining correct responses, the
round is over and PLAYER 1 wins.
b) If PLAYER 1 gets one strike before the other five remaining correct
responses have been revealed, PLAYER 2 has one chance to guess a correct response and win the round. If PLAYER 2 guesses an incorrect response, the round is over and PLAYER 1 wins.
7. ROUND 2
After the score is displayed for ROUND 1, the LCD will indicate ROUND 2 is ready to begin. ROUND 2 begins by pressing either the START/ENTER or NEXT button. Press START/ENTER for a random question or press NEXT for the next consecutive question.
The game play for a one-player game and a two-player game is the same as described for ROUND 1, EXCEPT: in a one-player game, the player who lost ROUND 1 will be the first to guess in ROUND 2 (Figure 16).
Figure 16
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ONE-PLAYER GAME
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As in ROUND 1, the player to win the round gets the points for all responses showing and the score for ROUND 2 is displayed for five seconds. The score for ROUND 2 is the sum of all the correct responses revealed, multiplied by two. For further explanation see section 10. SCORING.
8. ROUND 3
After the score is displayed for ROUND 2, the LCD will indicate ROUND 3 is ready to begin. Start the round by pressing either START/ENTER or NEXT. In ROUND 3, the object is to pick the top four correct responses from the fifteen choices (Figure 17). Eleven of the fifteen are incorrect responses.
Figure 17
ONE-PLAYER GAME
As in ROUND 2, in a one-player game, the player who lost ROUND 2 will be the first to guess in ROUND 3. The game play for a one-player game and a two-
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player game, with the exceptions mentioned above, is the same as described for ROUND 1.
As in ROUND 1 and ROUND 2, the player to win the round gets all the points showing. The score for ROUND 3 is the sum of all the correct responses revealed, multiplied by three. For further explanation see section 10. SCORING.
9. BONUS ROUND
The player that has the highest cumulative score from ROUNDS 1, 2, and 3 will play the BONUS ROUND. The BONUS ROUND consists of five consecutive questions, each with five responses. The object is to guess the top response for all five questions.
NOTE: In a one-player game, if the computer ends up with the highest cumulative score, the game will end after ROUND 3.
The LCD will indicate which player will be participating in the BONUS ROUND. That player presses START/ENTER to start the timer and reveal the first question. The player will have 90 seconds to look up and answer all five questions (Figure 18). (Since the questions are consecutive, the first question will be the only one that takes time to lookup.) Input your choice by pressing the number, 1 through 5, that corresponds to the response you selected and press
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START/ENTER to confirm your answer. The next question number will
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automatically be displayed. Continue until all five questions have been answered or the time has run out.
Figure 18
When the last answer has been entered or the time has run out, the unit will indicate a response is being revealed with the popular SURVEY SAYS speech, and show the point total associated with each survey response.
The score of the BONUS ROUND is the sum of the survey responses, multiplied by ten. If the sum of the responses totals more than 100 (before being multiplied by ten), a $10,000 bonus will be added to the final score. For further explanation see section 10. SCORING.
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10. SCORING
Press SCORE at the beginning of ROUND 2 or ROUND 3 to show the cumulative score for each player (Figures 19 a & b). SCORE can also be pressed at the end of the game to show the final total for each player. When SCORE is pressed, PLAYER 1’s total will show for three seconds, then PLAYER 2’s total will show for three seconds. Each time the unit is turned on the MAX SCORE will be shown.
Figure 19a
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Figure 19b
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Below is a round by round example of how the score is calculated (Figures 20 through 24).
ROUND 1:
Score: 34 + 8 + 4 + 4 + 4 = 54
Figure 20
ROUND 2:
Score: (30 + 7 + 7 + 5) x 2 = 98
Figure 21
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ROUND 3:
Figure 22
BONUS ROUND Possibility #1:
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Figure 23
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Score: (13 + 12 + 10) x 3 = 105
Score: 36 + 5 + 27 +18 + 6 = 92
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BONUS ROUND Possibility #2:
Score: 45 + 16 + 30 + 32 + 13 = 136
Figure 24
The following is an example of PLAYER 1’s final score. Assume PLAYER 1 won ROUND 1, lost ROUND 2, won ROUND 3 and participated in the BONUS ROUND.
Final Score:
+
Possibility # 1 Possibility # 2
ROUND 1
54 54
ROUND 2
+ +
+ +
0
+
0
ROUND 3
105 105
+
BONUS ROUND x 10
+
( 92 x 10 )
+
( 136 x 10 )
+ + +
10,000
10,000
Final Score
=
$1,079
=
0
$11,519
=
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In Possibility #1, the $10,000 bonus was not given because the total points earned for the BONUS ROUND was 92 and did not exceed 100. In Possibility #2, the $10,000 bonus was given because the total points earned in the bonus round exceeded 100.
11. STARTING A NEW GAME
Press START/ENTER to start a new game. If the previous game was a one- player game, when START/ENTER is pressed, the new game will be a one- player game. To change the player mode, the unit must be turned off and turned on again.
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12. CAUTION
RESET
CLEAR
OFF
SOUND
ON
34567890
NEXT
START/ENTER
High temperature will destory the unit. Do not leave unit in direct sunlight.
Clean only with a piece of soft dry cloth.
RESET
CLEAR
OFF
SOUND
ON
234567890
NEXT
START/ENTER
Do not use a pencil or pin to press the Reset button. Use a ball-point pen.
Do not press the liquid crystal display (LCD screen) and avoid heavy shock or the display may fail.
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13. 90-DAY LIMITED WARRANTY
Tiger Electronics, Ltd. (Tiger) warrants to the original consumer purchaser of this product that the product will be free from defects in materials or workmanship for 90 days from the date of original purchase. This warranty does not cover damages resulting from accident, negligence, improper service or use or other causes not arising out of defects in materials or workmanship.
During this 90-day warranty period, the product will either be repaired or replaced (at Tiger’s option) without charge to the purchaser, when returned with proof of the date of purchase to either the dealer or to Tiger.
Product returned to Tiger without proof of the date of purchase or after the 90­day warranty period has expired, but prior to one year from the original date of purchase, will be repaired or replaced (at Tiger’s option) for a service fee of U.S.$18.00. Payments must be by check or money order payable to Tiger Electronics, Ltd.
The foregoing states the purchaser’s sole and exclusive remedy for any breach of warranty with respect to the product.
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All product returned must be shipped prepaid and insured for loss or damage to:
Tiger Electronics, Ltd. Repair Dept. 1000 N Butterfield Road, Unit 1023 Vernon Hills, IL 6006l. U.S.A.
The product should be carefully packed in the original box or other packing materials sufficient to avoid damage during shipment. Include a complete written description of the defect, a check if product is beyond the 90-day warranty period, and your printed name, address and telephone number.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE TIGER IN ANY WAY. ANY IMPLIED WARRANTIES APPLICABLE TO THIS PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL TIGER BE LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THIS PRODUCT.
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Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages, so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights which vary from state to state.
For more information about Tiger Electronics, our products and special promotions, please visit our web site at www.tigertoys.com
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