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Franklin XGT-2043 User's Manual
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1. Fields of Knowledge Here is a list of the fields of knowledge Art CART Commerce COM General Knowledge GEN Geography GEO History HIST Language LANG Lit erature LID Movies MOV Music MUS Nature NAT Pop Culture POP Science SCD Sports SPTS Television TV and Theatre THTR Save Your Best for Last The value of correct matches increases for each category that you play in the CrossWire Round see Scoring in the CrossWire Round for more detail So it is a good idea to save your best category for last Remember you only have to play three of the four categories so you can skip the most difficult one Playing a Category Each CrossWire category starts by dis playing a pair of scrambled clues one on the top and one on the bottom Each clue on the top has a matching clue on the bottom You must cycle through the clues and match as many as possible be fore time runs out 1 Do one of the following To Press view the top clues 47 or lt b view the bottom Goro 3 clues Repeat until you think the two clues match each other according to the 4 chosen category The time remaining is indicated by the bar at the right of the screen 5 2 Press or when you think you have a match Playing a Category If you have correctly matched a pair of clues a large check mark will appear to the right ofthe clues and both clues will be removed from the cat
2. About Screen Illustrations Some screen illustrations in this User s Guide may differ from what you see on the actual screen This does not mean that your BOOK MAN is malfunctioning Using the Color Keys The red green yellow and blue keys on your BOOKMAN change functions accord ing 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 OOGOGOOGMGO A A 20820 ju Y Resuming Where You Left Off You can turn off your BOOKMAN at any screen When you turn your BOOKMAN on again The screen that you last viewed appears Viewing a Demonstration Before you begin playing the games you may want to view a brief demonstration describing how to use this book Simply install the book card and then follow these steps 1 Press ew if necessary 2 Use the arrow keys to high light the Setup menu 3 Press JL to highlight View Demo 4 Press to start the demonstration 5 To stop the demonstration at any time press car Help is Always at Hand You can view a help message at virtually any screen by pressing Cr Use the Direction keys to read it To exit help press acK To see a tutorial and key guide describing the functions of this book select Tutorial from the Setup menu Changing the Settings Using the Setup menu you can adjust t
3. Keys Viewing a Demonstration Changing the Settings Reading the Instructions Plus you will discover how to read the topics in the Instructions menu The Instructions menu will help you learn how to play a CrossWire game as well as how to develop strategies which you can use in both the CrossWire and HighWire rounds After this brief Getting Started section you will be ready to play Fame and fortune await Good Luck Installing a Book Card 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 and in an in stalled book 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 Removing a Book Card Warning When you remove a book card to install another information that you have entered in the removed book card will be erased Selecting a Book Once you have installed a book card in your BOOKMAN you must select which book you want to use Note If you change books in the middle of a CrossWire game you will lose your score 1 Turn your BOOKMAN on 2 Press caro Chose WikE GENERAL TRIVIA These are sample books 3 Press 5 or 4 to highlight the book you want to use DI TIOHAEY ACW AACE 4 Press to select it
4. CrossWire Trivia Game USER S GUIDE XGT 2043 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 li cense 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 re verse engineer the BOOKMAN BOOK CARD You may not export or reexport directly or indirectly the BOOKMAN BOOK CARD without compliance with ap propriate governmental regulations The BOOKMAN BOOK CARD 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 u
5. ODUCT 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 EX
6. PRESS 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 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 t
7. Then Match A good strategy in the CrossWire categories is to scan all of the clues first Then match the pairs you know are correct Matching the easiest pairs first helps you to match the remaining more difficult ones Look Before You Leap The field of knowledge matched with each category is indicated by an abbreviation for example POP for Pop Culture To see the full title of the field of knowledge before selecting a category highlight the category and press _ Watching Your Score If you have scored 2500 points already or you are close to scoring 2500 points you may want to be careful when answering more guestions One incomect answer might keep you out of the HighWire round 11 Between Categories After you complete a category you can see the correct answers see your Cur rent score or read a Fun Fact about one of the answers before you go on Note Not every category will have a Fun Fact 1 After a round is complete the following screen appears sisi a ig Peek i The screen will be different if the category does not have a Fun Fact 2 Do one of the following To Press see the correct blue answers read a Fun Fact see your current score yellow green Use the arrow keys to read Press to go back If you are viewing your score you do not need to press eck Press to continue playing 12 The HighWire Round If you win 2500 p
8. egory i mim E i s ili im Fo rei kaka Pe ia da Wi ril PITT ATT ih ail O PA PILETATILITI H If you have incorrectly matched a pair of clues a large X will appear to the left of the clues You may press the green key at any time to see how many points you have scored Ru E MRSA J Hr E ai i H i i D ee t S Oon I ELI a al FL m L MAADE Gai a mai an emm z i ad MAR d k zeli alb m PSS fi Correctly answer as many clues as you can before time runs out After you have finished a category see Between Categories on page 12 to go on Playing a Category Scoring in the CrossWire Round Here is how many points you get for each correct and incorrect match in the CrossWire categories e 1st Category Played correct 100 incorrect 50 e 2nd Category Played correct 150 incorrect 75 e 3rd Category Played correct 200 incorrect 100 If you correctly match all nine pairs of clues in nine guesses you win 300 bonus points If you do not score 2500 points in the three categories you do not move to HighWire and will return to the Play Game Number screen Shared Clues In some categories the clues may be shared i e clues from one column match more than one clue in another So these clues may not disappear if you select them CrossWire Tips Here are some tips that you can use in the CrossWire Round that will help you to play better Scan Clues
9. ents eennnonnnnnnnnnnnnnnnnnnnnni 18 POO X Pa e t S kk 19 Resetting Your BOOKMAN Book Card Care If the BOOKMAN keyboard fails to re Do not touch the metal spond or if its screen performs errati contacts on your book cards cally first press and then press Caution Touching these electrical twice If nothing happens follow contacts with statically charged the steps below to reset it objects including your fingers could Warning Pressing the reset button with erase information entered in a book more than very light pressure may perma card or built in book nently disable your BOOKMAN In addition resetting your BOOKMAN unit erases set tings and information entered into its built in book and in an installed book 1 Hold and press wor If nothing happens try Step 2 e Do not put excessive weight 2 Use a paper clip to gently press on your book cards BOOKMAN s reset button This unit may change operating modes due to Electro static Discharge Normal operation of this unit can be re estab lished by pressing the reset key won or by removing replacing batteries e Do not expose your book gt Troubleshooting BOOKMAN cards to heat cold or liquids e Make sure your book card if any is installed correctly e Check that your book card s metal contacts are dirt and dust free 16 Limited Warranty U S only FRANKLIN warrants to you that the BOOKMAN PR
10. he shutoff time and screen contrast Set Shutoff sets how long the BOOKMAN unit stays on ifyou forget to tum itoff Set Contrast makes the screen lighter or darker 1 Press mew 2 Use Gor o to highlight the Setup menu 3 Highlight Set Shutoff or Set Contrast Reading the Instructions An Instructions menu has been added to help you better understand the rules Also included in this menu are tips that will help you play better 1 Press aw if necessary 2 Use the arrow keys to highlight the Instructions menu 3 Press J to highlight the desired topic e g Basic Game Play 4 Press ener 5 Use the arrow keys to high light a setting If you select Set Contrast press T or JL repeatedly to make the screen lighter or darker To exit without changing settings Press mack 6 Press to select the setting Press to select the topic Use 4 or IL to read the text Or press to page down 6 Press when finished ul A Follow the Arrows The flashing arrows on the right of the screen show which arrow keys you can press to move around menus or view more text Playing CrossWire Each CrossWire game consists of two rounds the CrossWire round and the HighWire round In the CrossWire round you will play three out of the four categories try ing to match nine pairs of clues be fore time runs out Every time you correctly match a pair of clues you will win points but every
11. he United States and the State of New Jersey 17 Your Notes Copyrights and Patents Model XGT 2043 e size 5 9 x 4 2 x 0 2 cm e weight 0 4 oz 1996 Franklin Electronic Publishers Inc Burlington NJ 08016 4907 USA All rights reserved 1995 SilverSun All rights reserved CrossWire is a registered trademark of SilverSun 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 Pat Pend European Patent 0 136 379 Deutsch Pats No M 9409743 7 and M 9409744 5 ISBN 1 56712 268 X Index About screen illustrations 4 Arrows flashing 6 Bombs 14 Book card care 16 installing 4 removing 4 BOOKMAN resetting 16 troubleshooting 16 turning on 4 Categories in CrossWire playing 10 selecting 9 Categories in HighWire 12 Changing game level 8 settings 6 Clues viewing 10 Color keys understanding 2 using 5 Consolation Prizes 14 Contrast changing 6 CrossWire Round categories 9 fields of knowledge 9 playing categories in 10 scoring 11 tips 11 CrossWire tips look before you leap 11 save your best for last 9 scan clues then match 11 watching your score 11 Demonstration viewing 5 Direction keys 2 Fields of know
12. ledge 9 Follow the arrows 6 Fun Facts viewing 12 Function keys 2 Game level changing 8 Game selecting 8 Help is always at hand 5 Help using 5 HighWire Round bombs 14 playing 12 Index HighWire Round cont scoring 13 viewing answers 13 Instructions menu 6 Instructions reading the 6 Level selecting 8 Look before you leap 11 Matching pairs of clues 10 Number keys 2 Other keys 2 Play Game Number screen 8 Playing CrossWire categories 10 HighWire categories 12 Prizes winning 14 Reading prizes 14 Resuming where you left off 5 Save your best for last 9 Scanning Clues 11 Scoring in CrossWire 11 in HighWire 13 Screen illustrations 4 Selecting category 9 game 8 level of difficulty 8 Set Contrast 6 Set Shutoff 6 Settings Changing 6 Shared clues 11 Shutoff time setting 6 Super Prizes 14 Tutorial 5 Understanding the color keys 2 View Demo 5 Viewing answers 12 clues 10 13 fields of knowledge 9 Fun Facts 12 HighWire answers 13 prizes 14 score 12 tutorial 5 Watching your score 11 20 FRB 28047 00 P N 7201119 Rev A 21 El mine Pahlit st
13. ntil terminated This license terminates immediately without notice from FRAN KLIN if you fail to comply with any provision of this license Contents Welcome to the world of BOOK MAN With this CrossWire Trivia Game book card you can test your trivia knowledge by playing 100 different games at three levels of difficulty CrossWire is a game show style trivia game with hosts Stan Tisdale and Alexis Roberts For each CrossWire round you are chal lenged to test your knowledge of popular trivia in three out of four categories In each category you try to match nine pairs of clues before Getting Started Playing CrossWire Appendices on nnsnnnnnnnni time runs out Each category is drawn from one of fifteen fields of knowledge such as Pop Culture Sports or Literature If you score enough points in the CrossWire Round you go on to the HighWire Round where you can win even more points and unusual prizes To learn how to install this book card into your BOOKMAN unit read Getting Started To learn how to play the game read Playing CrossWire Key Guide i n OE O n B 9 16 Function Keys Clears all entries and scores Shows the main menus red Clears the current game and goes to the next game green Shows your current score yellow Shows a Fun Fact when available blue Shows the answers for a category after a ro
14. oints or more in the CrossWire Round you then get to play the HighWire Round where you can win big points and unique prizes The HighWire Round is played exactly like the CrossWire Round except there is only one round and one category to choose from Plus the top and bottom clues both contain one bogus clue known as a bomb These bombs do not match any other clues If you try to match one of the bombs with another clue or the other bomb your game is over Note Since there are two fake clues you only have to match eight pairs of clues in HighWire instead of nine 1 Press to play the HighWire category Remember there is only one HighWire category So you do not have a choice of categories 2 3 The HighWire Round Use the arrow keys to view the pairs of clues Press or when you think you have a match Remember to watch out for the bombs If you try to match a bomb your game is over and you cannot win a prize Correctly answer as many clues as you can before time runs out Once you have finished the category read the Between Categories to go on Viewing HighWire Answers After your HighWire round is over you can view the eight matching pairs of clues and the bombs Press the blue key and then press T or Lb repeatedly until the bombs appear amu m I kant a i The HighWire Round Scoring in the HighWire Round Here is how many points you get f
15. or each correct and incorrect match in the HighWire round e HighWire Round correct 250 incorrect 125 Winning a Prize Winning a Prize In the HighWire Round you have the 2 Press to return to the chance to win some interesting and fun Play Game Number screen prizes Here is how many clues you must When you retum to the Play Game match to win prizes Number screen the game number e If you match one of the bombs or if will have increased by one e g if you match five pairs or less you you were playing Game Number will only win points 32 the game number listed will be 39 e If you match six or seven pairs of clues without finding a bomb you will win a Consolation Prize e f you correctly match all eight prizes before time runs out you will win a Super Prize Here is what to do if you do win a prize 1 Do one of the following To Press read about a prize R view a prize Note You cannot view a Consola tion Prize Appendices In this section you will learn how to This is also where you will find all care for your BOOKMAN book of the warranty information as well cards and learn how to reset your as the index BOOKMAN if any problems occur Resetting Your BOOKMAN sssusss222 16 Book Card Care scissioni amaan aavu idamaa 16 Limited Warranty U S only nuunuu naama nananana 17 Vour Notes iii aaa daa aa oh lalia aema ae 18 Copyrights and Pat
16. ss time to match the clues This is for expert players 2 Press to select the level Selecting a Game With CrossWire you can test your trivia knowledge by playing up to 100 different games Note You may press at any time to exit a game and return to the Play Game Number screen The game number will be the same as the game you exited 1 Use T or J to select a game number You can also press the red key to increase the game number by one or you can type in the desired game number using the number keys To erase a game number press Back 2 Press to play the game 3 If you want you can end your game at any time by pressing the red key Press Y to go to the next game Press to keep playing Selecting a Category In each CrossWire round you must play three out of the four categories each of which are drawn from one of fifteen fields of knowledge Each field of knowledge is indicated by an abbreviation see Fields of Knowledge for the abbreviation list In the following example you will select the Sidekicks category the field of knowledge abbreviation POP stands for Pop Culture 1 Use T or Jt to highlight a category To see the field of knowledge name press 2 Press to play Once you have completed a category you will return to select another category The categories you have played will be italicized and no longer selectable Selecting a Category
17. time you in correctly match a pair of clues you will lose points Selecting a Skill Level Selecting a Game Selecting a Category Playing a Category CrossWire Tips Between Categories The HighWire Round Winning a Prize If you win 2500 points or more you will go on to the HighWire round In the HighWire round you will play only one category where you must match the eight correct pairs of clues be fore time runs out while avoiding the fake clues also called bombs If you can successfully match the clues you will win big points and fun prizes Selecting a Skill Level Before you can begin playing CrossWire you must choose one ofthree levels of difficulty Later you can change the skill level at any time by pressing and highlighting the Level menu The skill level changes the amount of time you have to match clues and it shuffles the categories into different game numbers So for example Game 1 will have different cat egories at the Challenging level than at the Leisurely level 1 Press T or 4 to highlight the desired level if necessary e Leisurelyis the easiest level You have more time to match the clues You may want to begin at this level e Challenging is the default level It is intended for intermediate players e Wired is the most challenging level You have le
18. und is completed Exits the selected book Turns BOOKMAN on or off Understanding the Color Keys The color keys red green yellow and blue perform the functions listed above only for the BOOKMAN book card described in this User s Guide Other books have their own color key functions which are labelled on their book cards and listed in their User s Guides For more information read Using the Color Keys BACK sk n m ne Go Kva gt Other Keys Backs up to the previous screen or erases numbers Selects a menu item or matches a game clue Shows help messages Matches a game clue Shows the category and field of knowledge for a round Direction Keys Changes the top clues moves in indicated direction or selects a game number Changes the bottom clues or moves in indicated direction Pages up or down JL Goes to the bottom of a page lt P Goes to the top of a page 0 9 Number Keys Type a game number to be played Usually found on the top row of letter keys Getting Started In this section you will learn how to install a book card and how to select a book once a book card has been installed You will be shown how to view a brief demonstration about the CrossWire Trivia Game Also you will be able to set the shutoff time and screen con trast from the Setup menu Installing a Book Card Selecting a Book Using the Color
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