8K Electronic Organizer
(650-0725)                  Games                      Faxback Doc. #35817


PLAYING MATCH-MAKER

Match-Maker tells how compatible you are with someone, base on your birth
dates.

1.   To select Match-Maker, choose MATCH-MAKER from the menu and press
     ENTER.  BIRTHDAY? appears.

2.   Enter your birthday and press ENTER.  PARTNER? appears.

     NOTE:  

     Be sure that you enter birthdays in the same format you selected for
     the date in the time display - either month-day-year or day-month-
     year.  (See "Setting/Viewing the Date and Time".

     Whenever you enter numbers, always press the letter key just to the
     lower right of the number you want to enter.

     To enter a single digit, press 0 first.  The cursor moves to the next
     space.  For example, to enter the fifth month of the year (May),
     press 0 then 5.

     Enter the last two digits of the year for the year.

     If you enter invalid digits (for example, 32 for the day), the
     organizer flashes the first digit again after you enter the setting.

3.   Enter the other person's birthday, then press ENTER.

     PLS WAIT appears, then your compatibility level appears, shown by
     hearts as well as a number.

The more hearts you get (up to 10) or the bigger the number (up to 100),
the more compatible you are with your partner.


PLAYING FORTUNE-TELLER

The organizer predicts your level of good fortune on a certain day.

1.   Select the Fortune-Teller by choosing FORTUNE-TELLER, then press
     ENTER.  BIRTHDAY? appears.

2.   Enter your birthday and press ENTER.  DATE? appears.

     NOTES:

     Be sure that you enter birthdays in the same format you selected for
     the date in the time display - either month-day-year or day-month-
     year.  (See "Setting/Viewing the Date and Time).

     Whenever you enter numbers, always press the letter key just to the
     lower right of the number you want to enter.

     To enter a single digit, press 0 first.  The cursor moves to the next 
     space.  For example, to enter the fifth month of the year (May),
     press 0 then 5. 

     Enter the last two digits of the year for the year.

     If you enter invalid digits (for example, 32 for the day), the
     organizer flashes the first digit again after you enter the setting.

3.   Enter the date for when you want to check your fortune, and press
     ENTER.

     PLS WAIT appears, then your fortune level appears, shown by stars
     (asterisks) as well as a number.

The more stars you get (up to 10) or the bigger the number (up to 100),
the luckier you will be on that date.


PLAYING TETRIS

OBJECT OF THE GAME

The object of the Tetris game is to position bricks so they form a
completely filled line across the display without any blank spaces.

A group of four bricks falls down one after another.  

You can move a group to the left or right, and you can rotate it
(clockwise or counterclockwise) while it is falling.

If you completely fill a line, the line flashes and then disappears.  The
more lines you complete with one falling group of bricks, the more points
you can earn.  (See "Scoring").

If you do not complete a line, the line does not disappears and the stack
of bricks on the display gets higher.  This makes the game more difficult.

The game holds 18 lines of bricks.  When the stack goes higher than the
18th line, the game ends and the display briefly turns black.

SETTING THE LEVEL

Before you start playing, you can make the game more difficult by
increasing the level of difficulty.  The higher the level, the faster the
bricks fall down.  That means you have less time to position the falling
bricks.

1.  Choose TETRIS from the menu and press ENTER.

2.   Select the level of difficulty from L00 to L09 by repeatedly pressing
     /\ or \/ until the level number you want appears on the display.

PLAYING THE GAME

1.   Choose TETRIS form the menu and press ENTER.  

     NOTE:  The score showing is the top score (Hall of Fame) played so
            far on the organizer.

2.   Rotate the organizer a quarter turn clockwise (to the right) to play
     the game.

     NOTE:  The arrows and the descriptions on this page assume that you
            turned your organizer as indicated in Step 2. 

3.   Press /\.  A group of bricks begins falling from the top of the
     display.  The shape of the next group appears in the top right corner
     of the display so you can plan where to position your current and
     future bricks.

4.   While a group of bricks falls, press the control buttons as needed to
     move the bricks to the position you desire.

     > - turns the group clockwise

     < - turns the group counterclockwise

     ENTER - moves the group to the left

     Face Button - moves the group to the right

     \/ - moves the group down faster 

     /\ - temporarily stops the group from falling.  Press /\ again to
          resume play

When the game is over, the display briefly turns black.

Press /\ to start a new game or ON/OFF to turn off the organizer.  If you
do not press a button within about 2 minutes, the organizer automatically
turns off.


SCORING

Level      1 Line      2 Lines      3 Lines      4 Lines

  0          4           10           30           120
  1          8           20           60           240
  2          12          30           90           360
  3          16          40           120          480
  4          20          50           150          600
  5          24          60           180          720
  6          28          70           210          840
  7          32          80           240          960
  8          36          90           270          1080
  9          40          100          300          1200


PLAYING SEA BATTLE

The Sea Battle game lets you be a fleet commander and wage a sea battle
against a friend who has another 8K Electronic Organizer.  You place your
ships somewhere in the ocean and fire torpedoes to destroy your opponent's
ships.  You can use radar to detect the location of your opponent's ships. 
Also, you can easily view your hits and misses on the display.

NOTE:  When you play the Sea Battle game, your organizer does not
       automatically turn off.

OBJECT OF THE GAME

The object of the game is to sink all of your opponent's ships before they
sink yours.

GETTING STARTED 

First, set up two organizers for infrared beam communication by following
these steps.

1.   Point the two organizers at each other and be sure they are within
     15-20 feet of each other.

2.   Open the covers of the two organizers.  Press down on the small
     yellow tabs so they rest against the keypad of each organizer.  This
     holds the covers in the correct position for playing Sea Battle.

3.   Press ON/OFF to turn on the organizers.

4.   Choose SEA BATTLE from the menu and press ENTER.  

NOTE:  When playing SEA BATTLE, both organizers use more power than with
       other functions.  To conserve battery power, do not leave
       organizers in this function unless you are playing the game.  Also,
       use fresh batteries.  Old or weak batteries decrease the distance
       you can have between the two organizers.


POSITIONING YOUR SHIPS

Decide between the two of you who will go first.  After both organizers
enter the SEA BATTLE function, the first player presses ENTER.

The target grid is located on the right side of each display with 10 x 10
squares.  You use this target grid to position your battleships and to
locate your opponent's battleships.

The first player positions his/her ships first.  To position the ships,
press > then the control buttons as needed to move them to the position
you desire.

> - moves the ship to the right

< - moves the ship to the left

\/ - moves the ship down

/\ - moves the ship up

Face Button - rotates the ship 90 degrees clockwise

Then press ENTER to confirm the position.  The second ship flashes. 
Repeat this process for the other four ships.

After the first player has positioned all his/her ships, the target grid
appears on the display of the second player's organizer.  The second
player uses the same method to position his/her ships.


FIGHTING THE BATTLE

After both players have positioned their ships, the game starts.

Repeatedly press \/, /\, <, or > to move the flashing block to the area
you want to hit.  Then press ENTER to launch your "torpedo".

A melody plays if your torpedo misses the target.

Any hits made on your ships are shown by each block that flashes so you
can see what is left of your fleet.

If you hit your opponent's ship, a display appears and a melody plays.

As with misses, this display includes the positions and status of your own
ships.

Then, it is your turn to select the next target area.

Each target you fire upon, whether a hit or a miss, appears on the target
grid as a block.  With this information in front of you, you can plan your
shots and avoid firing on the same targets again.

NOTES:

     To help you plan your next move, press SPACE to see only your
     successful hits on the target grid.

     Press SPACE again to return to the screen that shows all targets you
     have fired upon.

     To check on your own ships, press SHIFT.

     Your ships appear on the left side of the display, while the target
     grid disappears.  One block flashes for each hit on your ships.

     Press SHIFT again to return to the grid that shows all targets you
     have fired upon.

     To launch another torpedo, repeatedly press /\, \/, < or > to move
     the flashing block to the desired target area and press ENTER.

     To sink a ship, all blocks representing that ship must be hit.  When
     all ships on either side are destroyed, the game is over.

     Press ENTER to begin a new game.


DETECTING YOUR OPPONENT'S SHIPS

If you cannot see to find any of your opponent's ships, you have the
option of using the "radar" to detect your opponent's ships within a 3 x 3
square area.  This counts as one of your turns.

To see if your opponent's ships are in a 9 square area, select a square
then press the Face Button.  If any of your opponent's ships are in the 9
squares of the detection zone, the zone flashes while the "hit" melody
plays.

After you use the radar, whether a ship was found or not, it is your
opponent's turn to play.


COMMUNICATION FAILURE

If nothing happens when you press a button, or if the displays has XX in
place of a score, the two organizers are not communicating.

When this happens:

     Check if an object blocks the path between the two organizers.  If it
     does, remove it and press ENTER.

     Point the organizers at each other again, then press ENTER.

     Press MENU then ENTER on both organizers to start from the beginning 
     of the SEA BATTLE game.

     The batteries might be too weak.  Reduce the distance between the two
     organizers and start again, or replace the old batteries with fresh
     ones.


USING THE INFRARED BEAM

Set up two organizers for infrared beam communication by following these
steps.

1.   Point the two organizers at each other and be sure they are within
     15-20 feet of each other.

2.   Open the covers of the two organizers.  Press down on the small
     yellow tabs so they rest against the keypad of each organizer.  This
     holds the covers in the correct position for using infrared beam
     communication.

3.   Press ON/OFF to turn on the organizers.


TRANSFERRING MESSAGES

1.   Choose the INFRARED BEAM in the menu and press ENTER.  MESSAGE? 
     appears on both displays.

     NOTE:  When using the infrared beam, both organizers use more power
            than in other functions.  To conserve battery power, do not
            leave organizers in this function unless you are 
            communicating.  Also, use fresh batteries.  Old or weak 
            batteries decrease the distance you can have between the two
            organizers.

2.   Type your message (up to 64 characters).  Then press SHIFT /\.  PLS
     WAIT appears on the receiving unit followed by your message.

NOTES:

     To send a message from the receiving unit, press DELETE.  Then repeat
     Step 2.

     To send another message from the sending unit, first press DELETE on
     both units, then repeat Step 2.


TRANSFERRING TELEPHONE RECORDS

1.   On the receiving unit, choose INFRARED BEAM in the menu and press
     ENTER.  MESSAGE? appears on the display.

2.   On the sending unit, choose PHONE DIRECTORY in the menu and press
     ENTER.  SEARCH appears on the display.

3.   Recall the phone record you want to send.  Then press SHIFT /\.

     PLS WAIT appears on the receiving unit.  Then the receiving unit
     automatically enters the phone directory and the telephone record you
     sent appears on the display.  The receiving unit automatically stores
     that telephone record.  

YO/rg 11/26/96

Privacy Policy