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
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