User manual LEXIBOOK THE SPIDER-MAN COMPUTER

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Manual abstract: user guide LEXIBOOK THE SPIDER-MAN COMPUTER

Detailed instructions for use are in the User's Guide.

[. . . ] SUMMARY INTRODUCTION POWER SOURCE START UP KEYBOARD HOW TO PLAY Selecting an activity Moving to a different activity Levels Playing modes Scores LEDs ACTIVITIES Summary table of activities Games Mission Agenda Music Box MAINTENANCE WARRANTY 1 1 2 2 3 3 3 3 4 4 4 5 5 5 8 8 8 8 8 The Spider-Man Computer JC250SPGB INTRODUCTION Hi!Welcome to the world of Lexibook Junior!We would like to thank you for choosing Lexibook Junior's Spider-Man Computer. This instruction manual will help you to understand how to play all the activities included in your new Spider-Man Computer. [. . . ] 2-player mode The player who thinks he/she has found the correct answer must press quickly his/her own key, that is to say PLAYER 1 or PLAYER 2. The game will indicate the number of the faster player, who therefore will have the first chance to answer. o If the answer is correct, the player will be awarded 20 points. o However, if the answer is not the right one or if the player takes longer than 3 seconds to answer, the game will display the symbol of the other player, who should now be able to provide his/her answer. o If the answer is correct, the player will be awarded 10 points. o If the answer is not the right one, the game will display the correct answer and none of the players will score any points. NOTE: while in 2-player mode, as long as none of the players has yet pressed his/her own key, you can press on ANSWER in order to display it (once any of the players has pressed his/her own key, it will no longer be possible to use ANSWER). LEDs The LEDs located to the right of the screen will guide you throughout the game. During the activities, the LEDs will light one at the time to indicate the number of questions already asked (remember that each game is made up of 5 questions). However, while in MISSION mode you will be asked 10 questions. This time a set of fixed and flashing lights will enable you to see your progress. In any case, a fun set of lights will reward you every time you provide the right answers. ACTIVITIES SUMMARY TABLE OF ACTIVITIES Code 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 Name Flash Word Scramble Word Missing Letter Synonyms Homonyms Anagrams Plural Letter Blaster Flip Flop Hangman Letter Invasion Flash Number Addition Subtraction Multiplication Division Matching Shapes Pairs Comparison Sparrowhawk Target Number Syllable Hunt English-French French-English Level(s) 1 1 1 1 1 1 1 1 1 1 1 1-2-3 1-2-3 1-2-3 1-2-3 1-2-3 1 1-2-3 1-2-3 1 1-2-3 1 1 1 Playing mode 1 player 1 or 2 players 1 or 2 players 1 or 2 players 1 or 2 players 1 or 2 players 1 or 2 players 1 player 1 player 1 player 1 player 1 player 1 or 2 players 1 or 2 players 1 or 2 players 1 or 2 players 1 player 1 player 1 or 2 players 1 player 1 player 1 player 1 player 1 player Help Yes Yes No Yes Yes Yes No No No No No No No No No No No No No No No No Yes Yes Answer Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes Yes Yes Yes Yes No Yes No Yes Yes Yes Yes OTHER PLAYING MODES - Mission - Music Box: Piano, Juke Box, Follow Me - Agenda 1 FLASH WORD A word will appear briefly on the screen. Retype the word from memory without making any mistakes, and then press on . 2 SCRAMBLE WORD The letters from a word have been jumbled together. Think of the right order for the letters, retype the word correctly and press on . 3 MISSING LETTER The screen will show a word with a letter missing. 5 4 4 SYNONYMS A word will appear on the screen. Find a synonym for this word, that is to say a word having the same meaning. 5 HOMONYMS A word will appear on the screen. Find a homonym for this word, that is to say. a word that is pronounced as the word being shown but that is spelt differently. 6 ANAGRAMS A word will appear on the screen. [. . . ] Use the arrow keys "UP" and "DOWN" to select an activity, and then press on ENTER to confirm your selection. I Piano: With this activity, you will be able to play any song you have composed. Use the musical keys located on the first line of letters of your keyboard (the notes range from a low C to a high E). II Jukebox: In this activity the toy will present you with a menu made up of 3 icons, which represent 3 well-known songs. [. . . ]

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