home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
1,000 Game Manuals
/
1000gamemanuals.iso
/
Fairchild Channel F
/
07 Math Quiz II.TXT
< prev
next >
Wrap
Text File
|
1997-05-25
|
13KB
|
372 lines
INSTRUCTIONS FOR
VIDEOCART-7
CARTRIDGE GAMES
Exclusively for use with the Fairchild Video Entertainment System
=========
FAIRCHILD
=========
VIDEOCART is a trademark of Fairchild Camera and Instrument Corporation
On Your Mark
Get set and go with these two 1-player problem solving quizzes to sharpen your
Multiplication and Division skills.
Multiplication
Press RESET, then button 1. An S? will appear on the screen asking you if
you're ready to start. Press START to increase your Math skills. After
pressing START, the first problem will appear on the screen with two
question marks under the answer line.
3 5
x 7
----
0 0 ? ?
| | | |
----------------------
Number of -- 02 | | | | 01 ------- Number of
correct answers | | | | incorrect Answers
| | | |
1000's Digit ------------- | | ------------- 1's (Ones) Digit
| |
100's Digit --------------- --------------- 10's Digit
How the Hand Controller Works. Either hand controller will work with Math
Quiz, but only one player should solve problems at a time.
Twist Right -- to change the ones digit of your answer.
Twist Left -- to change the 10's digit of your answer.
Push Left -- to access the 100's and 1000's digits.
After pushing left,
Twist Right -- to change the 100's digit.
Twist Left -- to change the 1000's digit.
You can change the ones or 10's digit again by PUSHING RIGHT, then twisting
right or left. You can change any digit any time you are entering your
answer.
Push Down -- to enter your answer.
Pull Up -- for a new problem. New problems will appear only after you
have correctly solved the problem on the screen or the
computer has shown you how to solve the problem.
Scoring. If your answer is correct, "RIGHT" will appear on the screen and a
point will be added to the score in the lower left corner of the screen. This
is the number of problems you have solved correctly.
If your answer is wrong, "TRY AGAIN" will appear on the screen. You have one
more chance to solve the problem correctly and score a point.
If, after the second attempt to solve the problem, the answer is still
incorrect, Math Quiz will turn itself into a blackboard and show you how to
get the solution to the problem step by step. A point will be added to the
score in the lower right corner. This is the number of incorrect problems.
This score will show up after you pull up on the hand controller for a new
problem.
Division
Press RESET, then button 2. An S? will appear on the screen asking you if
you are ready to start. Press START to increase your division skills.
After pressing START, the first problem will appear on the screen with two
question marks under the answer line.
? ?
-------
4| 1 6
----------------------
Number of -- 12 06 ------- Number of
correct answers incorrect Answers
How the Hand Controller Works. Either hand controller will work with Math
Quiz, but only one player should solve problems at a time. The hand
controller actions for Subtraction are the same as for Addition. Review the
section on How the Hand Controller Works on the first page to see how it works
for subtraction.
Scoring. Scoring, like the hand controller, is the same as for Multiplication.
One point for each correct answer, one point for each incorrect answer. You
get two tries to correctly solve the problem before Math Quiz turns into a
blackboard and takes you through the problem step by step.
Puzzles and Activities
The following puzzles and activities will help you sharpen your arithmetic
skills. Play the game with friends and try making up some games of your
own.
Mathematical Chairs
This is a game for 2 or more players.
Rules:
1. Choose who is going to go first.
2. Each player then takes turns solving problems on the Math Quiz. He
continues to solve problems until he gets one wrong. Correct answers after
TRY AGAIN count.
3. When a player gets a problem wrong, he gives up the "mathematical chair"
to the next player.
4. Keep score for each player by pressing RESET between players.
5. The player with the most correct answers after everyone has been in the
"mathematical chair" wins.
For added variety, DO NOT press RESET between players. See how many problems
the group can get right. After the game has gone around once there should
only be as many wrong answers as there are players.
Up To 1000
This is a game for any number of players. It combines arithmetic skill with
blind luck!
Players take turn solving addition problems. For each correct problem, the
ANSWER is added to your score. The first one to get EXACTLY 1000 wins! If a
player goes over 1000, he presses RESET, then button 2 for subtraction and
subtracts his answers until he gets 1000. If he goes back down past 1000,
do addition problems again. Note: If one player is subtracting and the others
are still adding, be sure to press RESET and button 1 for addition between
players.
Star Gazer
Astronomy has always been a blend of skill and luck! Use your skill at
arithmetic combined with your luck to see which "astronomer" can discover the
most stars.
Rules:
1. Each player draws twenty stars, planets, rockets, and moons on a sheet of
paper. Inside each shape write a single digit number from 1 to 0. A player
may write the same number any amount of times or may omit any numbers just as
long as each shape contains one single digit number.
2. Flip a coin to see who goes first and solve the problems on Math Quiz.
3. If you get an answer right, find a star that matches each digit in your
answer and color it in. For example, if the problem is
23
+53
---
??
and you correctly answer 76, you would find a star or planet marked 7 and one
marked 6 and color them in. If you only have one that's all you color.
Correct answers after TRY AGAIN do not count.
4. You can only use shapes once. If you cannot find an empty star or planet
for one of your digits, you cannot color any shape in.
5. The astronomer who discovers all of his or her shapes first -- wins the
"Nobel Prize."
Hang Math
Play Hang Math the same way you would play hangman. Draw a simple gallows.
For each wrong answer, draw a part of the body. "TRY AGAIN" counts as a
wrong answer.
Scoring:
Head -- 1st wrong answer
Body -- 2nd wrong answer
Arms -- 3rd and 4th wrong answer for each arm
Hands -- 5th and 6th wrong answer for each hand
Legs -- 7th and 8th wrong answer for each leg
The person who completes a body first loses and is out of the game.
Note: For longer games, eyes nose, mouth, fingers and toes can be added.
A-maze-ing Math
*******************************
Start * * * *
*** ******* * * * * ***** *
* * * * * * * * *
* * ***** * ********* * * * ***
* * * * * * * * * Finish
* * *** * *** ***** * * *******
* * * * * * * * * *
* *** * ******* *** * *** * * *
* * * * * * * * * * *
* * * * ******* * ***** * * * *
* * * * * * * * * *
*** *** ***** * * * ******* * *
* * * * * * * * * *
* ***** * * * * *** *** * * ***
* * * * * * * * *
* * ******* * * ******* * *** *
* * * * * * * * *
* *** * * *** * * * *** * * ***
* * * * * * * * * * * *
* * *** *** ******* * * * *** *
* * * * * * * * * * *
* * *** * * *** ***** * * * ***
* * * * * * * * * *
* ***** * *** *** * *** * * * *
* * * * * * * * *
*** *** * ******* *** *** * * *
* * * * * * * * * * *
* *** * *** *** ***** ***** * *
* * * *
*******************************
Play Math Maze with a friend. Flip a coin to see who goes first and take
turns answering problems. If you get the problem correct (TRY AGAIN
doesn't count) and your correct answer is less than 10, move that many
spaces through the maze. If your correct answer is greater than 10, RESOLVE
your answer (that is, add the digits of your answer together to get a final
answer) and move that many spaces. If your resolved answer is still greater
than 10, resolve it again until your final answer is less than 10. For
example, if your problem is
06
+02
---
??
and you correctly answer 8, move 8 spaces through the maze. If your problem
is
12
+24
---
??
and you correctly answer 36, resolve this answer by adding 3+6 and move 9
spaces. If your problem is
24
+25
---
??
and you correctly answer 59, resolving this answer by adding 5+9 to get 14.
Since this is still greater than 10, resolve it again by adding 1+4 and move
5 spaces.
Rules:
1. Move as many spaces through the maze as your answer or resolved answer.
2. If you are at a dead end and you haven't used up your number of spaces,
you can back out of the dead end with the spaces you haven't used up.
3. You do not have to finish with the exact number of spaces. First one out
wins!
4. You can move any direction possible at any time during your turn.
5. Remember, there is more than one way to get through the maze!
Hint: Trace the maze so it can be used over or make up your own!!
Digital Dots
Play digital dots with a friend.
Rules:
1. Draw 20 rows of dots with 20 dots in a row. Making sure the dots in the
rows line up to form a grid.
2. Take turns answering problems.
3. For each correct answer, connect any two dots from side to side or up and
down. DO NOT CONNECT DIAGONALLY.
4. If your answer is wrong, your opponent gets to draw two connecting lines.
5. Put your initial in each box you complete. The player with the most
initialed squares is the winner.
Math Battle
Play Math-Battle with two or more players. Each player draws 10 vertical
columns with 10 horizontal rows. This grid is called a matrix. Number each
column starting at the left and each row starting at the bottom with 1 through
10. The square where a column and a row cross is called an intersect. Each
player has 5 Destroyers, worth 1 point (see play section); 4 Battle Ships,
worth 2 points; 3 P.T. Boats worth 3 points; 2 Submarines worth 4 points; and
1 Carrier worth 5 points. These ships are positioned on your secret battle
matrix one ship to an intersect (15 ships in all) by putting a "B" for Battle
Ship and "S" for Submarine, etc., in the appropriate squares.
Play:
1. Choose who is to start.
2. Solve the Math-Quiz you have chosen -- answers after TRY AGAIN count.
3. When you answer a problem correctly which has a one digit solution play as
follows:
23
-21
---
02
You have just one hit on coordinates 0,2 or 2,0 (0 is 10).
Note: The first number is always the column and the 2nd number is always the
row.
When you answer a problem correctly which has a two digit solution--play is as
follows:
23
+13
---
36
You have just scored two hits on coordinates 3,6 and 6,3. If anyone, except
you, has a ship in those intersects it is destroyed and you have scored the
total appropriate points for yourself. (Points are kept tract of only if there
are 3 or more players.)
When you answer a three digit problem correctly, for example:
89
+34
---
123
You have just scored three hits on any 3 coordinate intersections made up of
any 3 combinations of your answer. For example: (1,2 ; 2,1 and 3,2) or
(2,3 ; 1,3 and 2,1) and so forth.
Scoring:
If you are playing a two player game the one who destroys all of his opponent's
ships wins. If you are playing with 3 or more players the player with the
most points wins even though he may NOT be the last one left.
Hints: Always mark down your shots on your secret battle matrix so you always
know which coordinates you have fired upon.
Have Fun
If you have any questions about this Videocart(TM)* cartridge or your Video
Entertainment System, call the toll free numbers in the back of your console
instruction booklet.
Other exciting Videocart cartridges are available from Fairchild Consumer
Products. See them at your Fairchild dealers, or for more information, write:
Fairchild Consumer Products
4001 Miranda Avenue
Palo Alto, CA 94304
*VIDEOCART is a trademark of Fairchild Camera and Instrument Corporation
Copyright (C)1977 Made in Singapore Printed in U.S.A.