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PLAY MODE

The 10 games are divided into the 4 Brain Areas of LOGIC, 

RECALL, SPATIAL and CREATIVE. Practice them in Play Mode 

for as long as you want before testing yourself. To play a 

game, select PLAY from the OPTIONS Screen. Choose a Brain 

Area, then press 

 to access the Game Menu. Press 

 to 

choose a game. When the HELP screen appears, press 

 to 

start the game. After Brainy’s 3-2-1 countdown, the game 

begins. There are 3 games in each Brain Area except for 

CREATIVE, which has one. 
At the end of each game, you can choose either to play again 

or to quit. Quitting takes you to the Game Menu for that Brain 

Area. To back up to the Brain Area Screens, press MENU.

LOGIC

GAMES

SUDOKU

PYRAMATH

HANGMAN

RECALL

GAMES

DIAL-A-

PHONE

BRAIN 

MOVES

OPTIX

SPATIAL 

GAMES

TILT-A-MAZE

SHAPE 

MATCH

AVOIDING

CREATIVE

GAME

BRAIN DUMP

LOGIC GAMES

SUDOKU

THE GOAL:

 Place the correct numbers from 1 to 6 

in each 6-space grid. There can be no more than 

one of each number in every column, row and grid.

THE TIME & POINTS: 

It’s a 4-minute game. Points 

are awarded for each properly-placed number. 

THE PLAY: 

The flashing cursor indicates your position. Use the 

ARROW buttons to move around the screen.

CLUE

 numbers are fixed and appear in the shaded blocks. 

Enter numbers in the unshaded blocks. To do this, move the 

cursor to the block you wish to fill, press 

 , then press the 

NUMBER button of your choice. Press the ARROW buttons to 

move to a new target block and continue to enter numbers.
To delete a number, move the cursor to its block and press 

X. Then press 

 and the NUMBER button of your choice to 

replace it.

Solving a puzzle:

 

If you complete a whole screen correctly, 

a big check mark appears. Then a new puzzle starts. When 

time’s up, see the END OF GAME screen with your scores.

PYRAMATH

THE GOAL: 

Use mental math to calculate and 

input the (?) at the top of the pyramid from the 

symbols and numbers below it.

THE TIME & POINTS: 

It’s a 2 -minute game. 

Points are awarded for how many correct answers 

you make.

THE PLAY: 

There are 2 important points to remember:

1) 

The math symbol (

x, +, -

) above a pair of numbers tells 

you which math process (add, subtract, multiply) you should 

use to answer a “?”.

2) 

Check the top of the pyramid first. If the “?” at the top is 

the only “?”, you only need to calculate the answer in the 

pyramid. If there are more “?”s below the top one, you’ll 

need to start your calculations in the bottom bar. See the 

examples below.

Press the NUMBER buttons on the keypad to input the 

answers. Make a mistake? No problem! Press X to delete it. 

Enter a new number, then press 

 to lock it in.

Solving a puzzle: 

A big check mark appears for correct 

answers; a flashing screen for incorrect ones. In either case 

a new puzzle comes up. When time’s up, see the END OF 

GAME screen with your scores.

HANGMAN

THE GOAL: 

Guess as many words as you can 

correctly before the entire Hangman appears on 

the screen.

THE TIME & POINTS: 

It’s a 2-minute game. Points 

are awarded for each word guessed properly. 

THE PLAY: 

The word to be guessed is missing letters, shown 

by a dash or dashes. The correct letters must be placed in the 

dashes.
Choose a letter to guess by pressing the up or down ARROW 

buttons to scroll through the alphabet. Press 

 to select 

your letter. Correctly guessed letters appear in the word to 

complete it. Incorrect guesses build a part of the Hangman.
The list of incorrectly guessed letters is tracked in the gray 

panel. If you guess a letter that already appears in the word, 

it will also appear in the gray panel, but in a white square. 

And it won’t count against you. 

Solving a puzzle: 

A big check mark appears when you 

correctly guess a word. Then a new Hangman puzzle starts. 

If the word is not guessed within 2 minutes, a new puzzle will 

begin. When time’s up, see the END OF GAME screen with 

your scores.  

RECALL GAMES

DIAL-A-PHONE

THE GOAL: 

To remember the missing numbers in 

a 7-digit phone number.

THE TIME & POINTS: 

It’s a 2 

1

/

2

-minute game. 

Points are awarded for each phone number you 

remember correctly.

THE PLAY: 

A 7-digit phone number appears on the screen, 

as shown to the left. Memorize it, then press 

. A second 

screen appears with some digits missing. Fill them in by 

pressing the number buttons. Made an error? Easy fix! Just 

press X to delete it and press another number button to 

replace it. 

IMPORTANT: Once the last number is entered, no 

changes can be made.

If you complete a phone number correctly, you’ll see a big 

check mark and hear a ring tone; if you made an error, you’ll 

get a busy tone. In either case, a new number will appear on 

the screen. When time’s up, see the END OF GAME screen 

with your scores.

BRAIN MOVES

THE GOAL:

 Repeat a sequence of numbers  

and moves.

THE TIME & POINTS: 

It’s a 1-minute game 

(excluding Brainy’s moves). Points are awarded for 

correctly repeating each sequence.

THE PLAY: 

After Brainy moves around the screen, try to repeat 

his sequence of moves by pressing the ARROW buttons. Also 

remember and repeat in sequence any numbers he’s think-

ing of as he moves, by pressing the NUMBER buttons. 

Note:

 

Brainy floats up after making his moves. Do not count this as 

a move!
To change an input, press X to delete it. 

IMPORTANT: 

The 

last move or number you input cannot be changed.

If you correctly repeat a sequence, a big check mark appears; 

if you’re not correct, the screen flashes. In either case, a new 

sequence appears. When time’s up, see the END OF GAME 

screen with your scores.

OPTIX

THE GOAL: 

Identify each new symbol that appears 

on the screen.

THE LIVES & POINTS: 

There’s no ticking clock in 

this game. You have 3 Lives (shown in the bottom 

bar), and the game ends after you’ve lost them 

all. Points are awarded for the largest number of 

correct responses in a row. 

THE PLAY: 

Watch the screen carefully as each new symbol 

appears. It starts out easy with just one, but correctly 

identified symbols remain on the screen, so the pattern 

builds steadily with each correct response.
Move the square around the screen by pressing the ARROW 

buttons. Once the cursor is on top of the new symbol, select 

it by pressing 

. If your response is correct, the screen 

changes and adds a new symbol for you to identify; if you’re 

incorrect, the screen flashes, a new sequence begins, and you 

lose a Life. The bar at the bottom tracks your Lives with 

+

 

signs. When you make 3 incorrect responses, your 3rd Life is 

over and the END OF GAME screen appears with your scores.

SPATIAL GAMES

TILT-A-MAZE

THE GOAL: 

Guide a ball through as many mazes 

as you can by using Tilt Sensors.

THE TIME & POINTS:

 It’s a 2-minute game. Points 

are awarded for the distance your ball travels 

through the mazes. 

THE PLAY: 

No buttons to press in this game because of the 

TILT SENSOR technology. Tilt the game up, down, left and 

right to guide your ball through the maze and to an exit.
In the tilt sensor games you may use the ARROW buttons  

rather than tilting the game if you prefer; but they’re all 

meant to be played by tilting.

Reverse tilt: 

After you complete the first maze, the game will 

enter a challenging 

reverse

 tilt. In this alternate universe, black 

is white, up is down and left is right, so you must tilt the unit 

in the opposite direction you want the ball to move in. The 

screens alternate between regular play and reverse play.

Scoring: 

Try to complete as many mazes as you can before 

time runs out. Remember, you are awarded points for the 

distance your ball travels. Finishing more mazes means 

winning more points. When time’s up, the END OF GAME 

screen appears with your scores.

SHAPE MATCH

THE GOAL:

 Direct the falling shapes to their 

matching shapes below.

THE TIME & POINTS: 

It’s a 2-minute game. Points 

are awarded for the number of correct matches.

THE PLAY:

 No buttons to push because of the 

innovative TILT SENSOR technology. Just tilt the 

game left or right to line up each shape as it falls. Then tilt 

down (but not too far) to speed the shape to its match.
Keep guiding the falling shapes to meet their matches. A big 

check mark appears each time you get a match; if you make 

an error, the screen will flash. Keep playing until time runs 

out and the END OF GAME screen appears with your scores.

AVOIDING

THE GOAL: 

Avoid falling bars that come at you 

from all sides by using the Tilt Sensors.

THE LIVES & POINTS: 

You have 3 Lives in this 

game of dodge’em. The longer you avoid getting 

hit, the more points you’ll score. No ticking clock. 

The game is over when you lose your third Life.

THE PLAY: 

No buttons to press in this game because of the 

TILT SENSOR technology. Tilt the game up, down, left and 

right to keep your ball from getting hit by the bars.

Reverse play: 

The longer you avoid the bars, the more bars 

will appear. If you survive long enough, the game will enter 

a challenging reverse play skill level for a limited time, where 

you must tilt the game in the opposite direction from the 

one you want to move in. 

Scoring: 

When you lose a Life, the screen will flash. Play 

continues as above, as you dodge the bars to stay alive. The 

longer you survive, the more points you’ll score. After you 

lose your 3rd Life the game is over, and the END OF GAME 

screen appears with your scores.

CREATIVITY ACTIVITY

BRAIN DUMP

THE GOAL: 

Try to think up as many creative uses 

for an object as you can. 

THE TIME: 

It’s a 2-minute activity. The purpose of 

this exercise is to train your brain to think creatively 

rather than logically. No points are awarded, so 

BRAIN DUMP does not affect your score. Judge your 

own output, then try to beat your count each time you play.

THE PLAY: 

When the question “How many uses can you 

think of for a…” appears on the screen, get ready to “text 

in” your answers using the letter keys on the keypad. It’s like 

entering a text message on a cell phone. Don’t worry about 

spelling, but your entries should have 3 letters or more.
For example, if the object is STONE, you may think of a 

statue, a doorstop, a paper weight, a hopscotch marker, and 

more. Enter each answer by pressing the LETTER buttons. To 

leave a space, press “0.”  To delete a letter, press X. Be sure 

to lock in your answer by pressing the 

 button after every 

entry. When you do this, MYQ will automatically keep track 

of your “uses.”

GOOD ANSWER/BAD ANSWER:

 

You’re the judge, but try to 

give as many valid answers as you can. 

In this example there’s 

only one “?”, so just 

calculate the 42 

mentally in the pyramid.

In this example there are 

two “?”s, so you must 

mentally calculate from 

the bottom up!

=

 14

14 

=

 11

42 

=

 46

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