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MASTER
MERLIN
Nine ALL NEW Challenging Games
Meet MASTER MERLIN, a remarkably intelligent
electronic wizard—and a fun-filled playmate!
The MASTER MERLIN electronic game unit has
9 games, with different skill levels that provide
ever-increasing challenge.
Try your skills in these exciting games:
1. THREE SHELLS (1 player). Is the hand of
MASTER MERLIN quicker than the eye? There's
a “pea” (blinking light) hidden under one of three
“shells” (lights). Watch carefully as MASTER
MERLIN shuffles them. When they stop moving,
guess which one holds the pea!
2. HI/LO (1 player). MASTER MERLIN is thinking
of a number from 0 to 99. Take a quess—MASTER
MERLIN will tell you if your guess is higher or
lower than the secret number. Use the HI/LO clues
to help you find the number.
3. MATCH IT (1 or 2 players). MASTER MERLIN
has hidden some unique symbols. Find them,
remember where they are, and match them! Or try
to match more symbols than your opponent can!
4. HIT OR MISS (1 or 2 players). Locate and
destroy the ships MASTER MERLIN has hidden in
as few “shots” as possible. Or find and destroy
your opponent's ships before he or she destroys
yours!
5. PAIR OFF (1 or 2 players). Can your number
beat your opponent's? Compete against MASTER
MERLIN or another player to try to win more high
numbers. You'll need lots of strategy—and a little
bit of luck!
6. TEMPO (1 player). Compose your own tunes,
then have MASTER MERLIN play them back.
Use a unique feature—a button that holds notes—
to create an endless variety of music!
7. MUSICAL LADDER (1 player). Go up and down
the musical scale, trying to turn out groups of lights
as quickly as MASTER MERLIN flashes them!
Who will win this fast-moving, musical tug-of-war—
you or MASTER MERLIN?
8. PATTERNS (1 or 2 players). Look at a pattern
of lights, then try to find it from among the others
MASTER MERLIN shows you. Compete against
an opponent and play at different skill levels to
increase the challenge and the pace!
9. HOT POTATO (2 or more players). MASTER
MERLIN has chosen a number from 0 to 99—
and it's the “hot potato!” Try to get someone else
to guess it!
TECHNICAL INFORMATION
ABOUT MASTER MERLIN
Before playing, please read this section
carefully.
1.
PROPER CARE. MASTER MERLIN is made of
many delicate electronic parts. To ensure proper
operation:
2.
* Never take MASTER MERLIN apart.
* Don't drop, jolt, or get MASTER MERLIN wet.
* Don't use a pen or pencil to press the but-
tons; use your fingers only
Press the buttons lightly; pressing hard can
damage MASTER MERLIN.
BATTERIES. MASTER MERLIN can be made
completely portable with the use of batteries. To do
this, you'll need 6 AA-size batteries. We strongly
recommend that you use only alkaline batteries, as
they will last much longer than regular carbon
batteries.
3. BATTERY INSTALLATION
a. Remove the battery cover, located on the bot-
tom of the game. To do so, place both thumbs in
the middle and, pressing down, slide the cover
forward about % of an inch. Then lift the top of
the cover toward you.
b. Be sure that each of the silver battery clips is
pushed ali the way down.
c. Install the batteries, alternating positive (+)
and negative (—) posts as shown on the floor of
the battery compartment.
d. Replace the cover. To do so, do not try to slide
it back in. First, hold the game so the speaker
section is pointing away from you. Then hold
the battery cover—print side up—so the word
MASTER MERLIN is at the top. Lay the cover
on the top of the compartment so that the 6 tabs
fall into their slots.
e. Press your thumbs down on the middle of the
cover and slide it back into place.
TO TURN THE GAME ON, SLIDE THE SMALL
BLACK SWITCH DOWNWARD. AFTER A
SLIGHT DELAY, MASTER MERLIN WILL
GREET YOU WITH LIGHT AND SOUND.
4, SIGNS OF WEAK BATTERIES. Batteries eventu-
ally have to be replaced. Any one of the following
signs will indicate the need for new batteries:
* No lights flash when you turn MASTER
MERLIN on.
* All of the lights shine steady when you turn
MASTER MERLIN on.
* As you play, you hear a continuous sound.
* As you play, the keyboard doesn't respond as
it should.
If you ever find that MASTER MERLIN is not work-
ing properly, you probably need new batteries. If
any of these problems occur with new batteries,
check to make sure that you've installed them
correctly.
5. AC ADAPTOR. MASTER MERLIN will operate
on house current with most AC Adaptors which
meet the following specifications:
Nominal: 8.0 volt DC @ 125 milliamps
Maximum: 9.5 volt DC @ 150 milliamps
Minimum: 7.5 voit DC @ 100 milliamps
However, since AC Adaptors may vary in perform-
ance, we recommend bringing your MASTER
MERLIN to a store to test the AC Adaptor before
you buy it.
3
If you have difficulty finding an acceptable AC
Adaptor, you may order one from Parker Brothers
by sending a check or money order for $8.95 to:
Parker Brothers, PO. Box:609, Salem, MA 01970
OR using the convenient order form provided.
6. RADIO FREQUENCY INTERFERENCE Since
MASTER MERLIN uses radio frequency energy it
may cause interference to radio, television, or CB
radio reception. MASTER MERLIN, however, has
been tested and is found to comply with the appro-
priate provisions of FCC Rules designed to provide
reasonable protection against such interference.
If you should have this problem, move the game
away from the affected receiver. If the game is
being used with an AC adaptor, move the plug to a
different outlet so that the game and the affected
receiver are on different circuits.
Playing Notes:
1. You'll see a number in each keyboard square.
These are the numbers you’ll use when you play
with MASTER MERLIN.
2.Some games have only 1 skill level, but most
games have 2 or more. The skiff fevefs represent
the different levels of challenge at which you
can play. Depending on the game, the skill levels
can increase the speed of the game or the difficulty
of it. Start at skill level 1 to become familiar with
a game before trying other skill levels.
3. You can see your score—and your opponent’s—
at any time during a game. Press the SCORE
button. MASTER MERLIN will light the buttons for
the number you've scored.
a. If the number you scored is less than 10,
you'll see a solid set of lights. EXAMPLE: Let's
say your score is 9. MASTER MERLIN will light
buttons #1 through #9 simultaneously.
b. If the number you scored is greater than 10,
you'll see 2 sets of lights: a blinking set for the
first digit of your score, then a solid set for the
second digit. EXAMPLE: Let's say your score is
12. MASTER MERLIN will blink the #1 button for
the “1,” then light buttons #1 and #2 for the “2.”
4. When MASTER MERLIN blinks button #10,that’s
to let you know that MASTER MERLIN is on and
ready for you to select a game.When you're finished
playing, be sure to turn MASTER MERLIN off!
THREE SHELLS (1 player
Object: Watch carefully as MASTER MERLIN
shuffles 3 “shells” (lights)— one of them holds a
“pea” (blinking light). When they stop moving,
guess which one has the pea!
Number of Skill Levels: 9
Preparation:
1. Press NEW GAME, then #1.
2. Select a skill level from the 9 blinking lights
(#1—#9). The higher the skill level number, the
faster and longer the shells are shuffled.
Playing:
1. Buttons #4, #5, and #6 are the “shells”; the
blinking light is the shell that holds the pea. When
you're ready to begin, press COMPUTER TURN
and watch carefully. The blinking light will stop
blinking and MASTER MERLIN will shuffle the
lights around and around.
2. When they stop moving, press the one you think
holds the pea.
a. If you're right, you'll hear the “win” sound and
score a point! To play again, press COMPUTER
TURN. To play at a different level, press SAME
GAME and select a new level.
b. If youre wrong, you'll hear the “lose” sound
and see the correct light blink. MASTER
MERLIN will show your score up to that point.
To pay again, press SAME GAME and select a
skill level.
Scoring: Your score is the number of correct
guesses in a row made on one skill level. When
you change skill levels or make an incorrect guess,
your score returns to “0.”
MASTER MERLIN Challenge: How many correct
guesses in a row can you make at the fastest
skill level?
HI/LO (1 piayen
Object: MASTER MERLIN is thinking of a number
from O to 99. Use the HI/LO clues to find the secret
number.
Number of Skill Levels: 1
Preparation: Press NEW GAME, then #2. MASTER
MERLIN will play notes while pointing an arrow up,
then while pointing an arrow down. These are the
HI/LO signals. Then you'll see blinking ins in but-
tons 40-49. MASTER MERLIN is ready for you to
take your first guess.
Playing:
1. Press the buttons for the number you're guessing.
a. To guess a number less than 10, press blink-
ing #0, then the solid light for the number you're
guessing. EXAMPLE: To guess “8,” press #0,
then #8.
5
b. To guess a number greater than 10, press a
blinking light for the first digit, then a solid light
for the second digit. EXAMPLE: To guess “56,”
press blinking #5, then solid #6.
2. After you've made your guess, MASTER
MERLIN will tell you—with the HI or LO arrow-—
whether your guess is higher or lower than the
secret number.
a. If your guess was “56” and MASTER
MERLIN showed you the HI arrow, the secret
number is higher than 56.
b. If your guess was “56” and MASTER
MERLIN showed you the LO arrow, the secret
number is lower than 56.
3. After you see the HI or LO arrow, MASTER
MERLIN will blink only those numbers you can
choose from for your next guess.
a. If the secret number is higher than 56, this
means the number is anywhere from 57 to 99.
MASTER MERLIN will only blink buttons #5—#9.
b. If the secret number is lower than 56, this
means the number is anywhere from 0 to 55.
MASTER MERLIN will only blink buttons #0—#5.
You must choose only from these lighted buttons.
Press one of the blinking buttons for the first digit
of your guess, then press one of the solid buttons
for the second digit.
NOTE: If you press a button that isn't lit or select
a number you've previously chosen, MASTER
MERLIN will show the HI or LO arrow, then make
the “lose” sound. This counts as a guess.
4. When you guess the secret number, you'll hear
the “win” sound and see your score. To play again,
press SAME GAME and start guessing!
Scoring: Your score is the total number of guesses
it took to find the secret number.
MASTER MERLIN Challenge: Try to use the least
amount of guesses to find the secret number. The
lower your score, the better you are at guessing it!
MATCH IT (1 player)
Object: MASTER MERLIN has hidden some
unique symbols. Can you match them?
Number of Skill Levels: 2
Preparation: Press NEW GAME, then #3. If you're
unfamiliar with the symbols, press COMPUTER
TURN before selecting a skill level. (If you're famil-
iar with them, go on to “Playing.”) Each time you
press COMPUTER TURN, you'll see and hear the
symbols in the following order:
1. PROPELLER spinning 5. EXPLOSION of lights
2. STAR twinkling 6. CLOCK ticking,
3. MUSIC CONDUCTOR then sounding alarm
conducting 7. BAT flying
4. JUGGLER juggling 8. TROPHY shining
Spend as much time as you need learning these
symbols before playing.
Playing: Select a skill level from the 2 blinking
lights. Level 1 has 9 hidden symbols; you'll match
4 pairs and have 1 left over. Level 2 has 18 hidden
symbols; you’ll match 8 pairs and have 2 left over.
Level 1:
1. Press 41. Buttons 41-49 will be lit.
2. Press any lighted button, and you'll reveal a
symbol. Now press another lighted button to try to
match that symbol. Don’t press buttons #0
or #10 at any time during the game, or you'll
switch to a 2-player game!
a. If they match, you'll hear the “win” sound!
The 2 lights will go out. Continue playing.
b. If they don't match, press another lighted but-
ton to try to match the last symbol you saw.
EXAMPLE: Let’s say #5 was the propeller. The
second button, #7, was the bat—not a match.
Now try to match the bat.
3. The game ends when you match 4 pairs. When
this happens, you'll hear the “win” sound and see
your score. To play again, press SAME GAME and
select a skill level.
Level 2:
1. Press #2. You'll see solid lights in buttons #1—#0.
Now press COMPUTER TURN. You'll see blinking
lights in buttons #1—#9. These 2 groups of lights—
9 solid and 9 blinking—contain 18 symbols. You'll
match 8 pairs and have 2 left over—making this
level twice as hard as Level 1.
2. Make matching pairs in the solid lights or in the
blinking lights, or by matching a symbol from the
solid lights to the same symbol in the blinking lights.
To see either the solid or blinking lights, press
COMPUTER TURN.
3. The game ends when you match 8 pairs. When
this happens, you'll hear the “win” sound and see
your score. To play again, press SAME GAME and
select a skill level.
Scoring: Your score is the total number of pairs you
tried to match—whether the pairs are matches or
not. EXAMPLE: Let's say you press #5 and #7, but
they don't match. That's 1 guess. Your next choice,
#3, doesn't match #7. That's another guess. Your
fourth choice #2, matches #3. That’s another
7
guess. The total number of pairs you tried to match
up to that point is 3.
MASTER MERLIN Challenge: Make matching pairs
using the least amount of tries. The lower your
score, the better you are at matching the symbols!
MATCH IT (2-player)
Object: Match more pairs of symbols than your
opponent can!
Playing:
1. Press #0 after selecting a skill level. Select a
player to begin the game; that player presses #0
and will be player #0; the other player will be #10.
2. Play the 2-player game just like the 1-player
game, but take your turn only when MASTER
MERLIN tells you so by pointing an arrow towards
your player number.
Winning: The one who made the most matches
wins. When the last pair is matched, MASTER
MERLIN will point an arrow towards the winner's
number, play a “win” tune while showing the sym-
bol of a trophy, then display the winner’s score.
MASTER MERLIN will then point an arrow towards
the loser's number, make the “lose” sound, and
show the loser's score. To play again, press SAME
GAME and follow the directions for a 2-player
game. O
In case of a tie, no one wins. MASTER MERLIN
will make the “win” sound to signal the endofthe Holo JK ®)
game and light the buttons for the score. To play
again, press SAME GAME and follow the direc- @ Ô ©
tions for a 2-player game. |
Scoring: You score a point for every match you © © ©
make.
MASTER MERLIN CHALLENGE: How many games ©
in à row can you beat your opponent at in Level 2? .
“T” ship “V” ship
HIT OR MISS (1 player)
Object: Use the least amount of “shots” to locate
and destroy the hidden ships.
Number of Skill Levels: 2
Preparation: Press NEW GAME, then #4.
Playing:
1. Press #1 or #2 to select a skill level from the
2 blinking lights. Level 1 has 1 hidden ship;
Level 2 has 3.
2. MASTER MERLIN will display—one at a time—
the 3 ships: (see illustration):
«р ship
Level 1:
1. Choose which ship you want MASTER MERLIN
to hide. To do so, press COMPUTER TURN when
you see that ship. The lights will go out—this
means the ship is hidden anywhere and in any posi-
tion! For example:
©
OJON
©
000
се ое
© © ©
O
COLO
000
©
could be like
2. Try to locate the ship by shooting at it. To do so,
press any unlighted button.
a. If your shot hits part of a ship, you'll hear the
“win” sound. The button you pressed will
stay lit.
b. /f you miss, you'll hear the “lose” sound.
Continue shooting.
3. If you forget the shape of the ship you're trying
to find, press COMPUTER TURN at any time in the
game to see the ship.
4. When you hit all the parts of the hidden ship,
you'll see and hear it-explode! When this happens,
MASTER MERLIN will show your score. To play
again, press SAME GAME and select a skill level.
Level 2:
1. When youre ready to begin your search for all 3
ships, press COMPUTER TURN at ary time. The
lights will go out—this means one of the 3 ships
has been hidden anywhere and in any position!
2. Try to locate and destroy each hidden ship as
you did in Level 1. However, if you hit part of a
ship, the button you pressed will blink briefly, then
go out.
3. When you hit all the parts of a hidden ship, you'll
see and hear it explode! MASTER MERLIN will
then hide another ship. Continue playing until all
3 ships have been destroyed. When this happens,
MASTER MERLIN will show your score. To play
again, press SAME GAME and select a skill level.
Scoring: Your score is the total number of shots
you took at the hidden ship(s), whether your shots
hit, missed, or destroyed a ship.
MASTER MERLIN Challenge: The lower your score,
the better you are at destroying the hidden ships!
HIT OR MISS (2-player)
Object: Score the most points by winning more
high numbers than MASTER MERLIN.
Playing:
1. Select a player to begin the game. That player
presses #0 after selecting a skill level and will be
player #0; the other player will be #10.
2. Play a 2-player game just like the 1-player game,
but take your turn only when MASTER MERLIN
tells you so by pointing an arrow towards your
player number.
3. The ship(s) can be hidden anywhere and in any
position, but they will be in different locations and
positions for each player.
Winning: The first one to destroy the other's hidden
Ship(s) wins. There's no score in a 2-player game.
MASTER MERLIN will point an arrow towards the
winner's number and play a “win” tune while
showing the symbol of a trophy. Then MASTER
MERLIN will point an arrow towards the loser's
number and make the “lose” sound. To play again,
press SAME GAME and follow the directions for a
2-player game. |
10
MASTER MERLIN Challenge: How many games in
a row can you beat your opponent at in Level 2?
PAIR OFF (1 player)
Object: Outguess MASTER MERLIN to try to score
the most points by winning more pairs of numbers.
Number of Skill Levels: 1
Preparation:
1. Press NEW GAME, then #5. Buttons #1-#10
Will be blinking—MASTER MERLIN can choose
from these numbers.
2. Press COMPUTER TURN. Buttons 41-410 will
be lit—you can choose from these numbers. You
and MASTER MERLIN each can choose from
numbers from 1 to 10.
Playing:
1. When you pressed COMPUTER TURN, MAS-
TER MERLIN secretly chose a number from the
blinking lights. Now choose a number from the
solid lights to try to beat the MASTER MERLIN
number. To do so, press any of the lighted buttons.
a. If your number is higher, you'll hear the “win”
sound and see both numbers. You score points
equal to the total value of both numbers. EXAM-
PLE: Let's say MASTER MERLIN picked “6”
and you picked “8.” Your score is 6 + 8, or 14.
b. If your number is lower, you'll hear the “lose”
sound and see both numbers. MASTER
MERLIN scores points equal to the total value
of both numbers.
C. If your number is the same as the one MAS-
TER MERLIN picked, you'll hear the “tie” sound
and see a blinking light for the number you both
chose. No one scores any points.
NOTE: To see both your score and that of MAS-
TER MERLIN, press SCORE. First you'll see an
arrow point to #0 and show the score of MASTER
MERLIN; then an arrow will point to #10 and show
your score.
2. You'll then see blinking lights for the numbers
MASTER MERLIN has left to play. Press COM-
PUTER TURN, and you'll see lights for the num-
bers you have left to play. Continue playing.
3. The game ends after you select your last num-
ber and see the results of the last pair.
Winning: When the game ends, MASTER MERLIN
will point an arrow towards the winner's number
(MASTER MERLIN is #0; you're #10), play a “win”
tune while showing the symbol of a trophy, then
display the winner's score. MASTER MERLIN will
11
then point an arrow towards the loser's number,
make the “lose” sound, and show the loser's
score. To play again, press SAME GAME.
Scoring: Your score is the total points from all the
pairs of numbers you've won.
MASTER MERLIN Challenge: The highest score
you can get is 110. . . how close can you come
to it?
PAIR OFF (2-player)
Object: Score the most points by winning more
numbers than your opponent.
Preparation: Press NEW GAME, then #5, then #0.
MASTER MERLIN will point an arrow towards #0,
then blink buttons #1—#10. Select a player to begin
the game. That player presses #0, will be player
#0, and will use the blinking lights; the other player
will be #10 and will use the solid lights.
Playing:
1. Player #0 begins the game by selecting a num-
ber from the blinking lights without letting player
#10 see it.
2. MASTER MERLIN will then point an arrow
towards #10. Player #10 selects a number from the
solid lights, then places MASTER MERLIN in front
of both players. To see the result, one of the play-
ers presses COMPUTER TURN.
a. You'll hear the “win” sound if one player has
chosen a number that's higher than the other
player's number. Watch closely as MASTER
MERLIN displays both numbers. The blinking
number is the one player #0 chose; the solid
number is the one player #10 chose. Compare
the numbers to see who won. The winner scores
points equal to the total value of both numbers.
b. You'll hear the “tie” sound if both you and
your opponent selected the same number. You'll
also see a blinking light to represent that num-
ber. No one scores any points.
3. Then you'll see blinking lights for the numbers
player #0 has left to play. Player #0 secretly selects
the next number, and play continues.
Winning: When the game ends, MASTER MERLIN
will point an arrow towards the winner's number,
play a “win” tune while showing the symbol of a
trophy, then display the winner's score. MASTER
MERLIN will then point an arrow towards the los-
er's number, make the “lose” sound, and show the
loser's score. To play again, press SAME GAME.
Scoring: Your score is the total points from all the
pairs of numbers you've won.
12
MASTER MERLIN Challenge: At how many games
in a row can you beat your opponent?
TEMPO (1 player)
Object: First teach MASTER MERLIN a tune of up
to 47 notes. Then use the SCORE button to control
how long each note is played.
Number of Skill Levels: 1
Preparation:
1. Press NEW GAME, then 46. MASTER MERLIN
will play a musical introduction and light the but-
tons for each note played.
2. Each button performs a musical function. Spend
as much time as you need to become familiar with
each function:
a. Button #0 is used to edit notes out of your
tune. Press #0 after each note you'd like to take
out. You'll hear a short “dit” sound—this means
the note has been removed.
b. Button 41 is low “sol.”
C. Buttons 42-49 are the musical scale: do, re,
mi, fa, sol, la, ti, and do.
d. Button #10 is a rest. Each time you press it,
MASTER MERLIN will pause one note. You'll
hear a short “dit” sound when you press it.
Playing:
1. Press buttons #1-#9 to compose a tune of up to
47 notes. Use the rest (#10) and edit (#0) buttons
as needed.
2. When you've finished composing your tune,
press COMPUTER TURN. MASTER MERLIN will
play it back to you! To play the same tune again,
press COMPUTER TURN.
3. Now add timing to your tune by pressing the
SCORE button. Each time you press it, you'll hear
one note of your tune—starting from the beginning.
You'll hear each note for as long as you hold the
button. Release it, then press it again—you’ll hear
another note. Continue pressing and holding this
button to play each note of your tune for as long—
or as short—as you'd like.
4. To play a different tune, press SAME GAME and
start composing! Here are some tunes to teach
MASTER MERLIN. Press the buttons in the order
In which they appear.
“Sweet Betsie From Pike”
2-4-4 4-6-5 4-3-2 2-2-10 2-2-4
6-9-9 9-8-6 6-6-10 6-9-9 9-8-6
4-5-6 7-6-10 2-4-4 4-6-5 4-3-2
2-2
13
“Irish Washerwoman”’
2-4-6
6-5-4
4-5-3
10-10-10
3-4-5
7-6-10
6-2-3
6-6-5
10-10-10
6-6-10
3-2-10
10-10-10 2-7-10
6-5-4 2-2-1 2-2-4
3-3-1 3-3-5 3-5-7
2-2-4 2-4-6 5-4-5
2-2-2
“Lullaby”
4-4-6 10-10-10 4-4-6
10-8-10 7-10-7 10-6-10
3-4-5 10-10-10 3-5-8
“Jingle Bells”
4-4-4 10-4-4 4-10-4
10-55 5-55 4-4-4
“On Top of Old Smokey”
2-2-4 6-9-10 10-7-10
7-6-10 10-10-10 2-2-4
10-10-10 4-5-4 3-2
“It Came Upon a Midnight Clear”
2-7-10 4-6-5 3-2-10
5-5-6 7-6-10
32-10 32-10 2-3-10
3-4-3
5-4-5
2-2-1
6-5-4
4-6-9
10-3-10
8-10-9
4-10-10
3-2
7-5-6
10-3-10
2-3-4
4-6-5
2-5
“Twinkle, Twinkle Little Star” Playing:
2.0.6 6-7-7 6-10-5 5-44 3.39 1. After a 2-second pause, MASTER MERLIN will
10-6-6 5-5-4 4-3-10 9.0.6 6-7-7 play “do” and display a group of lights.
6-10-5 5-4-4 3.3.0 2. Quickly press the lighted buttons—one at a
| time—to turn each light out.
В AU aL 33 a. If you turn out all the lights to a group before
Beethoven's Ninth you see another group, you move up one note
4-4-5 6-6-5 4-3-2 2-3-4 4-3-3 on the musical scale (do, re, mi, fa, sol, la, ti,
10-44 5-6-6 5-4-3 2-2-3 4-3-2 do). Then you'll see another group of lights.
2-10-3 3-4-2 3-5-4 2-3-5 4-3-2 Continue playing.
3-1 b. If you don’t turn out all the lights to a group
before you see another group, you move down
one note on the musical scale. Then you'll see
another group of lights. Continue playing.
MUSICAL LADDER (1 player) NOTE: Since you can’t move below “do,” you'll
Object: Move to the top of the musical scale by hear this note until you move up a note.
turning out each group of lights before MASTER
MERLIN flashes another group. Winning: When you move to the top of the musical
scale, you'll hear the “win” sound. To play again,
Number of Skill Levels: 9 press SAME GAME and select a skill level.
Preparation: If MASTER MERLIN moves you back down to “do”
at any time during the game, you'll hear the “lose”
1. Press NEW GAME, then #7. sound. To play again, press SAME GAME and
2. Select a skill level from the 9 blinking lights select a skill level.
(#1—#9). The higher the skill level number, the less
time you have to turn out the groups of lights that
are flashed.
MASTER MERLIN Challenge: How many games
can you win at the fastest skill level?
14
PATTERNS (1 player)
Object: Look at a pattern of lights, then find the
same pattern from among the others MASTER
MERLIN shows you.
Number of Skill Levels: 4
Preparation:
1. Press NEW GAME, then #8.
2. Select a skill level from the 4 blinking lights
(F1—#4).
a. Level #1 will have a pattern of 2 or 3 solid
lights that you look for in its original position.
b. Level #2 will have a pattern of 4 or 5 solid
lights that you look for in its original position.
c. Level #3 will have a pattern of 4 or 5 solid
lights that you may find in a rotated position.
d. Level #4 will have a pattern of 5, 6, or 7 solid
and/or blinking lights that you may find in a
rotated position.
Here's what the rotated positions might look like:
15
E,
ONO)
(MOS
O © ©
O
Here's an
original pattern .. .
©
000
0®O0
ое Же)
O
rotated 180°. . .
О
rotated 90°. . .
©
CONC
O © ©
ое Же
o
rotated 270°
Playing: Scoring: Your score is the number of correct
1. Look at the pattern MASTER MERLIN displays. guesses in a row you made on one skill level.
, AS When you change skill levels or make an incorrect
2. When you're ready to begin, press COMPUTER a»
TURN. MASTER MERLIN will display—one ata 9VESS, YOur score returns to “0.
time—similar patterns. MASTER MERLIN Challenge: How many correct
uesses in a row can you make at skill level #4?
3. Press COMPUTER TURN to stop MASTER %* “Ey v
parto when you think you see the original PATTERNS (2-player)
Object: Look at a pattern of lights, then find the
a. If you're right, you'll hear the “win” sound and same pattern from among the others MASTER
score a point. To play again, press COMPUTER MERLIN shows you—before your opponent does!
TURN. To play at a different level, press SAME Preparation: Select a player to begin the game.
GAME and select a new level. ‘That player presses #0 after selecting a skill level
b. If you're wrong, you’ll hear the “lose” sound and will be player #0; the other player will be player
and see the correct pattern. MASTER MERLIN #10.
will show your score up to that point. To play
again, press SAME GAME and select a skill Playing:
lee Р п 1. Look at the pattern MASTER MERLIN displays.
с. If you don't select a pattern before MASTER ~~ 2. When you're both ready to begin, press COM-
MERLIN ends the display, you'll hear the “lose” PUTER TURN. MASTER MERLIN will display—
sound and see the correct pattern. MASTER one at a time—similar patterns.
MERLIN will show your score up to that point. 3. Player #0 presses button #0 when he or she
To play again, press SAME GAME and selecta thinks the original pattern is displayed. Player #10
skill level. presses button 410 when he or she thinks the origi-
nal pattern is displayed. Pressing either button will
stop the display on the last pattern shown.
16
4. If you press your button before your opponent
does, here’s what happens:
a. If you're right, you'll hear the “win” sound and
see MASTER MERLIN point an arrow towards
your player number. You'll also score a point.
b. If you're wrong, you'll hear the “lose” sound
and see MASTER MERLIN point an arrow
towards your player number. You'll also lose a
point, if you have any to lose.
C. If no one selects a pattern before MASTER
MERLIN ends the display of patterns, you'll hear
the “lose” sound and see the correct pattern.
No one wins or loses any points.
5. To play again at the same level, press COM-
PUTER TURN and look at the new pattern. When
you're ready to begin, press COMPUTER TURN
again. To play at a different level, press SAME
GAME and select a new level.
Winning: The first player to get 4 correct guesses
on one skill level is the winner. When this happens,
MASTER MERLIN will point an arrow towards
the winner's number and play a “win” tune while
showing the symbol of a trophy. MASTER MERLIN
will then point an arrow to the loser's number and
17
make the “lose” sound. To play again, press SAME
GAME and follow the directions for a 2-player
game.
MASTER MERLIN Challenge: How many games
can you beat your opponent at in skill level #47?
HOT POTATO (2 or more players)
Object: Don't guess the secret number —it's a “hot
potato!” Play with a group, and try to get someone
else to guess it!
Number of Skill Levels: 1
Preparation:
1. Press NEW GAME, then #9. You'll see and hear
an explosion of lights—this is what happens when
someone guesses the “hot potato” number!
2. Then you'll see 10 blinking lights (40-49). MAS-
TER MERLIN is ready for you to take your first
guess. The “hot potato” number will be anywhere
{гот 0 10 99!
Playing:
1. Press the buttons for the number you're
guessing.
a. To guess “5,” press blinking #0, then solid #5.
b. To guess “25,” first press blinking #2, then NOTE: You can't choose a button that isn't lit or
solid #5. Select a number that already been selected. If you
2. After you've made your guess, MASTER О, MERLIN will show the HI or LO
MERLIN will tell you—with the Hi or LO arrow— — ow, then make the Hose’ sound. You have to
whether your guess is higher or lower than the a € another guess by choosing irom the lighte
“hot potato” number. uttons.
€ sog» 4, When someone guesses the “hot potato” num-
MERLIN showed. Jou the Al arrow the secret ber, you'll see and hear the explosion of lights! To
number is higher than 25. play again, press SAME GAME and start guessing!
“og” Winning: Anyone who didn’t guess the “hot potato”
b. If your guess was “25” and MASTER . .
MERLIN showed you the LO arrow, the secret — "Umber is a winner!
number is lower than 25. MASTER MERLIN Challenge: How many games
3. After you see the HI or LO arrow, MASTER can you play without guessing the “hot potato”
MERLIN will blink only those numbers you can number?
choose from for your next guess. For example:
a. If the secret number is higher than 25, this
means the number is anywhere from 26 to 99.
MASTER MERLIN will blink buttons 42-49.
b. If the secret number is lower than 25, this
means the number is anywhere from 0 to 24.
MASTER MERLIN will blink buttons #0—#2.
You must choose only from the lighted buttons!
Press one of the blinking lights for the first digit of
your guess, then press one of the solid lights for
the second digit.
18
19
180-DAY LIMITED WARRANTY
PARKER BROTHERS warrants, subject to the conditions
below, that if the components of this product prove defective
because of improper workmanship or material during the
period of 180 days from the date of original purchase,
PARKER BROTHERS will repair the product or replace it with
a new or repaired unit, without charge, or will refund the pur-
chase price.
CONDITIONS:
1. Proof of Purchase: The retail sales receipt or other proof of
purchase must be provided.
2. Proper Delivery: The product must be shipped, prepaid,
or delivered to PARKER BROTHERS (address: 190
Bridge Street, Salem, MA 01970, Attention: Quality Con-
troi Dept.) for servicing, either in the original package or in
a similar package providing an equal degree of protection.
3. Unauthorized Repair, Abuse, etc.: The product must not
have been previously altered, repaired or serviced by anyone
other than PARKER BROTHERS; the product must not have
been subjected to an accident, misuse or abuse.
www.handheldmuseum.com
20
EXCEPT TO THE EXTENT PROHIBITED BY APPLICABLE
LAW, ALL IMPLIED WARRANTIES MADE BY PARKER
BROTHERS IN CONNECTION WITH THE PRODUCT,
INCLUDING THE WARRANTY OF MERCHANTABILITY, ARE
LIMITED IN DURATION TO A PERIOD OF 180 DAYS FROM
THE DATE OF ORIGINAL PURCHASE; AND NO WARRAN-
TIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING
THE WARRANTY OF MERCHANTABILITY, SHALL APPLY
TO THIS PRODUCT AFTER SAID PERIOD. SHOULD THIS
PRODUCT PROVE DEFECTIVE IN WORKMANSHIP AND
MATERIAL, THE CONSUMER'S SOLE REMEDY SHALL BE
SUCH REPAIR, REPLACEMENT OR REFUND AS IS
HEREINABOVE EXPRESSLY PROVIDED: AND UNDER NO
CIRCUMSTANCES SHALL PARKER BROTHERS BE LIA-
BLE FOR ANY LOSS OR DAMAGE, DIRECT OR CONSE-
QUENTIAL, ARISING OUT OF THE USE OF, OR INABILITY
TO USE, THIS PRODUCT.
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW
LONG AN IMPLIED WARRANTY LASTS, OR THE EXCLU-
SIONS OR LIMITATIONS OF INCIDENTAL OR CONSE-
QUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS OR
EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY
GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY
ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE
TO STATE.
КО) ИНН МЗ:
BROTHERS
We will be happy to answer questions about MASTER
MERLIN. Contact the Consumer Response Department in the
location nearest you:
In the U.S.A.: Parker Brothers, PO. Box 1012, Beverly, MA 01915
In Australia and New Zealand: Parker Games, 104 Bourke
Road, Alexandria, N.S.W. 2015
In the United Kingdom: Parker Games, Coalville, Leicester LES 2DE
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