LEXIBOOK junior GT2000PI Manual De Instrucciones página 11

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7. SAVING THE COORDINATES OF YOUR SHIPS
o
1. The screen displays the maximum number of ships that you can choose.
. Use the
er.
to
is
( cases)
3. Press ENTER
vessel. "A0" appears on screen and the letter 'A' will be blinking. To change
and select another letter, use the
Now, the number '0' is blinking. Follow the same method you used to save the
t
letter, and select the number corresponding to the extremity of the vessel to be
located. Press ENTER
o
4. At last, save the coordinates of the other end of the vessel. A sound effect will
confirm that the vessel has been properly saved.
5. The screen will now indicate which vessels you can still save. Choose the
next ship and save its coordinates as you did in steps 3 and 4. You can
press
cancel the previous vessel and so on.
6. You can choose to use only 1, , 3 or 4 vessels. To do so, press the
after having saved the coordinates of at least one vessel. Why is it interesting
to play with less than 5 ships? If you play with less than 5 vessels you can use
different strategies to hide your ships and search for your opponent's ships.
7. Once you saved the coordinates of all 5 ships or you press
move automatically to the next stage:
- In 1-player mode, the game will start automatically.
- In -player mode, it is the turn of player  to save the coordinates of his fleet.
The game will automatically start when the two fleets have been saved.
Note: player  must save the same number of vessels as player 1.
or
key to select the first vessel that you wish to save.
(3 cases)
to confirm. Then, save the coordinates of one end of the
to save it.
to cancel the selection of the previous vessel. Press
(4-dots ship)
or
key, then press ENTER
11
(5 cases)
.
again to
button
, the game will

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