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===Scoring Summary===
====Timer Off====
{| class="wikitable"
Each time you finish an activity in Number Magic, you'll be given a score showing you how well you've done. The following tables quickly show how you earn your score in each activity.
====Timer On====
{| class="wikitable"
Right answer is given with no points scored.
|}
===Special Features===
Number Magic has some special features. To help you better understand how Number Magic works, we'll explain what these are and what they mean.
====Reward Screens====
Each time you finish an activity, you see a screen that shows you how you've done and gives you your score. A "PER FEC T " reward screen pops up for a score of 100%. You will see a "GOOD" reward screen if you earn a score of 85% through 99%. A "FAIR " reward screen appears for a score of 70% through 84%. Any score below 70% is simply shown on a screen.
====???====
As you are given each problem, you will see question marks on the screen. These show you the number of digits in the right answer. For example, one question mark means the answer is one number. Two question marks mean the answer should be two numbers. If there are three question marks, your answer is three numbers. No answer can be less than O or greater than 999. No answer can be a fraction.
====Will Not Compute, Try Again====
If you are working with the Memory Bank, you will see the "WILL NOT COMPUTE, TRY AGAIN" message and hear a low beep sound when you:
* Try to enter a division problem that has a remainder
* Try to divide by zero
* Try to enter a problem whose answer is less than O or greater than 999
* Try to use negative numbers
* Try to enter a problem whose answer is a fraction (not a whole number)
====C or Shift C====
If you realize you are entering a wrong answer and want to change it, you can do so if you have not typed the last digit of your answer. (This does not work on one-digit answers.) Just press the c or SHIFT C key and the incorrect answer will be erased.
====Rabbit====
A rabbit appears at the top of the screen when you start an activity. It counts off the problems as you answer them, taking one hop for each example completed. When you have answered all the problems, the rabbit hops off the screen.
====Tones====
Four musical tones sound when you correctly answer the problems in each of the activities. If you press a wrong key when placing examples in the Memory Bank, you hear a low "beep" sound to let you know to try again. Also, if you should press a letter key instead of a number key when entering an answer, you will hear a "beep" sound that indicates you have pressed the wrong key.
Whenever you finish an activity, you see a score on a reward screen and hear several musical notes. A perfect reward screen has high-pitched notes, the good reward screen medium-pitched notes, and the fair reward screen low-pitched notes.
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