User manual
BrainMaster 2.5 Software User Manual
531-346 v1.0 2/10/2012 Page 53 of 82
REF
Training Screen
1. BrainMan – This is BrainMan. He moves according to the feedback of the user. If the user
does not meet specified feedback requirements, BrainMan will not move.
2. Pills – When all the pills on a stage have been eaten, BrainMna will move on to the next stage.
3. Ghosts – These familiar foes begin to freely move about the screen on Stage 3. Unlike the
ghosts that you are used to, these pose no threat to BrainMan. They are extra points, and can
be eaten. If the client is meeting the requirements, then the Ghosts will be a blue color and will
be able to be consumed. They will turn in to a set of eyes and have to return to their “base” to
regenerate.. If the client is not meeting the training requirements, then the Ghosts will be their
normal colors. If during this time, they make contact with BrainMan, they will pass through
him.
4. Power Pill – The Power Pill delivers a reward sound to the client, and has a small chance of
increasing BrainMan’s speed for the duration of the level.
5. Maze – In this version, even the maze borders respond to the feedback. As the client meets
requirements, the borders will become brighter and more saturated. Conversely, as the clinet
fails to meet requirements, the maze will grow dark.
6. AI Level – The AI is the controller of BrainMan’s movement. It is based on a combination of
three things: the client’s relative feedback, the client’s progress through the game, and the
client’s progress through the level. As these values increase, you will notice the Brain begin to
“fill up”. This means that BrainMan will actually become smarter, and hunt pills more
effectively.
7. Speed Level – This is self-explanatory. Much like the AI Level, it is governed by both the
client’s relative feedback and progress through the game. It does not however, measure
progress through the level. Instead, it has a chance to temporarily increase when the user
eats a power pill.
8. Score – This number is raised by eating Pills, Fruit, and Ghosts.
9. Lives – These do not affect gameplay. Rather, they function as “trophies”. The user receives
one life for every 8,000 points sored.
10.Fruit – Each level boasts a particular kind of Fruit. It will appear in the center of the game
board for a brief interval of time during every level. They can be eaten for extra points.
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