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Motorola V66 User Guide

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    Calculator 
    The calculator can perform the following functions:
    FunctionDescription
    .  Insert a decimal point
    C  Clear the calculation
    CE  Clear entry (replaces the C function when you 
    enter subsequent values in a calculation)
    =  Calculate the result
    + Add
    - Subtract
    x Multiply
    Ö Divide
    %  Divide the displayed value by 100
    ±  Change the entryÕs sign (positive/negative)
    $  Calculate the exchange rate
    MS Store the current value in memory (overwrites 
    values already stored)
    MC Clear the value stored in memory
    MR Replace the displayed value with the value 
    stored in memory 
    						
    							Calculator
    130
    Converting Currency
    The currency converter works just like the calculator, but uses the 
    $ (currency) function:
    Find the FeatureM> Calculator
    M> Exchange Rate
    PressTo
    1
    number keys enter the exchange rate
    2OK (+) store the exchange rate
    3number keys enter the amount to convert (amount 
    to multiply by the exchange rate)
    4S left or right highlight the $ function
    5SELECT (+) perform the conversion 
    						
    							131
    A7
    AGames
    Your phone contains three games that you can play between 
    phone calls. If you get an incoming call, message, alarm, or alert, 
    the game ends automatically.
    Selecting and Starting a New Game
    When the game is over, you can play another session of the 
    same game or return to the games menu.
    Find the FeatureM> Games
    PressTo
    1
    S scroll to the game of your choice
    2SELECT (+) start the game
    PressTo
    BACK (-)
    or
    NO
     (-)return to the games menu
    NEW (+)
    or
    YES
     (+)start another session of the game you 
    just played 
    						
    							Games
    132
    Ending a Game
    You can end a game at any time.
    Playing a Game
    Blackjack
    In this classic Las Vegas card game, you play against the dealer 
    to see who can get closer to 21 points without going over.
    Rules of the game
    ¥ With each new hand, the Þrst card is dealt to the dealer. 
    The dealerÕs cards are shown at the top of the display, and 
    your cards are shown at the bottom.
    ¥ All face cards count as 10 points.
    ¥ All number cards count as the points shown on their face.
    ¥ An Ace counts as 11 points, unless that would put you over 
    21 points. Otherwise, an Ace is counted as 1 point. An Ace 
    that was originally counted as 11 may later be counted as 1 
    point if it will bring your points under or equal to 21 points.
    ¥ An initial deal of an Ace and a card with a face value of 10 
    points counts as exactly 21 points or Blackjack.
    PressTo
    BACK (-)
    or
    O end the game session and return to 
    the games menu 
    						
    							133
    Games A7
    A
    ¥ Blackjack automatically wins against any other hand that 
    totals 21 points.
    ¥ If you score more than 21 points, you go ÒbustÓ or lose.
    ¥ If you get Þve cards without going bust, you win.
    ¥ If you and the dealer have the same score, the dealer wins. 
    ¥ You can ask for a ÒhitÓ or another card as long as you do 
    not go bust.
    ¥ As long as the dealerÕs total is less than 17 points, the 
    dealer must continue to take a hit.
    How to Play
    When the game begins, you are dealt two cards. Based on their 
    total face value, you can:
    PressTo
    STAY (-) see the results of the hand
    HIT ME (+) request another card 
    						
    							Games
    134
    Mindblaster
    Your goal is to guess a secret four-symbol code. You play by 
    entering symbols into four spaces and then submitting a guess.
    Rules of the Game
    ¥ Your score is the number of guesses it takes to reveal the 
    secret code.
    ¥ When you submit a guess, you are given clues that indicate 
    how many symbols you have identiÞed correctly and how 
    many are in the correct position. The position of the clues 
    does 
    not correspond to the location of the symbols.
    ¥ You can see a history of your last 10 guesses.
    ¥ Once you enter a symbol into a blank space, you can 
    change the symbol but you cannot make the space blank 
    again.
    ¥ When you correctly guess the four-symbol code, the display 
    shows your score and the level of your next game.
    ¥ After you win one game, you progress from level 1 to level 
    2.
    ¥ After you win two more games, you progress from level 2 to 
    level 3.
    ¥ When you exit the game or turn off the phone, you begin 
    again at level 1. = correct symbol in correct position
     = correct symbol in wrong position 
    						
    							135
    Games A7
    A
    How to Play
    When the game begins, you see four blank spaces. To play the 
    game:
    Paddleball
    In this test of endurance, your mission is move your paddle to 
    strike a bouncing ball. The more you succeed, the smaller your 
    paddle gets.
    Rules of the game
    ¥ Your score is the number of times your paddle hits the ball.
    ¥ You lose when the paddle misses the ball.
    How to play
    Do ThisTo
    Press S left or rightmove from space to space
    Press 
    S up or downplace a symbol in a space
    Press 
    GUESS (+) submit a guess (when all four spaces 
    contain symbols)
    Select 
    > and then 
    press 
    S up or downscroll through and view a history of 
    your last 10 guesses
    PressTo
    S up or downmove your paddle so that it hits the 
    bouncing ball 
    						
    							136
    Adjusting Your  Settings
    You can adjust a wide variety of phone settings to suit your 
    needs.
    Ring/Vibrate
    Your phone rings or vibrates to notify you of an incoming call, 
    message, or other event. This ring or vibration is called an 
    alert. 
    You can select one of Þve different alert proÞles:
    The alert setting indicator in your display shows the current alert 
    proÞle (see illustration on page 27).
    Each alert proÞle contains settings for ringer and keypad volume. 
    It also includes alert tone settings for different events: incoming 
    calls, text messages, voicemail messages, data calls, fax calls, 
    alarms, and reminders. You can modify the settings in each 
    proÞle.
    Select an Alert ProÞle
    w Loud ringx Soft ring
    y Vibrateu Ring and vibrate
    t Silent
    Find the FeatureM> Settings > Ring/Vibrate
    > Alert
    PressTo
    1
    S scroll to the alert proÞle you want to 
    use 
    						
    							137
    Adjusting Your Settings 
    Customize an Alert ProÞle
    You can customize a proÞle by changing the alerts used for 
    speciÞc events (such as incoming calls, text messages, etc.). Your 
    phone includes a variety of preset alert tones and vibrations. Any 
    changes you make are saved to the current alert proÞle.
    Tip: This feature also lets you set the proÞleÕs ringer volume and 
    keypad volume.
    2SELECT (+) select the alert proÞle
    The phone displays the 
    Changed: Alert message.
    Find the FeatureM> Settings > Ring/Vibrate
    > Alert Detail
    PressTo
    1
    S scroll to the event for which you want 
    to set a new alert
    2CHANGE (+) select the event
    The phone displays the list of 
    available alerts.
    3S scroll to the alert you want for the 
    event
    4SELECT (+) select the alert
    The phone displays the 
    Changed: Alert message.
    PressTo 
    						
    							Adjusting Your Settings
    138
    Use the My Tones Feature
    The my tones feature lets you create up to 32 custom alert tones 
    for your phone. The tones you create appear in the list of 
    available alerts (see ÒCustomize an Alert ProÞleÓ on page 137).
    Creating a Tone
    Find the FeatureM> Settings > Ring/Vibrate
    > My Tones
    PressTo
    1
    S scroll to [New Tone]
    2SELECT (+) select [New Tone]
    3CHANGE (+) select Notes
    4keypad keys enter notes for the tone (see 
    ÒEntering NotesÓ on page 139)
    5OK (+) store the notes
    6CHANGE (+) select Name
    7keypad keys enter the name for the tone
    8OK (+) store the name
    9DONE (-) store the tone 
    						
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