This guide explains how to operate the browser recreation and summarizes the 1978 game rules in new language. Turn the side switch on first. The keypad is arranged 0 / 1–3 / 4–6 / 7–9 / 10; small numeric labels are intentionally omitted from the device face, but the top-left of the 3×3 grid is 1 and the bottom-right is 9.
New Game returns to game selection. Same Game repeats or continues the current activity. Hit Me is for Blackjack. Comp Turn hands a turn to Merlin, starts Echo playback, or repeats a recorded tune.
1 · Tic-Tac-Toe
After New Game, select 1. Choose a free square from 1–9; your selection blinks. Press Comp Turn to let Merlin choose a steady light. The first side with three in a row wins. Merlin signals win, loss, or tie with separate motifs. Same Game begins another board. The original also permits a player to place several squares before pressing Comp Turn; this recreation preserves that quirk.
2 · Music Machine
After selecting 2, use the keypad as an 11-position musical keyboard. Positions 2–9 form the central scale, 1 is the lower extension, 10 the higher extension, and 0 is a silent rest. Build a tune, then press Comp Turn to hear it. Same Game clears the stored tune; Comp Turn replays the current one. The original unit stored up to 48 notes and rests.
3 · Echo
Select 3, then select the length of Merlin’s tune from 1–9. Press Comp Turn to hear the sequence. When playback ends, repeat every note in order. If you make a wrong choice, continue entering the remaining positions: Merlin scores the full attempt, then reports either a perfect result or the number of errors. Comp Turn repeats the same tune; Same Game returns to length selection.
4 · Blackjack 13
Select 4 to receive one blinking player card and one steady Merlin card. The values 1–10 form a ten-card deck; a card cannot be drawn twice in one hand. Press Hit Me for another card, but going above 13 loses immediately. Press Comp Turn to stand: Merlin draws while below 10, then compares totals. Begin with five chips; a win earns one, a loss costs one. Reach ten chips to win the overall game or lose all chips to end it. Same Game briefly shows the chip total, then deals the next hand.
5 · Magic Square
Select 5. Merlin briefly shows the target: the eight outer lights on, center 5 off. It then displays a random pattern. Each key changes a fixed group of lights: corners reverse their 2×2 corner block, edge keys reverse their three-light edge, and 5 reverses the center cross. Experiment to learn the code, then form the target. Same Game starts another random pattern.
6 · Mindbender
Select 6 and choose a mystery-number length from 1–9. Merlin secretly creates a code using digits 1–9; repeats are allowed. Enter a full guess of the chosen length. Blinking feedback lights count digits that are correct and in the correct position; steady lights count correct digits placed elsewhere. A blinking 10 means none of the guess appears in the code. Continue until every position is exact. Same Game displays the guess count, then lets a second player solve that same code.