Update: September 15, 2006 «©NCSX» Imagine a typical buster named Harold. As he marches towards old age, Harry's body and mind begin to deteriorate and lose their youthful exuberance. Harry is a pre-emptive sort of player however and works out at the gym to stave off the effects of age on his body. With that taken care of, Harry also has to maintain his mind. He's tried Nintendo's Brain Age but wants more. Enter Sega's Nounenrei software which uses a protocol known as the Advanced Trail Making Test (ATMT) which was developed by a medical doctor named Osami Kajimoto of Soiken Inc and the University of Osaka's Dept. of Psychiatric Medicine. The ATMT is used to test brain functions when a subject is fatigued or under stress. The basic test consists of a "visual search and response" exercise where 25 figures are pushed or in the case of the NDS, tapped in quick sequence. To establish a baseline for the test taker, the first ATMT exercise prompts the player to tap the numbers from 1 to 25 in order along with Japanese syllables in order and mixes them up. For example, tap number "1" followed by the Japanese hiragana character for "ah" and then tap "2" followed by the hiragana for "i" and so on and so forth. If a cue is missed, the top screen shows what must be tapped in order to proceed. The total number of items that require tapping is 50 but players may also select the next exercise where only numbers are tapped from 1 to 25 as quickly as possible. A third variant shifts around all of the numbered circles once one is tapped to mix things up. After the test, the software displays your performance and charts it against a database of other test takers from a large comparative sample. Once the record is established, it's time to take some tests and improve your brain functionality under duress. View the back cover and screenshots on the main NCSX website. Starting Testing Phase Sign your name and choose your sex along with right or left handedness. Next, enter your birthday starting with month, day, and finally year on the next screen. The game stores the details and automatically figures out your age. A calendar appears which marks the start of your testing. With the formalities out of the way, the games begin as follows: » A top image shows a number of objects along with a bottom image which contains the same objects but in different positions. Tap on the objects on the lower screen to shuffle them around so that their respective positions match the objects on the top screen. As one is shuffling, a dog moves up on the left side of the screen. If it reaches the male rep at the top of the screen, your game is over since the dog will bite. » In another game, one has to blow on the microphone to send a pooch encased in a bubble sailing upwards. The aim is to guide it into a portal on the top screen. Between the pooch and portal is a mobile bomb encased in a bubble which must be avoided or it'll explode and end the game. At first only one bomb obstructs the pathway but successful navigation will unleash rows of them which drift to and fro to present a much higher level of challenge. » Panes of glass are falling from the top screen. Tap them as they breach the lower screen to shatter the panes before they hit a little white dog that's running around on the bottom screen. If you miss a pane of glass, it'll drop on top of the poor little pooch. » Gangs of dogs are running into the screen from the left and right of the screen on separate platforms. Tap on them as they appear to knock them off with a woof. As the games described above are beaten, new brain games which test visual-cue-response are unlocked and made available for further testing. This document is ©NCSX 2006. All rights reserved. No reproduction in whole or in part of this document may be made without express written consent of National Console Support, Inc.
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