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Use the hook and bumpers to swing or bounce MathPup to the Numberball whose number that rounds (nearest 100) to the target number while avoiding the number that doesn't round to the target number. No time limit in this game but once MathPup gets started he won't stop moving.
At the beginning of each round a target number will be displayed. MathPup needs to get the Numberball containing the number that rounds to the target number while avoiding the Numberball whose number doesn't round to the target number. Swing or bounce MathPup to the correct Numberball by using the keyboard, mouse or touch control.
Mouse Control: Hold the left mouse button down to attach MathPup's rope to the nearest support. Release the mouse button to detach the rope.
Keyboard Control: Hold the spacebar down to attach MathPup's rope to the nearest support. Release the spacebar to detach the rope.
Touch Control: Touch the screen and hold down to attach MathPup's rope to the nearest support. Lift your finger from the screen to detach the rope.
Hint: At the start of each round, the Numberballs always appear in the top half of the screen.
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