To Master Multiplication Tables and other Math Facts:

"Kids regard it as a 'GameBoy', but it is a little computer for practicing basic math facts"
A to Z Home's Cool homeschooling website (click for more)
"perfect in every way … without a doubt, the best math resource I've ever come across"  
Old Schoolhouse Magazine (click for more)
"simple yet engaging…none of our testers (age 6 to 16) wanted to relinquish the FlashMaster"
PC Magazine (click for more)

Frequently Asked and Anticipated Questions

(Always feel free to contact us with any questions or suggestions.)



Will you ship FlashMasters to addresses outside the United States?



Unfortunately for various reasons (including, but not limited to, cumbersome European Union recycling requirements), we normally ship FlashMasters to only the 50 United States, APO, FPO and DPO addresses, Puerto Rico, American Samoa, Australia, the Bahamas, Bahrain, Bermuda, Canada, China, Hong Kong, India, Israel, Jamaica, Japan, Kenya, Kuwait, Mexico, New Zealand, Norway, Oman, Qatar, Russia, Saudi Arabia, Singapore, South Korea, Switzerland, Taiwan, and the United Arab Emirates.

Some customers located in countries to which we do not ship arrange for shipment to an address in the United States and for subsequent forwarding of the FlashMaster(s) to them by a third party.

If contacted, we very occasionally make exceptions for educational organizations desiring to order at least 24 FlashMasters®--most notably in the case of ones located in the Republic of Ireland.

Customers contemplating delivery to non-US destinations should be aware that prior to delivery they may be required by local governmental entities to pay value-added or similar tax, duty, administrative fees, etc. and that international shipments, although sent promptly by air, often take two weeks or more to arrive possibly because of delays caused by customs procedures both leaving the United States and arriving in the destination country.


Does the FlashMaster come with batteries?





I followed “STEP 1” by pushing a yellow key to select a “learning activity”, but nothing happened. Why not?



Before “STEP 1” is taken, the FlashMaster must be “on”.  If it is not already “on”, push the “ON/OFF” key to turn it “on”.  If pushing the “ON/OFF” key does not turn the FlashMaster “on”, make sure there are two new size‑AA alkaline batteries properly installed in its battery compartment.  (See page 3 of the printed manual or click here). 



Why won't the FlashMaster display problems when I push the "START" key?



Possibly the FlashMaster has not been turned "on".  (See answer to QUESTION #3 above.)


Or more likely, the "Special Problems" learning activity is selected and no problems (missed or "entered") are in memory, in which case "NO PROBLEMS IN MEMORY" will be displayed.  If so, push any one of the yellow (learning activity) keys other than the "SPECIAL PROBLEMS" key and then push the "START" key.  (Later read about the "Special Problems" learning activity on page 16 of the printed manual (the "Guide for Teachers and Parents") or click here). 



I see "NO PROBLEMS IN MEMORY" on the display of my FlashMaster. Is it broken?



No. See the second paragraph of the answer to Question #4 above.



The FlashMaster is not storing missed problems (i.e., incorrectly answered problems) in its memory. Why not? (I want to practice those problems using the “Special Problems” learning activity.)



This is because there is at least one “entered problem" (i.e., a problem that someone has entered with the “ENTER PROBLEMS” key) in the FlashMaster’s “Missed and “Entered” Problems Memory".  When an “entered” problem is stored in this memory, the FlashMaster will not store missed problems in memory.  Therefore, it is necessary to push the “Erase: Missed and “Entered” Problems” key.  Doing so will remove all problems stored in the memory and allow the FlashMaster to store missed problems (i.e., incorrectly answered problems) so that these problems can later be practiced by means of the “Special Problems” activity.



My child has advanced beyond the “Table: In Order” and “Table: No Order” learning activities but is made to feel very anxious and pressured by even the 180-second time limit. Is there a way to use the “Timed Practice”, “Timed Test” and “Special Problems” activities without a time limit?



Not exactly, but one possible solution is to select the 180-second time limit and then to “hide” its countdown by pressing the “Hide or Show: Countdown of Time Limits” key located above the “2” number key. The “Timed Practice”, “Timed Test” or “Special Problems” activity will still terminate after 180 seconds, but often users are not bothered because 180 seconds constitute quite a long time to continually answer problems and because many users tend to forget about (or at least not be bothered by) the time limit since it is so long and since there is not a countdown to remind them of it.



Is there a cover for the FlashMaster®?



For a number of reasons, we do not make a cover for the FlashMaster. But if you want a case for it, following are two possibilities: (1) purchase a Nintendo DS™ Game Traveler® Model NDS700® from a store like KMart® or Radio Shack® for possibly as little as $9.99 (This case is somewhat larger than necessary.); or (2) purchase on Ebay® or elsewhere a “graphing calculator case” previously sold by Staples® (The dimensions of this particular case are 5 5/8” by 9 1/8” by 1 1/4”). (Although the FlashMaster should not be treated like a basketball and drops on hard surfaces and other abuse should obviously be avoided, it is fairly durable. Its liquid crystal display (LCD) is its most vulnerable part.)



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Math Facts” = Multiplication Tables, Division Tables, Addition Tables, and Subtraction Tables
The FlashMaster is the key to multiplication table mastery!

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Email: — Phone: 1-800-884-3531        Fax: 1-888-493-4320

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