Use the hook and bumpers to swing or bounce MathPup to the correct even or odd number. No time limit in this game but once MathPup gets started he won't stop moving.
At the beginning of each round a large EVEN or ODD number will be displayed. That is the target type of number that MathPup needs to get. Swing or bounce MathPup to the round's target number 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 number balls always appear in the top half of the screen.