Use the hook and bumpers to swing or bounce MathPup to the Numberball whose number answers the square root decimal problem while avoiding the Numberball that doesn't contain the answer. No time limit in this game but once MathPup gets started he won't stop moving.
At the beginning of each round a decimal square root problem will be displayed. MathPup needs to get the Numberball containing the answer to the square root decimal problem. Hitting the Numberball whose number doesn't answer the problem will start the game over. 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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