===============================================================================
=                                                                             =
=                              Sesame Street 123                              =
=                        Nintendo Entertainment System                        =
=                       FAQ/Walkthrough by Daniel Gordon                      =
=                                 Version 1.3                                 =
=                    E-mail: [djg40 (at) hotmail (dot) com]                   =
=          This FAQ/Walkthrough is copyright (c) Daniel Gordon, 2003          =
=                                                                             =
===============================================================================


=+=+=+=+=+=+=+=+=
Table of Contents
=+=+=+=+=+=+=+=+=

Section Zero.......................The Find Feature
Section One........................Legal Disclaimer
Section Two........................Version History
Section Three......................Controls
Section Four.......................Walkthrough
        Section Four (a)...........Ernie's Magic Shapes
        Section Four (b)...........Astro-Grover
Section Five.......................Special Thanks
Section Six........................Closing Statement



===============================================================================
=                     Section Zero -- The Find Feature                        =
===============================================================================

This guide is now equipped with a Find Feature.  Whenever you want to find
something specific within this guide, use the mouse to highlight the
corresponding text in the Table of Contents.  Next, press both the Control key
and the "C" key on your keyboard.  After the text has been higlighted, press
both the Control key and the "F" key on your keyboard.  This will bring up the
Find Menu.  Now, press the Control key and the "V" key on your keyboard.  This
will take the higlighted text from the document and put it in the "Find what:"
text box on the Find Menu.  Finally, press the Enter key on your keyboard.
These five simple steps will take you where you want to go within the document.
I hope this makes finding things a little easier!



===============================================================================
=                      Section One -- Legal Disclaimer                        =
===============================================================================

This guide is copyright Daniel Gordon, 2003, all rights reserved.  This guide
is protected under International Copyright Law, and may not be reproduced in
any way, shape, or form in newspapers, magazines, or anywhere on the World
Wide Web without prior written consent from Daniel Gordon (djg40).  In order
to receive consent, the applicant must send an E-mail to:
                         [djg40 (at) hotmail (dot) com].
If no reply is sent, no consent is given.  This guide should only be located
at www.GameFAQS.com and faqs.ign.com.  If this guide is found at any site
other than those listed above, please notify me by sending an E-mail to:
                         [djg40 (at) hotmail (dot) com].
In this way, the author (djg40) is notified, and legal action can take place.
Thank you, and have a great day.

Sesame Street 123 and all associated terms are a trademark of the Children's
Television Network.  Grover and Ernie are copyright (c) Muppets, Incorporated.
Nintendo, NES, and Nintendo Entertainment System are trademarks of Nintendo of
America (www.nintendo.com).  ASCII Controller is copyright (c) Colin Moriarty,
who very nicely allowed me to use it.  Other than that, All Rights Reserved.



===============================================================================
=                       Section Two -- Version History                        =
===============================================================================

=+=+=+=+=+=
Version 1.3
=+=+=+=+=+=

   This guide was updated to reflect that I now allow faqs.ign.com to host my
   FAQs.  Nothing was done to the information contained in the other sections,
   just the Legal Disclaimer.  Also added Stephen Ng into the Special Thanks
   section.
   Version 1.2 was submitted to GameFAQs on July 24, 2003.


=+=+=+=+=+=
Version 1.2
=+=+=+=+=+=

   This guide was updated for two main reasons.  One, I decided to tweak the
   format slightly, most notably in the Table of Contents.  Second, I added a
   Find feature.  I realize a Find feature isn't necessarily required for a
   guide of this size, but some people have requested a Find feature, so I have
   decided to add one.  Hopefully finding specific things in this guide will be
   much easier from now on.
   Version 1.2 was submitted to GameFAQs on June 24, 2003.


=+=+=+=+=+=
Version 1.1
=+=+=+=+=+=

   This update was done mainly to fix some minor problems.  First, the controls
   for Astro-Grover had been unexplainably left out.  Second, I fixed a few
   very minor spelling errors.  Finally, I added the date that this was
   originally submitted, mainly for my own reference.
   Version 1.1 was submitted to GameFAQs on June 17, 2003.


=+=+=+=+=+=
Version 1.0
=+=+=+=+=+=

   This is the original guide, as submitted to GameFAQs.  There will definitely
   be updates to come, as there is inevitably something else that can go in
   here.  All sections are as complete as I want them for now.  All portions of
   this guide are my own design, except for the ASCII Nintendo Controller, 
   which was designed by Colin Moriarty.  Thank you for allowing me to use it 
   in my guides!
   Work on this guide officially began on June 13, 2003.
   This guide was originally submitted on June 17, 2003.



===============================================================================
=                          Section Three -- Controls                          =
===============================================================================

                            _________________________________
                           |                                 |
                           |   _                Nintendo     |
                           | _| |_                           |
          [D-Pad] -------->||_ 0 _| SELECT START    B    A   |
                           |  |_|    [  ]   [  ]    o    o   |
                           |                       o o  o o  |
                           |________________________o____o___|

     ***ASCII Nintendo Controller was designed by Colin Moriarty.  He was
              enough to allow me to use it.  Thank you, Colin!***


  Since this is a Nintendo game, the basic Nintendo controller must be used in
  order for this game to work correctly.  The buttons, as well as what they
  do, are as follows:


  =+=+=+=+=+=+=+=+=+=+
  Ernie's Magic Shapes
  =+=+=+=+=+=+=+=+=+=+

  Directional Pad -  Signals that another shape is needed.  Changes the
  ---------------    displayed object to another object.

  A Button        -  Signals to Ernie that the object is correctly matched.
  --------

  B Button        -  Signals to Ernie that the object is correctly matched.
  --------

  =+=+=+=+=+=+
  Astro-Grover
  =+=+=+=+=+=+

  Directional Pad -  Moves the beams from the satellite dishes.
  ---------------    Moves back and forth, cycling through the numbers in the
                     number line.

  A Button        -  Signals to Grover that the correct amount has been
  --------           determined.

  B Button        -  Signals to Grover that the correct amount has been
  --------           determined.



===============================================================================
=                         Section Four -- Walkthrough                         =
===============================================================================

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
=  Section Four (a) -- Ernie's Magic Shapes                                   =
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

Ernie's Magic Shapes is one of two games that can be chosen at the outset of
the game.  In reality, Ernie's Magic Shapes is seven different, smaller games.
Some of these games require the player to match the shape of the object on the
screen, while others require that the player match both the shape of the object
on the screen, as well as the color of said object.  

The titles of each section are different, depending on whether or not the magic
wand is hovering next to the title.  When the magic wand is not hovering next
to the section title, it is BLUE.  This name is on the left side of the arrow.
However, when the magic wand is hovering next to the section title, the title
becomes PINK and changes to the name on the right side of the arrow.


  Instructions --> How To Play
  ----------------------------

  This section of Ernie's Magic Shapes is not a game so much as something that
  tells the player how to play the different versions of matching.  First up,
  Ernie will show two shapes, a GREEN diamond and a GREEN egg (or oval).  Ernie
  will then tell the player that "This is the wrong shape."  He will continue
  to tell the player to press any direction on the directional pad, which will
  bring the player to Ernie's next example.

  Next, Ernie will show two more shapes, a smaller RED diamond and a smaller
  BLUE diamond.  While these two objects share the same shape, Ernie reminds
  the player that "This is the wrong color."  Ernie will then tell the player
  to press any direction on the directional pad, which will cause Ernie to
  showcase two more objects.

  Ernie's next example also shows two objects, with both of them being vertical
  PINK ovals.  Since both objects are the exact same shape and color, Ernie
  will tell the player that "This is the right shape and color."  Because these
  two objects are the same, Ernie tells the player to press either the B Button
  or the A Button.  This prompts a bunny that has been hiding in the black hat
  to make an appearance, which signals to the player that the objects match.

*******************************************************************************

  Presto-Shape-O --> Match The Shapes
  -----------------------------------

  Presto-Shape-O is a little matching game in which every object is the same
  color.  All that the player needs to do is match up the shapes themselves.
  The shapes, as well as the colors, are completely random, so I cannot tell
  you how each round is going to go, but I can tell you the available colors
  and shapes.

  There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
  and RED.  There are more than fifteen different shapes that each object could
  be.  When both the shape and the color match exactly, press either the
  B Button or the A Button, to signal to Ernie that the objects are the same.
  Ernie will then magically transport the object to the top of the screen, and
  the little bunny will pop out of the black hat, signaling that the player is
  correct.  

  If, however, the player presses either the A Button or the B Button when the
  objects differ in either shape or color, Ernie will look up at the shape
  above him, then over towards the object over the black hat.  He will then
  point his magic wand at the black hat, and the bunny will step out from
  behind the black hat and shake his head, signaling that the player is wrong.

  There are five sets of objects in this game that the player must correctly
  match.

*******************************************************************************

  Abracadabra...Colors! --> Match The Color
  -----------------------------------------

  Abracadabra...Colors! is a little matching game where the player tries to
  match the color of the object over Ernie's head with the color of the object
  over the hat.  In Presto-Shape-O, all of the objects were the same color, but
  in this matching game, all of the objects are the same shape.  All the player
  has to do is match up the colors of the matching shapes.  Again, the shapes
  and the colors chosen are completely random.

  There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
  and RED.  There are more than fifteen different shapes that each object could
  be.  When both the shape and the color match exactly, press either the
  B Button or the A Button, to signal to Ernie that the objects are the same.
  Ernie will then magically transport the object to the top of the screen, and
  the little bunny will pop out of the black hat, signaling that the player is
  correct.  

  If, however, the player presses either the A Button or the B Button when the
  objects differ in either shape or color, Ernie will look up at the shape
  above him, then over towards the object over the black hat.  He will then
  point his magic wand at the black hat, and the bunny will step out from
  behind the black hat and shake his head, signaling that the player is wrong.

  In this game, as well as in Presto-Shape-O, there are five sets of objects
  that the player must correctly match.

*******************************************************************************

  Zip Zap The Shapes --> More Shape Matching
  ------------------------------------------

  In Zip Zap The Shapes, the only thing that the player has to match is the
  shape of the objects.  The color of every object will be uniform.  However,
  Zip Zap The Shapes throws the player for a loop.  There are multiple shapes
  in each puzzle, this time.  The player must find each different shape one at
  a time, completing each picture only when every object used has been matched.

  There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
  and RED.  In Zip Zap The Shapes, an image will be formed using multiple
  objects.  It is the player's responsibility to sort through the more than
  fifteen different shapes and choose the correct shapes.  When a shape that
  is hovering above the black hat matches a shape in the picture, press either
  the A Button or the B Button, signaling to Ernie that one of the objects is
  the same.  Ernie will then magically transport the object to the top of the
  screen, and another object will show up above the black hat.  Continue to
  match objects until every object has a match.  Only then will the picture be
  complete, and only then will the bunny make an appearance, signaling that the
  player is right.

  If, however, the player presses either the A Button or the B Button when the
  objects differ in either shape or color, Ernie will look up at the shape
  above him, then over towards the object over the black hat.  He will then
  point his magic wand at the black hat, and the bunny will step out from
  behind the black hat and shake his head, signaling that the player is wrong.

  In Zip Zap The Shapes, there is an infinite amount of puzzles that the player
  can complete.  However, the puzzles will repeat over and over.  To exit Zip
  Zap The Shapes at any time, press the START Button.

*******************************************************************************

  Poof Pop The Colors --> More Color Matching
  -------------------------------------------

  Poof Pop The Colors is similar to Zip Zap The Shapes, except this time the
  player must match both the shape and the color of the objects hovering above
  Ernie's head.  In Poof Pop The Colors, each puzzle has multiple pieces, but
  each piece of the puzzle will be shown one at a time.  However, the object
  will cycle through the available colors until the player correctly matches
  the color of the object over the black hat with the object over Ernie's head.
  The player must move through each puzzle, completing it piece by piece, until
  the entire image is replicated.

  There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
  and RED.  In Poof Pop The Colors, images will be formed using multiple
  objects of varying colors.  When an object hovering above the black hat
  matched both the shape and color of an object floating over Ernie's head,
  press either the A Button or the B Button, signaling to Ernie that one of
  the objects has been matched.  Ernie will then magically transport the object
  to the top of the screen, and another object will show up above the black
  hat.  Continue to match objects until every object has a match.  Only then
  will the picture be complete, and only then will the bunny make an
  appearance, signaling that the player is right.

  If, however, the player presses either the A Button or the B Button when the
  objects differ in either shape or color, Ernie will look up at the shape
  above him, then over towards the object over the black hat.  He will then
  point his magic wand at the black hat, and the bunny will step out from
  behind the black hat and shake his head, signaling that the player is wrong.

  In Poof Pop The Colors, there is an infinite amount of puzzles that the
  player can complete.  However, the puzzles will repeat over and over.  To
  exit Poof Pop The Colors at any time, press the START Button.

*******************************************************************************

  Shazam! More Shapes --> Harder Shape Matching
  ---------------------------------------------

  Shazam! More Shapes is exactly, and I mean exactly, like Zip Zap The Shapes.
  In Shazam! More Shapes, the only thing that the player has to match is the
  shape of the objects.  The color of every object will be uniform.  However,
  Shazam! More Shapes throws the player for a loop.  There are multiple shapes
  in each puzzle, this time.  The player must find each different shape one at
  a time, completing each picture only when every object used has been matched.

  There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
  and RED.  In Shazam! More Shapes, an image will be formed using multiple
  objects.  It is the player's responsibility to sort through the more than
  fifteen different shapes and choose the correct shapes.  When a shape that
  is hovering above the black hat matches a shape in the picture, press either
  the A Button or the B Button, signaling to Ernie that one of the objects is
  the same.  Ernie will then magically transport the object to the top of the
  screen, and another object will show up above the black hat.  Continue to
  match objects until every object has a match.  Only then will the picture be
  complete, and only then will the bunny make an appearance, signaling that the
  player is right.

  If, however, the player presses either the A Button or the B Button when the
  objects differ in either shape or color, Ernie will look up at the shape
  above him, then over towards the object over the black hat.  He will then
  point his magic wand at the black hat, and the bunny will step out from
  behind the black hat and shake his head, signaling that the player is wrong.

  In Shazam! More Shapes, there is an infinite amount of puzzles that the
  player can complete.  However, the puzzles will repeat over and over.  To
  exit Shazam! More Shapes at any time, press the START Button.

*******************************************************************************

  Ta Dah! What A Figure --> Hardest Of All
  ----------------------------------------

  Ta Dah! What A Figure is pretty much a carbon copy of Poof Pop The Colors.
  Ta Dah! What A Figure is similar to Shazam! More Shapes, except this time the
  player must match both the shape and the color of the objects hovering above
  Ernie's head.  In Ta Dah! What A Figure, each puzzle has multiple pieces, but
  each piece of the puzzle will be shown one at a time.  However, the object
  will cycle through the available colors until the player correctly matches
  the color of the object over the black hat with the object over Ernie's head.
  The player must move through each puzzle, completing it piece by piece, until
  the entire image is replicated.

  There are six possible colors, including BLUE, GRAY, GREEN, ORANGE, PINK,
  and RED.  In Ta Dah! What A Figure, images will be formed using multiple
  objects of varying colors.  When an object hovering above the black hat
  matched both the shape and color of an object floating over Ernie's head,
  press either the A Button or the B Button, signaling to Ernie that one of
  the objects has been matched.  Ernie will then magically transport the object
  to the top of the screen, and another object will show up above the black
  hat.  Continue to match objects until every object has a match.  Only then
  will the picture be complete, and only then will the bunny make an
  appearance, signaling that the player is right.

  If, however, the player presses either the A Button or the B Button when the
  objects differ in either shape or color, Ernie will look up at the shape
  above him, then over towards the object over the black hat.  He will then
  point his magic wand at the black hat, and the bunny will step out from
  behind the black hat and shake his head, signaling that the player is wrong.

  In Ta Dah! What A Figure, there is an infinite amount of puzzles that the
  player can complete.  However, the puzzles will repeat over and over.  To
  exit Ta Dah! What A Figure at any time, press the START Button.

*******************************************************************************

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
=  Section Four (b) -- Astro-Grover                                           =
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

Along with Ernie's Magic Shapes, Astro-Grover is another set of games that the
player can choose at the games onset.  In Astro-Grover, there are only five
different games to choose from, instead of the seven choices that Ernie's Magic
Shapes provides.

The games in Astro-Grover all deal with counting, specifically from one to
nine.  In later games, such as Adding Countdown, Take It Away, Zips, and Sum
Up, Sum Down, the player will be asked to add or subtract numbers.  However,
since this game is designed for small children, the highest number that the
player has to deal with is nine.


  How Many Zips?
  --------------

  In How Many Zips, a city is apparently under a brown-out.  All of the
  buildings and such have turned brown.  It is the player's responsibility to
  reclaim the brown sections of the town, one portion at a time.  Underneath
  the brown town, there is a line of numbers, starting at one and ending at
  nine.

  When How Many Zips begins, a spaceship of some kind flies around for a bit
  and then throws out some Zips.  The player must use the number line to
  correctly identify just how many Zips there are.  Every time this game
  begins, the cursor will begin on five, because it is directly between one and
  nine on the number line.

  When the player correctly guesses the number of Zips on the screen, the
  spaceship will take back the Zips, the very right-hand side of the brown town
  will be revealed, and then the spaceship will fly around some more, until it
  eventually throws out some more Zips.  Additionally, the moon in the upper
  left-hand corner of the screen will smile.  However, if the player's guess is
  incorrect, then the moon will shake from left to right, signaling that the
  player needs to try another number.

  After five sets of Zips has been thrown out of the spaceship, and after the
  player has correctly guessed the amount of Zips each time, the entire brown
  town will be revealed.  Grover will then make an appearance, floating across
  the screen for a while before flying off.  After a while, Grover returns,
  does his whole routine again, and then flies off again, and How Many Zips has
  been completed.

*******************************************************************************

  Beam That Number
  ----------------

  In Beam That Number, there are three satellite dishes on the bottom of the
  screen, along with Grover at a control panel on the left, and a spaceship
  on the right.  In the screen above, there are twenty-five Zips, arranged in
  a random pattern.  The spaceship on the right has a white number inside.  It
  is the player's goal to have that number match the amount of Zips highlighted
  by the beams coming from the satellite dishes.  If the number highlighted
  does not match the number inside the spaceship, press left or right on the
  Directional Pad to change the amount of Zips highlighted.

  When the correct number of Zips is highlighted, press either the A Button or
  the B Button to force the beams to suck in the Zips from outer space, thereby
  reducing the number of Zips left in space.  When the player presses either
  the A Button or the B Button when the number of Zips highlighted does not
  match the number inside the spaceship, then Grover will shake his head, which
  signals to the player that they need to try again.

  After the spaceship has been raised all the way to the top of the screen,
  which will occur after five correct matches, Beam That Number will have been
  completed, returning the player to the menu of games available in this mode
  of play.

*******************************************************************************

  Adding Countdown
  ----------------

  In Adding Countdown, a city is apparently under a brown-out.  All of the
  buildings and such have turned brown.  It is the player's responsibility to
  reclaim the brown sections of the town, one portion at a time.  Underneath
  the brown town, there is a line of numbers, starting at one and ending at
  nine.

  In Adding Countdown, a number of Zips are floating in the sky above the brown
  town.  A different sort of spaceship is now patrolling the skies, waiting for
  the player to signal that the Zips are ready to be taken away.  There is also
  a new object in the night sky -- an equation line!  The equation line looks
  like this:
                                 .---.
                         |-------|   |-------|
                                 '---'

  When the game begins, the player must match the number of Zips in the sky
  with a number from the number line.  This will place the number to the left
  of the equation line and will add a plus sign (+) into the box in the
  equation line.  And of course, the moon will smile at the player.  Now the
  equation line should look like this, where "X" is equal to the number of Zips
  that were in the night sky:

                                 .---.
                       X |-------| + |-------|
                                 '---'

  Now, more Zips will arrive on the scene.  The player must now determine the
  amount of Zips that were added to the original crowd.  Whereas the original
  Zips were on the top row, the Zips added later will be on the bottom row.
  When the player correctly guesses the amount of Zips added, the moon will
  smile at the player again, a new number "Y" will be placed on the right side
  of the equation line, and an equals sign (=) will be placed immediately to
  the right of the new number.  The equation line should now look like this,
  where "X" is equal to the number of Zips that were originally in the night
  sky and "Y" is equal to the number of Zips that were added later:

                                 .---.
                       X |-------| + |-------|Y=
                                 '---'

  Finally, the player will be asked to add the number of Zips that were added
  later to the amount of Zips originally in the night sky.  When the total
  number of Zips in the sky is correctly stated, the moon will smile one more
  time, the equation line will be complete, and the new spaceship will take
  back the Zips.  Also, a portion of the brown town will be restored.

  After five equations have been completed, and after the spaceship has taken
  back all Zips involved, the entire brown town will be revealed.  The new
  spaceship will then fly across town, while the moon has a smile cemented on
  its face.  After a while, the spaceship will fly away, taking the player
  back to the Astro-Grover menu, and Adding Countdown will be complete.

*******************************************************************************

  Take It Away, Zips!
  -------------------

  In Take It Away, Zips!, a city is apparently under a brown-out.  All of the
  buildings and such have turned brown.  It is the player's responsibility to
  reclaim the brown sections of the town, one portion at a time.  Underneath
  the brown town, there is a line of numbers, starting at one and ending at
  nine.

  In Take It Away, Zips!, a number of Zips are floating in the sky above the 
  brown town.  A different sort of spaceship is now patrolling the skies,
  waiting for the player to signal that the Zips are ready to be taken away.
  There is also a new object in the night sky -- an equation line!  The 
  equation line looks like this:
                                 .---.
                         |-------|   |-------|
                                 '---'

  When the game begins, the player must match the number of Zips in the sky
  with a number from the number line.  This will place the number to the left
  of the equation line and will add a minus sign (-) into the box in the
  equation line.  And of course, the moon will smile at the player.  Now the
  equation line should look like this, where "X" is equal to the number of Zips
  that were in the night sky:

                                 .---.
                       X |-------| - |-------|
                                 '---'

  Now, some Zips from the original amount will be moved to the right side of
  the night sky.  The player must now determine the amount of Zips that were
  subtracted from the original amount.  Whereas the original Zips started on
  the left side of the screen, the Zips being subtracted were transported to
  the right side of the screen.  When the player correctly guesses the amount
  of Zips subtracted, the moon will smile at the player again, a new number
  "Y" will be places on the right side of the equation line, and an equals
  sign (=) will be placed immediately to the right of the new number.  The
  equation line should now look like this, where "X" is equal to the number of
  Zips that were in the original group and "Y" is equal to the amount of Zips
  moved to the right side of the screen:

                                 .---.
                       X |-------| - |-------|Y=
                                 '---'

  Finally, the player will be asked to subtract the number of Zips that were 
  subtracted from the original group and moved to the right side of the screen.
  When the total number of Zips now in the sky is correctly stated, the moon
  will once again smile, the equation line will be complete, and the new
  spaceship will take back the Zips.  Also, a portion of the brown town will
  be restored.

  After five equations have been completed, and after the spaceship has taken
  back all Zips involved, the entire brown town will be revealed.  The new
  spaceship will then fly across town, while the moon has a smile cemented on
  its face.  After a while, the spaceship will fly away, taking the player
  back to the Astro-Grover menu, and Take It Away, Zips! will be complete.

*******************************************************************************

  Sum Up, Sum Down!
  -----------------

  In Sum Up, Sum Down!, there are three satellite dishes on the bottom of the
  screen, along with Grover at a control panel on the left, and a spaceship
  on the right.  Underneath each satellite dish is a number.  Inside the
  spaceship on the right is a white number.  The player's objective is to use
  the numbers below the satellite dishes to equal the number in the spaceship.

  Here is an example.  Let's say the number in the spaceship is eight, and
  underneath each satellite dish is, from left to right, a one, a four, and a
  three.  When the player presses either the A Button or the B Button when the
  cursor is under the middle satellite dish, four Zips will be transported
  from the satellite dish into space.

  Now, the player must put four more Zips into space, using any of the numbers
  listed below the satellite dishes.  The easiest way to do this is to simply
  press either the A Button or the B Button again.  This will put four more
  Zips into space, for a total of eight, which is the magic number.

  When the magic number has been accounted for, the Zips will be transported
  into the spaceship, and the spaceship will raise up one level, and a new
  number will appear in the spaceship.  If the player goes over the number
  shown in the spaceship, a Big Zip will drop down from the top of the screen
  and will shake his head, telling the player that there are too many Zips.
  Additionally, the player will have to start that number over.

  After the spaceship has been raised all the way to the top of the screen,
  which will occur after four correct matches, Sum Up, Sum Down! will have been
  completed, returning the player to the menu of games available in this mode
  of play.

*******************************************************************************

===============================================================================
=                         Section Five -- Special Thanks                      =
===============================================================================

First and foremost, I would like to thank CJayC for running this site and for
hosting this guide.  If it was not for GameFAQS, I would not be as into gaming
as I am, and I would not have thought so many other things are possible, other
than just playing the game.

I would also like to thank Stephen Ng for running faqs.ign.com and for hosting
this guide.

Thanks also go to each and every contributor on GameFAQS.  Without them, I
would never have written a guide for this game. 

I would also like to thank the reader, for finding this guide useful.

I would like to thank Colin Moriarty for allowing me to use his ASCII art
Nintendo Controller.  He pointed out that mine was too big, so I asked if I
could use his.  Thanks Colin!



===============================================================================
=                        Section Six -- Closing Statement                     =
===============================================================================

Well, my fifth FAQ/Walkthrough has come to a close.  I hope a few people will
benefit from having this guide to look at.  The Sesame Street series of games
on the Nintendo Entertainment System are often overlooked as a great teaching
tool for young children.  I have found that these games actually will aid in
teaching young children the different shapes and colors found in their new
world.  Also, the numbers one through nine, as well as skills such as adding
and subtracting can be taught to children with this game.  I hope that at least
somebody found this guide informative, if nothing else.  If anyone at all found
this guide and actually used it, or even if they thought it was well-written,
feel free to drop me a line at [djg40 (at) hotmail (dot) com] with any comments
or suggestions.

It may not be much to look at, but as something that children will think is
fun, it ranks right up there as a phenomenal teaching tool.  If only more kids
these days had access to the original Nintendo....  Alas, it is of no use to
dwell on the past.  And so, here is to more video games that can actually help
children to learn.  Thank you for reading, and have a great day.



===============================================================================
=                                                                             =
=  This FAQ/Guide/Walkthrough is copyright 2003 to Daniel Gordon.  All rights =
=  reserved under International Copyright Law.                                =
=                                                                             =
=        (c) 2003 Daniel Gordon (djg40) [djg40 (at) hotmail (dot) com]        =
=                                                                             =
=           http://www.gamefaqs.com/features/recognition/30672.html           =
===============================================================================
