Castle of Dr. Brain

June 23rd, 2009

The object of the game is to successfully navigate the puzzles Dr. Brain has set up in order to become the mad scientist’s assistant (a position Dr. Brain had advertised in the local classified section). To enter the castle, the player must play a game of memory at the front gate. Inside, the player must solve puzzles within the hallways and rooms of the castle. There are also three mazes in which the player must guide an elevator between and among different floors.

Many of the puzzles require skill in mathematics and logic, but the game requires knowledge in a broad range of subjects. One puzzle requires the player to solve a cryptogram, and the penultimate level deals primarily with astronomy. In a rather surreal level, the player must put together a jigsaw puzzle which, when completed, becomes a room through which the player passes to go to the next level.

Cleanwater Detectives

June 23rd, 2009

Learn about keeping our water source clean. Explore water pollution, testing, and reporting as you solve cases as a Cleanwater Detective.

I Spy

June 24th, 2009

This electronic rendition of the popular I SPY books is designed especially for younger children and uses the same visually rich graphics, with easier-to-find objects. From the first menu, children are asked to choose from six categories of puzzles: Blocks, Nature, Busy Bins, Oops Hoops, Pattern Place, and Make Your Own. The first three categories contain typical but simplified I Spy puzzles, with riddles such as “I spy turtle eyes a letter D block, three yellow buttons and a bug on a rock.” The poems are read aloud, and pictures are embedded in the graphics to serve as clues. Each find is rewarded with a short animation. The next two activities, Oops Hoops and Pattern Place, are excellent exercises in logical mathematical thinking. In the Hoops game, kids have to sort objects into hoops (Venn Diagrams)- “food” in one hoop, “red things” in another and “food that’s red” in the overlapping portion of the two hoops. In Pattern Place, children must put objects into a requested pattern. The final activity is a popular “Make-Your-Own” I Spy puzzle. Here, children create and print their own collage of objects.

Jumpstart 3rd Grade Adventures

June 10th, 2009

Use 3rd grade problem solving skills to outsmart the mischeievous Polly. Solve puzzles, unlock secret codes as you practice math, science, reading and history skills. Hints file also included.

Math Blaster Mystery

June 30th, 2009

Decipher Secret codes, measure weithgs and earn points to become an expert problem solver.

Math Blaster Mystery

July 14th, 2011

The world is full of mysteries – – and to many, math is one of them. But not to you! You are theSherlock Holmes of THE FIFTH DIMENSION math mysteries, and with your keen mind, nopuzzle can remain in a muddle for long! So wake up your pal Watson, dust off your magnifying glass,and get [...]

Math Blaster Mystery Great Brain Robbery

June 11th, 2009

Build pre-algebra, logical-thinking and word problem skills while searching Dr. Dabble’s creepy mansion for a stolen brain. Three levels of math difficulty and over 150 different word problems-all of them read out loud in digitized speech-cover subjects such as estimation, proportion, computation, order of operations, and equation completion. Includes outrageous graphics, toe-tapping music and wild sound effects. Ages 10 to Adult.

MBM PreAlgebra (2001)

May 9th, 2011

Build pre-algebra, logical-thinking and word problem skills while searching Dr. Dabble’s creepy mansion for a stolen brain. Three levels of math difficulty and over 150 different word problems-all of them read out loud in digitized speech-cover subjects such as estimation, proportion, computation, order of operations, and equation completion. Includes outrageous graphics, toe-tapping music and wild sound effects. Ages 10 to Adult.

Museum Madness

June 25th, 2009

The local museum has recently been fitted with all new lifelike exhibits. You have to go through each of them with your robot buddy, MICK, to help all of the cyreps (Robotic replicas of historic persons) remember what they are important for. Corny, huh? Anyway, help Thomas Jefferson sign the Louisiana purchase, assist in constructing the radio and help clear a girl’s name in the Salem Witch Trials.

Puzzles 4 out of 5
The game’s full of information and puzzles. Most of them are fairly simple, some of them are actually quite tricky, but others are just annoying. All of the puzzles are fun, though. The hardest puzzle in the game for me, was the sliderpuzzle in the Hall of Ecology. The easiest puzzle, funnily enough, is the last one, where you destroy the virus. If you like puzzles then this game’ll be great for you.

Reading Blaster 9-12 (2006)

June 25th, 2009

Over 75 mystery reading passages develop critical-thinking skills such as reading for details, finding the main idea, making inferences, and drawing conclusions. By applying context clues and grammar rules, your child will discover word meanings and build comprehension skills over increasing levels of difficulty.Six of Bizarroville’s leading citizens have vanished into thin air, and all the evidence points to Dr. Dabble! Use your reading comprehension skills to follow the trail of letters, journals and clues to unravel the mystery!

Reading Blaster ages 9-12

May 11th, 2011

Over 75 mystery reading passages develop critical-thinking skills such as reading for details, finding the main idea, making inferences, and drawing conclusions. By applying context clues and grammar rules, your child will discover word meanings and build comprehension skills over increasing levels of difficulty.Six of Bizarroville’s leading citizens have vanished into thin air, and all the evidence points to Dr. Dabble! Use your reading comprehension skills to follow the trail of letters, journals and clues to unravel the mystery!