Gus Goes to Cybertown

31.12.1993
This educational game is aimed at kids under eight. You are playing as the dog Gus who searches the town after his 15 "CyberBuds". The town consists of four houses and one park. In every house you encounter a puzzle-based educational game. This includes a spelling game, and game where you have to recognize letters to avoid asteroids. Also you have to count the bubbles in an aquarium or recognize and match shapes. In the park you can see typical clothes and items from different timelines starting at the neanderthals up to spacemen. There are also a few songs included.

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Part of collection:
Gus and the CyberBuds (last 3 games)

31.12.1996

Gus Goes to Cyberstone Park is an educational game for children between three and eight. The player can explore five locations and trigger animations by clicking on items on screen. Gus' three buddies are hiding in each screen and speak/sing to the player when found. Each location additionally has an activity: Trees: The player has to navigate Gus through a top-down maze. Mountains: The player has to solve equations (addition and subtraction) in four difficulty levels. On the easiest level, the nine digits have to be clicked on in the correct order. Lake: Sorting animals into their correct habitat (earth, forest or water) River: Animals float on the river and each of them holds a sign with a letter. The player has to click on the starting letter of the given word. There are four difficulty levels. Camp: The player is given an incomplete campfire story and has to complete them by dragging icons on the blank spaces. There are no right or wrong choices.

31.12.1996

Gus and the Cyberbuds: Stellar Game Center! is a collection of six mini-games divided into four sections: Clam-o-Rama: a Concentration variant with sea animals. Create a Creature: The player can choose various facial features and clothing to create a face. The Write Stuff: the player has to complete a partially written letter by dragging icons on the blank parts. There are no right or wrong choices. The last section, Melody Madness, evolved around numbered bottles which are filled with different amounts of water. The three mini-games are: - Clicking on the correct bottles (the correct numbers are written out) to re-create a song. Alternatively the player can use the bottles freely to create a new melody. - A Simon Says variant. - Filling the bottles with the correct amount of water in order to match the given music notes. All mini-games were already included in previous entries of the series.

31.12.1995

Gus Goes to the Kooky Carnival is an educational game for children between three and eight. The player can explore six locations and trigger animations by clicking on items on screen. Gus' three buddies are hiding in each screen and speak to the player when found. Each location except the Ferris wheel additionally has an activity: Trailer: There is a map of the United States to America to find. By clicking on a state, the player learns a fact about the state. Animal Lounge: A card game with similarities to Concentration / Memory variants. Each of the two players have matching cards except one which is only present once. Each player chooses one of the other players' cards in turns and has to match them to one of their own cards. If they match, the cards are removed from play. If It is the single card, the choosing players has to take it into their own deck. It is not possible to click on the wrong card while matching. The player who has the single card in their possession when all other cards are gone loses the match. Side Show: The player can choose various facial features and clothing to create a face. Midway: A shooting range where letters flow into and out of view. The player chooses a letter by clicking on it. Depending on the difficulty level, the goal is to either find a single letter, spell a given word or spell as many words as possible (the next viable word is presented by a icon) within a time limit.

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The original 1995 edition of Jumpstart 1st Grade. Join Frankie and his friends in an interactive classroom filled with animation and song. Take field trips to the beach and zoo. Read 50 illustrated stories from 8 interactive books with the help of Mrs. Flores, your teacher. In all, discover 18 activities teaching geography, science, early math, reading comprehension, music and more!

16.12.1997

JumpStart 1st Grade Math, later released as JumpStart Math for First Graders, is a game released in 1997 that focuses on teaching a first grade math curriculum. Frankie loves to mess up his backyard, especially by digging holes for bones. But this disturbs the bugs who inhabit the yard, so as punishment, the Queen Bee shrinks Frankie down to their size. As penance, he can play activities that involve assisting the backyard bugs in various ways. This enables him to earn back some of his bones, which he can now use to make staircases leading him to the magical dog tags he needs to return to normal size.

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JumpStart Kindergarten Reading is an educational title aimed at four to seven year olds. The game features a Rabbit called Hopsalot. He's on holiday from school and wants to find the treasure buried in his carrot patch. He has six relatives each of which has a clue so, with the help of the pupil, off he goes. Each visit is in two parts, for example visiting Granny in the frozen north starts with a request to click on all the items beginning with a specific letter to defrost them. There's usually around half a dozen items on the ground of which four match the specified criteria. Once this task has been completed the pupil goes to an ice hockey practice session. Here a letter is shown on the scoreboard and hockey pucks with three and four letter words are slid over the ice. If the initial letter of the word matches the target letter the pupil clicks on the puck and, if they're right, it's fired into the net. If the initial letter does not match the target letter they click on the referee and the puck melts away. After completing the mini games the player is shown a clue to the carrot patch treasure, this specifies a letter. The player is then taken to the carrot patch where they must identify the letter from those shown, they click on it, a tunnel is dug to that spot where there will be an object and a small animation. Different games stress different reading elements. Alfie the Jazz Hamster asks the pupil to choose words that rhyme, Grandad gets the pupil to match upper and lower case letters, Flash asks the pupil to spell/complete words that come from a volcano while Robbie at the ranch expects pupils to decide whether a word is real of not.

Age Rating

ESRB: EC

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