Game Classification

Smart Games Puzzle Challenge 3 KnowWare (U.S.A.), Atari Interactive (U.S.A.), 1998  

Informations Analyses Serious Gaming
 

Classification

RETRO SERIOUS GAME
(Edugame)

Keywords

Purpose

Besides play, this title features the following intents:
  • Educative message broadcasting

Market

This title is used by the following domains:
  • Entertainment
  • Education

Audience

This title targets the following audience:
Age : 12 to 16 years old / 17 to 25 years old / 8 to 11 years old / 3 to 7 years old
General Public

Gameplay

The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:

Similar games


Smart Games Puzzle Challenge 3 Puzzle game, third full game in the Smart Games Challenge series. This one includes 20 new and different puzzle types, each with between 30 and 50 individual puzzles (and 100 "Who What Where When" puzzles). Your score is tracked for every indivdual puzzle, so for puzzles with variable scoring, you can go back and try to do better (the game suggests what the maximum possible score is for every puzzle, but sometimes the developers can be beat).

Puzzles range from straightforward word puzzles ("Word Loops" and "SyllyBusters") to musical ("Stepping Tones") to trivia ("Who What Where When") to spatial manipulation puzzles ("Tumblin' Dice" and "Paradox Puzzle") to logic puzzles ("Take A Seat" and "Gumball" ) to math puzzles ("Shopping Cart") to variations on traditional games ("Poker Solitaire" and "Solocala," based on the traditional African game Mancala). Other puzzles are hybrids or just plain hard to classify: "Snake Pit," "Balloon Kaboom," "It's A Snap," "Butterflies," "Crossword Slide," "Paper, Scissors, Rock," "Word Flip," "Sheepdog," and "Meteor Mayhem."

[source:mobygames]

Distribution : Retail - Commercial
Platform(s) : PC (Windows)

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