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CD-ROM Review: Cyberchase:
Carnival Chaos |
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For Windows 95/98/Me/XP/2000 Pentium 233
or higher; Mac G3 266 or higher.
By Brighter Child Interactive
Released: 2003
Reviewed: December 2003
Our Recommended Age: 8-11
Our Rating: A
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Buy: Cyberchase Carnival Chaos |
Screenshots: |

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Based on the
PBS show, this software game allows kids to play along with
the Cyber Squad--a group of kids, a bird, and a motherboard!
The games featured in this CD-ROM are original and clever.
Although they are sometimes confusing to understand at
first, the activities demand children put on their thinking
caps!
The power-hungry Hacker has
stolen the Mega-bolt and mistakenly dropped it in the
carnival grounds. In order to get it back, the Cyber Squad
must win various prizes, ranging from an anti-gravity pad to
a holographic 3D poster, and offer them to various
characters at the carnival.
Winning prizes requires
participation in a variety of activities in the program,
each of which requires children to estimate and think.
The environment is colorful and fun, and the game is
designed rather well. Kids can play the game in adventure or
practice mode. A "Sqwak Pad" is available with two
different types of instructions (one from Motherboard, who
offers game instructions, and another from Dr. Marbles, who
delivers information about the educational concept behind
the activity), game options, and players' inventory.
One especially fun activity
that kid testers returned to again and again is Cyber Darts,
pictured at left. Children pop balloons in groups of 3 or
more of the same color, attempting to clear the board. As
balloons pop, the remaining balloons float towards each
other. Kids must predict where the balloons will go and plan
accordingly. There are three "life lines"
available, allowing kids the opportunity to change the color
of balloons randomly.
Other games include
breaking codes, playing bumper pool, skee ball bowling,
rebuilding a rollercoaster, and more. Once children collect
and deliver all of the required items, they take part in a
final puzzle challenge to recover the Mega-bolt. They must
identify number patterns and sequences in order to break the
code of a safe.
In terms of replay, the
first time through is rather lengthy, and developers have
added an incentive to repeat the mission--kids collect a
total of 6 "e-cards", one each time they beat the
game.
Children
exercise deductive reasoning as they are required to predict
outcomes, plan ahead, and think logically. The practice
children receive help them hone mathematical thinking
skills. Very
"smart" game!
This game is enjoyable,
pleasantly challenging, and educationally valuable.
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Pros: |
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- Strong educational
value.
- Enjoyable for children
who like to solve problems.
- Nice variety and
quantity of activities.
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Cons: |
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- Some activities confused testers with
too many instructions.
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[For more information, user
reviews, or to buy: Cyberchase Carnival Chaos] |
**This software was
selected as one of the Best
Children's Software of 2003.
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Reviewed December 2003
Comments? Email
us. |
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