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Gizmos & Gadgets is an educational science computer game designed by The Learning Company. It is intended to teach children between the ages of 7 and 12 introductory mechanics, namely simple machines, magnets, basic electronics, and forms of energy. The original game is compatible with IBM and Windows computers running DOS 3.3 or higher although a later CD release added Macintosh compatibility. A popular game through 1997, The Learning Company, then incorporated with Brøderbund, discontinued Gizmos & Gadgets in 1998.
GameplayThe object of the game is to win 15 races in different vehicles against Morty Maxwell at the Shady Glen Technology Center. This is done by moving the Super Solver around a series of warehouses to collect vehicle parts by solving puzzles involving principles of physics. The CharactersSuper Solver The Super Solver is the user-controlled main character. He moves around warehouses collecting parts that are used to build the vehicles. Morty Maxwell Cyberchimps The RacesThere are 15 races; 5 races in each of 3 categories, automobile, alternative energy car, and aircraft. The races get progressively harder and the vehicles more complex as the player nears the fifth race in each category. The WarehouseThe warehouse where the parts are kept is a maze-like building through which the player must navigate. There are multiple levels and the only ways to travel between them are to be blown by vents (to move up) or to fall (to move down.) There is also a "front" (where the player can see the whole warehouse and few boxes are generally visible) and a "back" (which is a small portion of the front where the majority of boxes are.) They are separated by doors. Doors begin locked and can only be unlocked by solving a science-related puzzle. Once unlocked the player can move back and forth freely through that door. However, because the only way to reach the majority of the warehouse is through the "front" but most boxes are on the "back" the player must unlock many, if not most of the doors. Educational valueIn solving the puzzles, players learn about science and math principles, including:
In building vehicles, players learn about good, better and best principles. For example, that a rounded nose on a car is more aerodynamic and faster than a flat nose. External links |
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