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Carmen Sandiego's Think Quick Challenge

Carmen Sandiego's ThinkQuick Challenge
Carmen Sandiego's Think Quick Challenge Coverart.png
Cover art
Developer(s) The Learning Company
Publisher(s) The Learning Company
Series Carmen Sandiego
Engine Mohawk
Platform(s) Mac OS, Windows
Release
  • NA: June 1, 1999
Genre(s) Educational
Mode(s) Single-player
Multiplayer

Carmen Sandiego's ThinkQuick Challenge (sometimes referred to as Carmen Sandiego's Think Quick Challenge is a "game show-themed" edutainment computer game for kids ages 8–12 (although PC Mag suggests it is suitable for ages 10 and up). The title, which is a part of the Carmen Sandiego franchise, was released by The Learning Company on June 1, 1999. It can be played by up to 4 players, and runs on the Mohawk engine.

The 1000 questions over 7 subjects in the game were written and developed by teachers. the game was firsty to give Carmen Sandiego players a multiplayer option. The title reviews curriculum for fourth- through sixth-graders.

There was a promotion where if players picked up their copy from CompUSA8, they would be entered into a draw with the chance to win Carmen Sandiego prizes. There was also a competition called "2000 TECHNOLOGY & LEARNING Teacher of the Year Awards program", with Learning Company as one of the sponsors and offering copies of the game as prizes for state winners.

Carmen Sandiego and her six Master Thieves have sent Know-Bots to steal the world of its data and information from various texts. In response Acme Agent Chase Devineaux recruits additional agents to counter this worldwide threat. Carmen Sandiego, eager for a challenge awaits the agents.

The object of the game is to get past Carmen's Know-Bots and correctly answer questions to capture Carmen's Master Thieves. At the beginning of each mission, Chase Devineaux, the ACME Detective Agency's top agent will describes the suspect and the vital stolen knowledge. There are three difficulty levels, that cater for three age groups respectively and start players with a certain number of Energy Points. KnowBots will try to stop the ACME agent from disabling them (or delay the destruction and automatic surrender of 1/2 of the code that reveals the suspect's location) by challenging them to several Jeopardy!- like rounds of questions in the subject areas of History, Geography, Math, Crime Scene (which is similar to a memory game), English, Life Science, Physical Science or Art and Music. If the player(s)answer correctly, they gain a certain amount of Knowledge Points dependent on the type of question being asked (For example, Multipick questions are worth 950 Knowledge Points and Rapid Fire Sort questions are worth 200 Knowledge Points apiece). If they get a question incorrect, they lose one point of Capture Energy, which is essential to the capture of the Master Thief. Once at the Master Thief's hideout, the player needs to solve a unique puzzle to enter.


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