

Memorable levels included the Allergic Cliffs, Pizza Pass, Captain Cajun’s Ferryboat, and more.

It was so well-designed that it passed for more “game” than “education,” hence its popularity. The award-winning game encouraged kids to use their deductive reasoning skills to guide hundreds of little blue Zoombini characters-625 of them, to be exact-through various puzzle challenges from Zoombini Isle to Zoombiniville. The Logical Journey of the Zoombinis has a bit of a cult fan following. (Yes, that’s the Kevin O’Leary’s The Learning Company, in case any Shark Tank fans were wondering.)
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And not just any ’90s kid, but a geeky one at that-someone whose parents kept him or her occupied with games like The Logical Journey of the Zoombinis, an educational adventure software game released in 1996 by Broderbund prior to its purchase by The Learning Company in 1998. If that phrase means anything to you, it’s probably because you were a ’90s kid. Until then, grab your tablets and make some pizzas…and then be promptly denied by Arno the pizza troll.
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While the iPad and Android tablet version of the game launches Thursday, TERC may release a Mac/Windows/Kindle Fire version in September. As if getting past those Fleens wasn’t challenging enough! Both Libby and Edwards agree that Pizza Pass and Mudball Wall are their favorite challenges in the game (“Arno has the best catchphrases- Make me a pizza! More toppings!” says Edwards), and Libby admits, “I used to hate, but now I’m killing it.”įor the most part, it’s still the same old adorable Zoombinis, now in more high-quality artwork.

Libby also notes that Scot Osterweil, one of the original game designers who was involved with the relaunch, also made some of the game’s levels a tad more difficult. So, in the new app, look forward to ever-so-slightly more blueberry-esque Zoombinis. “The originals looked a little more like eggplants when they to look more like blueberries,” explains Libby. The differences between old and new are subtle: One of the options for eye shape, for instance, has been changed to simple black dots.
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Knowing full well there’s a nostalgia factor involved, TERC made it so the new app has the same voices, characters, and narration. The TERC team paid careful attention to what changed between the old and new versions of Zoombinis. “Some fans didn’t want to give the iPad back!” “After we had prototypes, it was so exciting to see fans playing the game,” says Teon Edwards, TERC’s lead game designer and production manager on the Zoombinis project. “A lot of education games try to make education fun, but the principle of Zoombinis is to find the fun in learning.”Īnd though the game’s recommended age is 8+, TERC expects plenty of customers to be older fans who played Zoombinis as a kid or who were parents in the ’90s and now might buy the app for their grandkids. “The game was really popular and well-regarded as a good example of what a game should be,” says David Libby, TERC’s director of technology. Users are tasked with guiding groups of Zoombinis through various logistical challenges that tickle the brain. The app stays true to the beloved ’90s software game, retaining the original storyline of a race of creatures called Zoombinis embarking on a journey to a new land. They worked with another local company, FableVision, as well as the Learning Games Network (LGN) at MIT. The new Zoombinis game was developed by TERC, a not-for-profit company in K-12 math and science education, following a successful Kickstarter campaign to revive the Zoombinis.
