Fisher Price Ready For School: Preschool (PC) Playthrough
Автор: Longplay Center
Загружено: 2026-01-06
Просмотров: 574
Playthrough of Fisher Price Ready For School: Preschool, Davidson & Associates' 1996 children's educational game for Windows.
Released in 1996 by Davidson & Associates and developed by Funnybone Interactive, Fisher-Price Ready for School: Preschool is a foundational edutainment title designed to introduce children ages two to four to the basic concepts of early education. Unlike the subsequent Kindergarten entry set in the town of Kinderville, this preschool edition is set within a vibrant, animated animal circus. Led by a friendly lion ringmaster, the software provides a gentle, non-competitive environment where children can explore various circus acts while developing essential cognitive and computer skills.
The gameplay is defined by a structured three-level difficulty system that adapts to the child's developing motor and logic skills. At the first level, intended for toddlers, the computer performs most of the actions while the child simply initiates the interaction with a mouse click or key press. Level two requires the player to follow specific verbal directions, and level three introduces more complex tasks involving clicking and dragging or multi-step problem solving. This progressive approach allows the software to grow with the child, moving from simple cause-and-effect observations to active participation in educational exercises.
The curriculum covers a broad spectrum of "readiness" skills, including letter and number recognition, counting from one to ten, and identifying shapes and colors. Activities such as "Mixed-Up Pictures" focus on sequencing and storytelling, while other modules explore concepts like opposites and memory matching. One of the game's most engaging features is the reward system; completing tasks allows players to participate in a carnival-style balloon squirt game, where they can win and collect a variety of virtual stuffed animals. This immediate positive reinforcement is highly effective in maintaining the attention of younger users.
Technically, the title is optimized for the early computer user, featuring large, high-contrast visuals and a simplified point-and-click interface. The animation is smooth and colorful, echoing the aesthetic of traditional 2D cartoons. Audio plays a critical role in accessibility, as the entire experience is fully narrated by a professional cast, ensuring that non-reading children can understand instructions and navigate the circus grounds independently. Additionally, the software includes a "Parent’s Video Guide" and a print center for offline activity books, providing a bridge between digital play and physical learning.
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