Super Solvers OutNumbered
The computer game, Outnumbered, was made for providing education to children (age group 7-14) in a fun way. In Super Solvers OutNumbered the children learn mathematical calculations and problem untangling know-how. The Mischief’s Master has to be stopped from attacking a radio and television station before the clock strikes 12. The player visits each room and answers a math problem to get the figure of each room and studies them. By studying the figures, the player gets to know that the Master is hiding in which room.
As the game continues, the player is knocked down by Telly, The Master’s Robot. It smashes into the player or shoots him with energy stars, disks, lightning bolts and sound waves. Before it attacks him, if he zaps it with a zapper, he has an opportunity to find out the room’s figure until its belly is red.
As the player gets all the five figures for the room, he needs to compare them and find out in which room the master is shielding himself. If a correct guess is made of the room by the player, he gets extra points depending on the time and the remaining energy of the zapper, which is calculated with the lifetime points of the player. In case of an incorrect guess or failure in collecting information before the clock strikes 12, the player loses the Super Solvers OutNumbered game.
The Learning Company
The Learning Company was co-founded in 1980 as The Learning Co. by Ann McCormick, Leslie Grimm and Frona Kahn and based in California. The first releases focused on teaching young children math, reading and science skills. The most lucrative properties the company developed were Super Solvers, Reader Rabbit and ClueFinders. The company joined the New York Stock Exchange in 1992.
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