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Sesame Street CountdownBy: Übergeek
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Ah, Sesame Street. Anyone who has ever been a kid remembers the kiddy show where Big Bird, Grover, Elmo, Kermit, the Count and the Cookie Monster taught us our ABC's. Oh, and there was also Ernie and Bert, those bed-sharing, griping-like-a-married-couple, rainbow-rights activists. Isn't childhood great?!
A while ago, while perusing for something to bash in writing, I came across two Sesame Street titles for the Nintendo Entertainment System. "Oh, great, games for babies! This is going to be fun!", I thought. But my sarcasm was not to last. In fact, there is abundant evidence to support that it's impossible to slam Sesame Street. The fact that the games are actually not bad didn't dispute this. Plus, you must keep in mind that they are not, in fact, aimed at a jaded, snide, sarcastic twentysomething geek anyway. Which is why I took the first of these games, Sesame Street Countdown, straight to its intended audience - my first-grade English class.
Yes, unlike Barney's Hide and Seek, Barbie Super Model and other imbecilic kiddie titles, it is actually possible to lose in Sesame Street Countdown. However, if you do lose, it's all your damn fault for being dumb, since there are no enemies to encumber your journey through the level. In fact, it is surprising that the programmers gave the Count a "crouch" move which he will never, ever need to use. Equally puzzling is the fact that there's no way to pause the game - pressing start only gives you a tidbit from the Count. But since there is no time limit, that ends up not mattering that much. Being geared towards toddlers and pre-schoolers, this is also, by no means, a taxing game. All you have to do is spot the right number, press A or B, and the Count will jump up and touch it. Repeat as desired, and you're through to the next level. There's no time limit for completion, no enemies and not even that platform staple, the pitfall, is present. What you do get are balloons that lead to mini-games in the sky, and extra bolts of lightning, which boost up your final tally at level's end. As you progress in the game, you start to get more spaces in the "right" box and fewer spaces on the "wrong" box, which means fewer opportunities to make wrong calls before losing. But as far as difficulty goes, that's pretty much it.
For my kids, this was the best feature of the game - they all, without exception, loved to hear the Count say "Got it! Ha Ha Haaa!" It got to the point where they were 'shushing' each other every time they made a right call, just so they could hear him say it. And at the end of the level they all gleefully counted along as their lightning bolts turned into bouncing representations of the chosen number. Unfortunately, I - and they - found the looping and tinkly music to be slightly irritating, leading to groans of "again!?" Graphically, it's all rather detailed. The Count looks like the TV puppet, and the backgrounds and obstacles are different enough for the kids to feel that they're not merely re-doing previous levels (which, in a way, they are). There are quite a few scenarios, from Sesame Street itself to the Wild West and pre-historic times, although the most popular one with my kids was the one on the Moon (where the jumps suddenly become huge thanks to low-gravity - nice touch!). The colour palette, however, is a little drab, relying too much on the Count's traditional greens and purples, as well as on an uninteresting shade of pale blue.
Another thing that fairly baffled them was the mini-games. While they were always anxious to grab the balloons and fly skywards, they subsequently felt some difficulty with some of the activities, particularly the adding and subtracting ones, where there was no visual support. "Find the Number" (whereby you have to find your number hidden in one of five boxes) was deemed "too easy", and the only adequate mini-game was the one where you have to add or subtract actual objects from the pot, in order to get the desired amount. The fact that there were actual things to count on screen, rather than just arithmetic operations, helped boost the kids' interest in this game. However, in later levels, they were seen to skip the balloons and just keep on moving forward towards the end. Last of all, some of the numbers were floating too close to points where a jump was necessary, causing inevitable, unforced errors; a quite frustrating situation. Globally, however, the game was a success. The kids loved the Count, and they loved a game that was perfect for their age group. Plus, it's hard to be mad at a Sesame Street title. B+. Next up for my kids is Sesame Street ABC, to help memorize the alphabet. A review is sure to follow shortly afterwards, so stay tuned. -reviewed 1/17/08 - game copyright 1992 Hi-Tech Expressions, Inc.
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