While it may not always be true in the film industry, sequels in the world of software are often better than the original. This title is no exception. The very recognizable software character, Freddi Fish, stars in her fifth problem-solving adventure, and it may be her bestif not most challengingone yet.
Along with her sidekick, Luther, Freddi attempts to get to the bottom of a troubling matter in Coral Cove. A sea creature is threatening to bring financial ruin to the newly developed cove, and Freddi is certain there is a logical explanation for it. Young players help Freddi understand these "fishy" happenings, all the while applying their own logical thinking skills to save the day.
The cove is filled with colorful characters, animations, humor, and puzzles to solve. In order to advance in the game, kids need to collect and store inventory items that include things like a candle, glow necklace, keys, and a telltale "to do" list. As with previous Freddi Fish adventures, the currency of the sea is purple sea urchins. Players will need to keep an eye out for this colorful "money" because, more often than not, they need the urchins to buy important items that will help them solve the adventure.
In typical Humongous "Junior Adventure" fashion, the series of problems children encounter during the adventure are interrelated. For example, in order to open a door that a group of tetra fish is guarding, kids will have to first help Nick the Beatnik, who is trapped under a fallen sign, and obtain a magnet from him. This magnet is needed in order to recoup Marge the Sarge's medal, because she won't give Freddi her drill book unless she gets her medal! The drill book, in turn, is required to control the tetras and get to the door. Children need to be persistent and observant in order to solve these strings of problems. They also draw upon mental mapping skills to help them remember where to find the numerous objects in the different areas of the cove.
Players will eventually uncover a fun mini-game reminiscent of Battleship. In this case, children hide schools of fish from the computer opponent by placing them on a grid, and then engage in a hit-or-miss style game in an attempt to uncover the opponent's hidden fish.
There are two game paths available to players, each offering a different set of problems for a unique adventure experience. The endings of each of the two stories are far from anti-climactic. Rather, they are interactive ones that are sure to please.
The age range of 4-7 on this title's box should be extended upwards. As well, it is important to note that few 4-6 year olds will be able to work through this program on their first attempts without help from parents or older siblings. Once the two game path mysteries have been solved, younger kids will enjoy playing the game over again and will have plenty of fun doing so. In fact, our 5-year-old tester is entirely enamored of the game, but it was only after she watched her older siblings do most of the problem solving that she had the confidence to pick up the mouse and do it herself. The good news is that children will not work through this adventure as quickly as with the previous titles in the series. The bad news is that kids who don't have patience or help from others will get frustrated.
This value of this clever CD-ROM will probably be most evident when the game is presented to a group of children. This way, kids can benefit from the educational and social experience of collaboration, drawing upon each other's strengths and experiences in order to solve the mystery. After the different game paths are mastered, younger children will have gained the confidence to work through the mystery on their own.