Description of
The Time Warp of Dr. Brain

Published by: Knowledge Adventure
Age range: Kids - Adults
Year: 1996
Image © Knowledge Adventure. Used with permission.

  • Today we're playing a retro game that I was gifted at 6 years old. It's a weird one, but it's fun and was certainly better than Reader Rabbit.
  • The Time Warp of Dr. Brain is an educational game published in 1996 by Sierra On-Line. The game was released for Macintosh and PC (Windows). The Time Warp of Dr. Brain is the fourth part of the series of educational games with puzzle elements. This time, by performing tasks in different eras, we will have to restore order in the chronology of.

The game/puzzle element of the Time Warp of Dr. Brain is a collection of mini-games that have the player completing tasks intelligently and, in a few cases, rapidly to succeed. Each mini-game takes place at a specific point in the timeline of existence and is themed accordingly, though not without anachronisms (see Caveman Rock). In either case, I apologize for not checking thoroughly enough before answering your question:( Which of the 4 games (The Castle of dr. Brain, The Island of dr. Brain, The Time Warp of dr. Brain: Action Reaction) do you have? It might help with further answers. – GregC Dec 2 '09 at 6:46.

The Time Warp of Dr. Brain is the fourth in the Dr. Brain series. (See also, The Lost Mind of Dr. Brain.) There is a short introduction to this game in the form of a story. Dr. Brain has gotten lost in the space-time discontiuum while teleporting to last week to look for his car keys. The player must 'help get the doctor back to the present' by visiting each of ten different time periods (puzzles), and playing the puzzles in each (there are 3 difficulty levels, worth 5%, 10% and 15%).

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The Time Warp of Dr. Brain claims to develop the seven intelligences (verbal/linguistic, logical/mathematical, visual/spatial, bodily/kinesthetic, musical, interpersonal, and intrapersonal) within the context of themes of evolutionary development. (Based on Dr. Howard Gardner's Theory of Multiple Intelligences.) Four of the 10 games focus mainly on hand-eye coordination and/or time pressure, along with some strategizing. Other puzzles focus on arranging coded rectangles in the proper order to play a requested song; arranging sign language letters in a grid in an attempt to make words; making one potion the same as another in terms of color, sound, amount and temperature using machines that add and subtract various amounts of those attributes; programming the intersections of a racetrack in order to get cars safely to their home while avoiding obstacles and crashes; building an exact replica of a 3-D spaceship by choosing and rotating parts and placing them on a grid; and using logic and a set of clues to fill in a system of grids.

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