In each round, there are twelve specimens on the shelf to choose from. If the user fails to catch Botley with the magnet and he falls to the bottom of the screen, they will lose a life, and will fail the activity if all lives are lost. The goal is to hit and break a single red molecule which contains the Mission Clue and Invention Points. Botley is then shrunk down and sent into it, and the user must play a non-educational portion of the activity (known as the Fantastic Voyager in the manual), which consists of a Breakout-like game, to find the hidden Mission Clue or Invention Points, with the bar being a magnet, Botley curling up and functioning as the ball, and "molecules" (which look like colorful spheres) functioning as the blocks to break. Once the correct specimen is found, the user must move it to the Shrinking Machine and click on the microscope on the floor. They do this by clicking on the specimens while holding the analyzer, causing information about that specimen to be displayed and read by Egbert. In the game, Polly provides a hint and the user, using Egbert's analyzer, must determine which specimen her hint refers to. The Shrinking Machine Room contains a device called the Shrink-O-Matic, which can reduce anyone or anything to the size of a "medium-large molecule", and a shelf filled with specimens (natural items, such as life forms and elements) cared for by Egbert. 4.2.1 When The Shrink-O-Matic Cannot Be Used Without Energy.
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