In this parody of , users join Grover as he meets Big Bird, Elmo, and more. There are more than 20 activity combinations and multiple skill levels. The game has several songs pre-programmed into it that children can listen to as Grover dances across the stage. Unlike many videogames, there are no enemies to defeat and no races against the clock, play revolves around choosing the correct answer to problems and navigating areas with different vehicles. Periodically, Big Bird will exit the screen to count his eggs. The basis for the game was strictly educational.
When the total is reached, a song is played and Big Bird dances. Elmo, who is only heard in voice-over, gives instructions throughout. It was developed by and published by. At higher levels, the eggs move faster, the chutes become more convoluted, there are more egg-laying hens, and the chutes may even flash invisible. Astro-grover was a simple math game.
The Nintendo 64 version of Elmo's Number Journey has been somewhat popular amongst in recent years due to the game's short duration. During this stage, Big Bird is seen with his basket and numbers flash on the screen progressively faster as he counts. The goal was to create a series of connections, for Rubber Duckie to make his way to 's bathtub. Big Bird, Elmo, Oscar the Grouch, Rosita, Zoe and the Two-Headed Monster also appear. The game was developed by Creative Wonders and Children's Television Workshop in 1998 and later re-released by Encore Software and Sesame Workshop in 2004. First released as Sesame Street Art Workshop in 1995, it was reissued by Creative Wonders in 1998, and in 2002 and 2005. In the last level the player must attempt to spell the most number of different words before a time limit, the letters in the windows change after a new word is created.
The name is inspired by. When an egg is dropped, a number of points are lost. All 4 sides of the move Little Bird to the next window clockwise; A and B Buttons both choose a window. It was released in 1999. It was first released as Reading Adventure. The first two levels are based on simply choosing the window instructed by Big Bird, while the next two needed memorizing since the windows close. The game was developed by and Children's Television Workshop in 1996, and re-released in 1998, 2000 by Media , and 2004 by.
Play begins on Sesame Street, where the player must choose one of three difficulty levels and then proceed to Elmo's playroom to access a tutorial or talk to one of the hosts in order to access their area. The video game was created by Hi Tech Expressions, for ages 3 to 6. The game was never finished and was about 80% complete before development was stopped and no prototype has been found. The game ends when too many eggs are dropped or a set number of counting sessions is performed. Players must guide Elmo through three areas, split into two halves each, collecting the numbers needed to answer the mathematical problems posed by each area's host. The player could pick a character Sesame Street characters available included Bert and Ernie, among others and could interact with various objects in a variety of settings.
In the fifth level, the player has to spell the three-letter word instructed by choosing the right letters. It was released on the in 1999. Elmo invites users to join him on his deep sea submarine to explore shipwrecks, sunken cities and lost treasure. Bert has a tendency to throw an egg in the mass and alter the order. In Big Bird's Egg Catch, the player controls as he saves eggs produced by chickens at the top of the screen.
Archived from on 29 July 2014. It was originally made for , but was released for the in 1990. The objective of Cookie Monster Munch is to guide through a simple , collecting cookies and placing them in a at the bottom of the screen. The difficulty level determines how many problems the player must solve to proceed to the next area, and how many mistakes a player can make before. Oscar, Grover, Zoe, Rosita and Telly also appear.
The game was developed by in 2000 and re-released by in 2005, and by in 2006. There are six activities designed to teach numbers, shapes, sound recognition, story comprehension and emotions. When it was re-released the name changed. . Two such settings were a school classroom and an outdoor playground. Skills such as critical thinking, problem-solving, and decision making are taught in 3 play modes, 5 activities, and 2 levels and then some. When players begin, they may choose to move by jumping repeatedly or running.