Games published by EA*Kids
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We provide a complete list of games published by this publisher.
Around the World in 80 Days
Released in 1994 for DOS, Around the World in 80 Days invites players into a breezy, stubbornly demanding puzzle adventure. The game stages a humorous homage to Jules Verne while pressing players to plan routes, manage time, and face consequences of every choice. Its presentation blends map based navigation with dialogue driven exchanges and occasional animated scenes. What stands out is a surprising willingness to reward curiosity over brute speed, turning travel into a balancing act rather than a sprint.
Players guide a traveler across continents by selecting destinations on a world map, then solving short challenges to advance. The journey is segmented into days and hours, each decision shifting the clock and altering odds of meeting schedules. Communication appears through clipped conversations that hint at character quirks, while inventory management nudges the player toward sensible planning. Visuals lean on chunky sprites and compact backdrops, but the charm lies in the rhythm of exploration rather than flashy spectacle and storytelling.
Although the mechanic favors cautious planning, the puzzles are witty rather than punitive, teasing players with clever wordplay, ciphered clues, and misdirection. Some stages test geography sense, others rely on inventory combinations that feel almost as if you are assembling a travelogue. The humor wears well as the cast of travelers chatters in brisk, exaggerated voices, turning misadventures into comic relief. With each successful leg, the player collects confidence and a sense of progress that sustains curiosity and stubborn resilience.
Technically the game wears the era on its sleeve, with a modest color palette and a practical interface that favors function over flamboyance. Sound cues are sparse yet effective, offering gentle reminders when a path falls apart or a plan derails. The pacing is deliberate, a design choice that mirrors long journeys and creates small triumphs after moments of tension. In modern terms it feels quaint, yet the dedication to atmosphere remains infectious, inviting players to linger and plan anew.
The title survives as a curiosity from a brisk decade of PC experiments, often cited by enthusiasts who crave tangible puzzles and a hint of old world romance. Its design rewards thoughtful exploration over brute reflexes, offering multiple endings depending on routes chosen and alliances formed. The game does not overwhelm with glamor, yet it endures because exploration matters and dialogue remains surprisingly lively. For fans of retro software, this journey feels like opening a travelogue from train window.
Counting on Frank
Counting on Frank is a Macintosh puzzle-adventure released in 1994, inviting players to join a cheerful companion as he navigates a city where every challenge is solvable by counting. The game presents a gentle, non-violent progression through varied settings, with Frank guiding the player via on-screen prompts and visual hints. Each chapter introduces a self-contained counting problem, gradually building arithmetic fluency and logical thinking. The program emphasizes clear goals, immediate feedback, and a low-stress learning curve, making it suitable for classroom demonstrations and family play alike.
Core gameplay centers on tallying objects to meet a target quantity displayed prominently in the user interface. Players click or drag to select items, then use a panel of numerals to assemble sums that reach the goal. Some puzzles require grouping objects into equal sets, others call for counting by twos, fives, or tens. When a correct count is submitted, doors open, bridges span gaps, or platforms rise, rewarding precision with a satisfying chime and advancing to the next scene. Hints are available to guide early solutions, with increasing challenge as chapters progress.
Settings unfold across a sunlit, cartoonish city built from rounded corners and soft textures. Districts include Market Square, Riverside Trail, Clock Tower Plaza, Library Lane, and the Rooftop Conservatory, each presenting distinct counting themes and visual motifs. The art style favors crisp line work, pastel palettes, and gently animated elements that convey motion without clutter. Characters wear simple, friendly expressions, and on-screen counters use large, legible numerals designed for quick recognition. The interface presents a compact inventory and a persistent count meter to track progress.
Audio elements reflect Macintosh-era production, with a light instrumental score that uses synthesized melodies and sparse percussion. Sound design reinforces counting actions: a clear blip for each item selected, a soft chime upon a correct solution, and a gentle buzz for miscounts that invites reconsideration. The soundtrack remains unobtrusive, rotating seamlessly as players move between scenes. Optional narration or captioned text explains goals and outcomes, while volume controls ensure players can tailor the experience to classroom or home environments.
Player experience centers on discovery, patience, and incremental mastery. Designed for early learners and curious problem-solvers, Counting on Frank emphasizes exploration within structured challenges, rewarding careful observation and methodical reasoning rather than reflex-based action. Progress is saved between sessions, with a straightforward scoring system that reflects accuracy and speed, and a progress log that revisits completed chapters. The result is a warm, approachable educational title that makes counting an active, engaging pursuit, inviting players to return to Frank’s world for new counting adventures.
Counting On Frank: A Math Adventure Game
Counting On Frank: A Math Adventure Game places players in a bright, cartoon-style world guided by Frank, an amiable character who needs help solving everyday challenges through arithmetic and counting. Progress through a sequence of themed locations where numbers appear as clues, doors open only after correct answers, and objects can be gathered or used only when the required math skills are demonstrated. The adventure structure keeps the lessons connected to a continuing goal, with short tasks presented as the player moves from one screen to the next.
Gameplay centers on responding to math questions presented during encounters and mini-challenges. Problems typically appear as on-screen prompts with simple visual aids, then players choose an answer by clicking numbered options or entering selections depending on the challenge. Tasks may involve counting objects, recognizing sequences, selecting the correct total, or completing basic operations such as addition, subtraction, multiplication, and division. As players succeed, the game provides immediate feedback and advances the current objective, while incorrect responses return the player to try again or review supporting guidance for the lesson at hand.
The mechanics are built around pacing and reinforcement. Many activities are presented as quick, self-contained questions, while others require a short chain of steps to reach a final result before moving on. Difficulty increases by expanding the size of numbers, adding multi-step reasoning, or changing the format of the questions. Hints and explanations are integrated into the flow so that learners can connect the displayed problem with the correct approach, allowing practice without breaking the adventure’s momentum.
Visually, Counting On Frank uses colorful, readable 2D graphics designed for clarity on contemporary Windows displays. Character artwork and interactive elements stand out against simple backgrounds, and math prompts are rendered with large numerals and uncomplicated symbols. Movement through locations is handled with clear transitions, and animated effects highlight success, discovery, or the completion of objectives, keeping attention focused on both the story progress and the numbers being taught.
Audio supports the learning experience with cheerful music and responsive sound effects tied to successful actions, menu selections, and answer feedback. Short spoken or text-based cues accompany many prompts to keep players oriented during problem-solving. Overall, the experience offers a guided adventure format that makes math practice feel like part of exploring the world rather than a separate workbook, with the player repeatedly applying counting and basic operations to unlock progress and resolve challenges.
Eagle Eye Mysteries
One of the best edutainment titles that both children and adults will enjoy, Eagle Eye Mysteries is a fun detective game released under the now defunct 'EAKids' label.
The game stars young detectives Jake and Jennifer from the Eagle Eye Detective Agency. You can choose to pair up with Jennifer or Jake to solve crimes in Richview, searching for clues and questioning witnesses. There are over 50 cases, from missing objects to the 'Ghost Case'.
To bring the culprits to justice, players use their detective notebook to prove the case through motive, means and opportunity. In each engaging mystery, kids hone their reading comprehension and problem-solving skills, while learning scientific and historical facts along the way. With progressively more difficult cases to solve, children's interest is always maintained and, upon successful completion, appropriate positive reinforcement is doled out by printing the detective's name and solved crimes in a scrapbook that can be saved and viewed at any time.
Even years after its release, this game and its sequel Eagle Eye Mysteries in London still rank high on many schools' lists of recommended CD-ROM products. If any edutainment title deserves to be called a 'classic', this is it.
Eagle Eye Mysteries in London
Children of all ages rejoice! Jake and Jennifer Eagle, from Stormfront's excellent Eagle Eye Mysteries, are back, and better than ever, with over 50 new cases, all set in historic England.
As in the original, the gameplay is simple but effective: collect clues and interrogate suspects to solve the mystery. The graphics, as in the first game, are excellent, and this time there are many more locations to explore. Clues will take players through London, ancient Warwick Castle, poetic Stratford-upon-Avon and even mysterious Dartmoor. As the game says, 'clues to mysteries of all kinds can be found in the Egyptian hieroglyphs of the British Museum, at Henry VIII's Hampton Court, in the forgotten smugglers' caves on the Devon coast and in the thatched cottage that was Shakespeare's birthplace'. Each case takes young detectives through [British] history, literature, scientific fact and legends, while honing their reading comprehension, research and critical thinking skills. Each case solved means a new page added to the scrapbook personalized with the player's name in a London Times article. '
Overall, this is a great sequel to a great game, and one that should not be missed by budding or experienced detectives alike.
Rudyard Kipling's The Jungle Book
Rudyard Kipling's The Jungle Book is a DOS game released in 1995, based on the classic novel by the same name. Developed by Virgin Games, this game takes players on an unforgettable journey through the lush and dangerous landscapes of the Indian jungle. With its captivating storyline and challenging gameplay, The Jungle Book quickly became a fan favorite among DOS gamers.
The game follows the story of Mowgli, a young boy raised by wolves in the Indian jungle. Players take on the role of Mowgli and must navigate through the jungle, facing a variety of obstacles and enemies. From the infamous tiger, Shere Khan, to the hypnotic snake, Kaa, players must use their wit and agility to survive in this treacherous environment.
One of the most impressive aspects of The Jungle Book is its stunning graphics. Despite being a DOS game, the designers were able to create vibrant and detailed environments that truly immerse players in the world of the jungle. From the dense and overgrown forests to the rocky cliffs and gushing waterfalls, every scene is beautifully crafted and adds to the overall gameplay experience.
But the visuals are not the only impressive aspect of this game. The sound design is equally exceptional, with an immersive soundtrack that perfectly captures the mood and atmosphere of the jungle. From the soothing sounds of nature to the intense music during high-stakes moments, the sound effects add an extra layer of depth to the overall gameplay.
In terms of gameplay, The Jungle Book offers a unique mix of platforming and puzzle-solving. Players must master Mowgli's jumping and climbing abilities to navigate through the jungle and reach the end of each level. Along the way, they must also solve puzzles and use their surroundings to outsmart enemies and progress through the game.
What makes The Jungle Book stand out from other DOS games of its time is its replayability. With multiple difficulty levels and secret areas to uncover, players can enjoy hours of gameplay without getting bored. Additionally, the game features a variety of mini-games, such as racing against Bagheera the panther and competing in a monkey swing contest, adding even more variety to the overall gameplay experience.
Scooter's Magic Castle
Scooter's Magic Castle is a fun edutainment title from EAKids, a great but unfortunately short-lived series from Electronic Arts.
Set in a cartoon castle, the game includes 25 games and learning activities for children ages 5 to 8. Behind every castle door and stained glass window is a new game. Like Broderbund's The Treehouse, each activity in Scooter's Magic Castle teaches a different subject or skill, such as typing, reading, problem solving, creativity and pattern recognition.
The game has a very intuitive mouse-based interface: a single cursor does everything in the game. Colorful 256-color graphics, fun cartoon animations and great music round out this terrific game that would have cemented EAKids as one of the best producers of edutainment, had it been marketed more widely.
However, despite poor reviews in magazines, EA managed to sell this game quite well directly to elementary schools in the United States.