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The Incredibles

(2004, Leapster - Educational, Rated E, Play it on: Leapster)
  • Is it age appropriate?

    About our ratings

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    Not age appropriate for kids under 6, age appropriate for kids over 7; suggested age 7.
  • Is it any good?

    5.0
  • Common Sense says

    Superhero fun and learning with the Incredibles!

Why We Rated This on for Ages 7 and Up

The good stuff

  • Educational value:

    Not an issue.
  • Messages:

    Not an issue.
 

What to watch out for

  • Violence & scariness:

    Not an issue.
  • Language:

    Not an issue.
  • Consumerism:

    It uses the characters from The Incredibles movie.
 

What Parents Need to Know

This review of The Incredibles was written by Jinny Gudmundsen

Parents need to know that this is a great way to practice academics and continue the entertainment of the movie.

Families Can Talk About

Talk to your kids about the media in their life. We have more tools and tips that can help
  • Families can talk about how the Incredibles work together in the final game. How does your family work together by combining individual talents? Also, how does the game compare to the movie? Which do you like more, and why?
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More on The Incredibles

What’s the Story?

In Leapster's THE INCREDIBLES, kids play four educational games -- one with each superhero of the Incredibles family from the Pixar movie. Kids help direct Mr. Incredible on how to use his super strength to move boulders so he can complete equations, and Mrs. Incredible needs the player to spell words to open a series of doors at bad-guy Syndrome's hideout so she can escape. Violet must find words to complete sentences in a jungle maze. And Dash needs help sealing the entrance to the cave where he's hiding by placing rocks in correct order by place value.

The games can be played on two levels of difficulty. While playing the four superhero games, players earn access cards and keys needed to play a fifth game, "The Incredibles Save the Day." The player controls all four members of the Incredibles as they make their way back to the city to save it from harm. This game of logic involves figuring out when to switch to a different member of the superhero family to use their unique superpowers.

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Is It Any Good?

All five games are both fun to play and educationally sound. The different levels roughly correspond to the curricula found in second and third grades. A tutorial kicks in after the child incorrectly answers two questions in a row. The gaming controls will adjust to a player's ability.

The only part of the game that was a little confusing was the interconnection between the four individual superhero games and the final "The Incredibles Save the Day" game. Testers had to listen carefully to hints in the "The Incredibles Save the Day" game to discover that they needed to return to the individual superhero games to earn access cards needed to proceed. Ultimately, this interconnection turned out to be great motivation to keep playing the four individual games.

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Publisher’s Details

Released on 11/24/2004, price $25, not online enabled
ESRB rating: E

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Most Recent Reviews

  1. Adult Reviewer
    Lives in Alabama
    I rate this title on for age 5 and give it 5.0

    The Incredibles Worth The Purchase

    My 6 year old boy was very entertained by this game. It kept his attention and wasn't too hard. It even gives hints when he was stuck. I was very pleased to find a game he enjoyed while increasing his skills in math, english, and logic. This game was very well designed to increase the childs knowledge while not letting the child fail or get frustrated if he can't find the correct answer. Now, if the game only had a remote for me, to turn it off, so I can get him to come to dinner... ;)

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