Math Blaster!

Last updated
Math Blaster!
Math Blaster! Apple II Cover art.jpg
Apple II cover art
Developer(s) Davidson & Associates
Publisher(s) Davidson & Associates
Designer(s) Janice G. Davidson, Richard K Eckert Jr. [1]
Platform(s) Original:
Apple II, Atari 8-bit, C64, IBM PC

Plus:
Apple II, MS-DOS, Apple IIGS, Amiga

New Plus:
DOS, Windows
Release 1983 (Original)
1987 (Plus)
1990 (New Plus)
Genre(s) Edutainment
Mode(s) Single-player

Math Blaster! is a 1983 education video game, and the first entry in the "Math Blaster" series within the Blaster Learning System created by Davidson & Associates. The game was developed by former educator Jan Davidson. [2] It would be revised and ported to newer hardware and operating systems, with enhanced versions rebranded as Math Blaster Plus! (1987), followed by New Math Blaster Plus! (1990). A full redesign was done in 1993 as Math Blaster Episode I: In Search of Spot and again in 1996 as Mega Math Blaster.

Contents

The game spawned other Math Blaster titles like Math Blaster Jr. and Math Blaster Mystery: The Great Brain Robbery , as well as math-related spin-offs like Alge Blaster and Geometry Blaster, and forays into other subjects like Reading Blaster, Word Blaster, Spelling Blaster, and Science Blaster Jr.

Gameplay

An arcade-style educational game that offers skill-building mathematical exercises, the title contains minigames that test players' knowledge in subjects such as addition, subtraction, multiplication, division, fractions, percentages, and decimals. A series of mathematics problems appear on the screen, and the player must move to fire the cannon pointing at the correct answer. The game included an editor for teachers and parents to design their own problems.

While this title was purely a drill and practice, its 1987 sequel would wrap the activity around a narrative. [3]

Educational goals

Math Blaster was designed to aid students to master first-to-sixth-grade mathematics in an exciting and interesting manner. The learning activities were advertised as graphically appealing and promised to motivate and challenge students. [1]

Commercial performance

After it was developed, Math Blaster! was extensively tested in classrooms. [1] By November 2, 1985, the game had sustained 92 weeks on the Billboard charts for Top Education Computing Software, and was currently at #2. The game, plus its various sequels and spin-offs, has since become the best-selling piece of math software in history. [4]

Critical reception

InfoWorld praised the game for its high resolution graphics, and considered it a standout title in the drill-and-practice edutainment video game genre, and deemed it a perfect teacher's aid for primary school classroom use. [5]

New Math Blaster Plus was reviewed in the Oppenheim Toy Portfolio Guide Book where it was praised for its "arcade-quality graphics [making] drills snappy and entertaining". [6]

The game inspired a series of math problem-solving games that would become a popular series in the marketplace. [7] Along with Reader Rabbit and The Oregon Trail , the game is considered a classic. [8]

Related Research Articles

<i>Blaster Learning System</i> Educational video game franchise

The Blaster Learning System is an educational video game series created by Davidson & Associates and later published by JumpStart after the two companies were acquired and merged by CUC Software. The games primarily focused on mathematics, later expanding into language arts and science, and spawned an animated children’s television series in 1999 called Blaster's Universe.

<span class="mw-page-title-main">Graphing calculator</span> Electronic calculator capable of plotting graphs

A graphing calculator is a handheld computer that is capable of plotting graphs, solving simultaneous equations, and performing other tasks with variables. Most popular graphing calculators are programmable calculators, allowing the user to create customized programs, typically for scientific, engineering or education applications. They have large screens that display several lines of text and calculations.

1983 has seen many sequels and prequels in video games, such as Mario Bros. and Pole Position II, along with new titles such as Astron Belt, Champion Baseball, Dragon's Lair, Elevator Action, Spy Hunter and Track & Field. Major events include the video game crash of 1983 in North America, and the third generation of video game consoles beginning with the launch of Nintendo's Family Computer (Famicom) and Sega's SG-1000 in Japan. The year's highest-grossing video game was Namco's arcade game Pole Position, while the year's best-selling home system was Nintendo's Game & Watch for the third time since 1980.

The Print Shop is a basic desktop publishing software package originally published in 1984 by Broderbund. It was unique in that it provided libraries of clip art and templates through a simple interface to build signs, posters and banners with household dot-matrix printers. Over the years, the software has been updated to accommodate changing file formats and printer technologies.

<span class="mw-page-title-main">Mizuko Ito</span> Japanese cultural anthropologist

Mizuko Itō, sometimes known as Mimi Ito, is a Japanese cultural anthropologist. She is Professor in Residence and John D. and Catherine T. MacArthur Chair in Digital Media and Learning, and Director of the Connected Learning Lab in the Department of Informatics, Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her main professional interest is young people's use of media technology. She has explored the ways in which digital media are changing relationships, identities, and communities.

Peggy Weil is an American artist working in digital media.

<i>Treasure MathStorm!</i> 1992 video game

Treasure MathStorm! is an educational computer game intended to teach children ages five to nine mathematical problem solving. This sequel to Treasure Mountain! is the sixth installment of The Learning Company's Super Seekers games and the second in its "Treasure" series.

<i>OutNumbered!</i> 1990 video game

OutNumbered! is an educational video game published by The Learning Company in 1990 for both Windows and Macintosh PCs. It is aimed at children ages seven to fourteen and is designed to teach children mathematical computation and problem solving skills.

A math circle is an extracurricular activity intended to enrich students' understanding of mathematics.

<i>Pac-Man</i> (Atari 2600 video game) Atari 2600 version of Pac-Man

Pac-Man is a 1982 maze video game developed and published by Atari, Inc. under official license by Namco, and an adaptation of the 1980 hit arcade game of the same name. The player controls the title character, who attempts to consume all of the wafers in a maze while avoiding four ghosts that pursue him. Eating flashing wafers at the corners of the screen causes the ghosts to temporarily turn blue and flee, allowing Pac-Man to eat them for bonus points. Once eaten, a ghost is reduced to a pair of eyes, which return to the center of the maze to be restored.

<i>Spellbound!</i> 1991 video game

Spellbound! is an educational computer game made and distributed by The Learning Company aimed at teaching spelling, vocabulary, and language development to children ages 7 to 12 years. The objective of the game is to play spelling-related games to qualify and compete for successively higher bracket spelling bees, concluding with the player competing in the national spelling bee. The original game, released in 1991, was compatible with computers running DOS 3.3 or higher. A 1993 CD release added spoken dialogue and was compatible with Windows 95 and Macintosh.

Software studies is an emerging interdisciplinary research field, which studies software systems and their social and cultural effects. The implementation and use of software has been studied in recent fields such as cyberculture, Internet studies, new media studies, and digital culture, yet prior to software studies, software was rarely ever addressed as a distinct object of study. To study software as an artifact, software studies draws upon methods and theory from the digital humanities and from computational perspectives on software. Methodologically, software studies usually differs from the approaches of computer science and software engineering, which concern themselves primarily with software in information theory and in practical application; however, these fields all share an emphasis on computer literacy, particularly in the areas of programming and source code. This emphasis on analysing software sources and processes often distinguishes software studies from new media studies, which is usually restricted to discussions of interfaces and observable effects.

<i>The Treehouse</i> (video game) 1991 video game

The Treehouse is an educational point-and-click personal computer game developed for DOS and then ported to Macintosh and the FM Towns, with Windows versions arriving later. Following the success of The Playroom, Broderbund created The Treehouse, which provides more content and furthers the user's ability to explore. First released in 1991, most copies were sold in educational supply stores rather than mainstream stores that sold computer software; it included a sing-along cassette tape. It was re-released in 1996 for Windows 3.1 and Windows 95. Although the Windows version has the same general activities, the characters, interface, and locations are different.

<i>Mystery at the Museums</i> 1993 video game

Mystery at the Museums is an educational video game developed by Binary Zoo Software and published by Artech Studios for MS-DOS in 1993. The game is Binary Zoo's second release as well as the second in their "Adventures With Edison" series.

<i>Early Learning House</i> 1990s collection of educational video games and compilations

Early Learning House or simply the House Series is a collection of four main educational video games and two compilations for the Windows and Macintosh platforms, developed by Theatrix Interactive, Inc. and published by Edmark software. Each different game focuses on a particular major learning category with selectable skill settings for preschooler, kindergarten and elementary learners. Millie's Math House (1992) on mathematics, Bailey's Book House (1993) on language, Sammy's Science House (1994) on science, and Trudy's Time and Place House (1995) on history and geography. A spin-off, Stanley's Sticker Stories (1996), sees players create animated storybooks with the series' characters. Millie & Bailey Preschool and Millie & Bailey Kindergarten each contain the combined activities from two of the four software products. In addition the programs can be configured by an adult mode to suit students with special needs. Most of the activities in every game have two modes, one to allow learners to explore and try it out for themselves and the other for learners to follow specific tasks set by the game characters. Learners also have the option to print pictures of creative activities and record sounds in phonics activities. Later the games were re-developed by Houghton Mifflin Harcourt Learning Technology and re-published by The Learning Company with newer graphics and additional activities.

<i>Math Blaster Mystery: The Great Brain Robbery</i> Educational computer game

Math Blaster Mystery: The Great Brain Robbery is a product in a line of educational products created by Davidson & Associates that takes place in a different universe from the original Math Blaster. It has no relation to Davidson's earlier Apple II game Math Blaster Mystery. The game was released in North America, Sweden and Spain. The game was remade in 1998 with the title Math Blaster: Pre-Algebra. The game is regarded as a 'Review and Practice' type of software.

<i>Math Blaster Jr.</i> 1996 video game

Math Blaster Jr. is a 1996 educational video game in the Blaster Learning System series aimed at teaching mathematics to children in ages 4–8. The game was rebranded as Math Blaster: Ages 4-6 in 1997.

<i>Math Blaster for 1st Grade</i> 1999 video game

Math Blaster for 1st Grade is a 1999 educational video game in a line of educational products originally created by Davidson & Associates and continued by Knowledge Adventure. The game was re-released in 2000 as Math Blaster Mission 2.

References

  1. 1 2 3 "Math Blaster! Educational Software that Works" . Retrieved June 26, 2017.
  2. Ito, Mizuko (2012-02-10). Engineering Play: A Cultural History of Children's Software. MIT Press. ISBN   978-0-262-29155-2.
  3. Becker, Katrin (2016-10-04). Choosing and Using Digital Games in the Classroom: A Practical Guide. Springer. ISBN   978-3-319-12223-6.
  4. Ito, Mizuko (2012-02-10). Engineering Play: A Cultural History of Children's Software. MIT Press. ISBN   978-0-262-29155-2.
  5. Inc, InfoWorld Media Group (1983-07-11). InfoWorld. InfoWorld Media Group, Inc.{{cite book}}: |last= has generic name (help)
  6. Oppenheim, Joanne and Stephanie (1993). "Computer Software/CD-ROM - Drill and Review Software: 'New Math Blaster Plus'". The Best Toys, Books & Videos for Kids. Oppenheim Toy Portfolio Guide Book. Vol. 1 (1st ed.). New York: Harper Perennial. p. 275. ISBN   0-06-273196-3.
  7. Provenzo, Eugene F. Jr.; Brett, Arlene; McCloskey, Gary N. (2004-09-22). Computers, Curriculum, and Cultural Change: An Introduction for Teachers. Routledge. ISBN   1-135-62708-8.
  8. Ito, Mizuko (2012-02-10). Engineering Play: A Cultural History of Children's Software. MIT Press. ISBN   978-0-262-29155-2.