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Designed for ages 4 till 7, the game introduces the new main characters Mat the Mouse and Sam the Lion who accompany Reader. It was then re-released in 1997 under the title "Reader Rabbit's Interactive Reading Journey For Grades K-1", followed by another in 1998 titled "Reader Rabbit's Reading Ages 4–6" and a personalized version in 1999.
The first ClueFinders title, The ClueFinders 3rd Grade Adventures: The Mystery of Mathra, was released in January 1998, and The ClueFinders 4th Grade Adventures was released in July. The Learning Company used their new game as the prototype for Internet Applet technology, which allowed users to download supplementary activities from the ...
Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company.The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.
The ClueFinders 3rd Grade Adventures: The Mystery of Mathra; The ClueFinders 4th Grade Adventures: Puzzle of the Pyramid; The ClueFinders 5th Grade Adventures: The Secret of the Living Volcano; The ClueFinders 6th Grade Adventures: The Empire of the Plant People; The ClueFinders Math Adventures; The ClueFinders Search and Solve Adventures
The first two games were developed in October 1995 and the last two were developed in 1996. The products make use of interactive storybooks based on fairy tales to help early readers broaden their reading, vocabulary, writing and word recognition skills. Each number in the title corresponds to the reading level of the reader they are aimed at.
Designed for ages 4–6, the plot of the game sees the player help Reader Rabbit and Mat the Mouse collect resources for a large campfire party at Camp Happy Tales. [1] The game is designed to teach children skills such as mathematics, phonics, reading, and listening. [2]
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