|

|

|
| This
game has been rated E for everyone by the Electronic
Service Rating Board. |
|
ERBOSITY
Tools for the mind!
| is
the 1st in a series of family games. This version
contains over 1,500 English-language terms divided
into categories ranging from 1st grade through
college level. |
|
Challenges all who play across the widest possible
peer group - ages 8 and up! |
|
Educates regardless of intellectual background -
from 1st grade through post graduate. |
| Allows
up to 4 people (of all ages) to play competitively
against each other. |
| Includes
an Internet-voice-phone headset and integrated communication
software that allows the player(s) to conference
call with friends and family all over the world
at no cost! |
|
| SYSTEM
REQUIREMENTS |
| Operating
System: |
Windows®
98, NT 4.0, 2000, Me or XP |
| Processor: |
Pentium®
II or higher ( or a really fast Pentium 133+ ) |
| Memory: |
48
MB RAM |
| Hard
Disk Space: |
4
MB Free |
| CD-ROM
Drive: |
16X
Speed |
| Video: |
1
MB SVGA Adapter* |
| Sound:
|
SoundBlaster
or 100% compatible card* (Optional) |
| DirectX: |
Requires
DirectX version 5.0 or better (included) |
|
*
Indicates device should be compatible with
DirectX 5.0 or higher.
|
|
|

Verbosity-Tools for the mind! is a fun and challenging
game designed to bring vocabulary-enhancing, family
entertainment into the home. It is a strategy game filled
with many twists, turns, and sudden changes of fortune
as players trek across the various puzzle paths seeking
out the lost Cosmic Coins needed to win. Players aggressively
calculate moves against each other, taking the necessary
risks needed to leap ahead and win. Up to 4 players
may compete together on the same computer or over the
Internet, educating from grades 1 through college level.
|
|
Verbosity
- Tools for the Mind! is truly the world's 1st
computer-based educational family game that challenges
all who play. Verbosity - Tools for the Mind!
educates everyone who plays the game, regardless of
intellectual background. Up to 4 people of all ages
can play competitively against each other. Verbosity
- Tools for the Mind! contains a NET-GAME feature
allowing players to link up with friends on private
local area networks, wide area network/intranet at schools
or via the world-wide-web's Internet. The game comes
with an Internet-voice-phone that enables up to 4 people
to talk with each other while playing the game. Yes,
talk with your friends anywhere in the world at no cost
to you. All of these features contain in one single
game!

|
|
When
you purchase VERBOSITY - Tools for the mind!,
you get the CD-Rom and the Internet-Voice-Phone
headset. These materials are all that's needed
to:
|
 |
educate
and entertain the entire family... |
 |
link
up and play with friends over the internet... |
 |
converse
with family and friends all over the world at no
cost! |
VERBOSITY
- Tools for the mind!
is available through our website, select individuals
and special organizations.
Go
to the TOP of this page
Click
here to

|
Verbosity
- Tools for the mind! is a computer board game
designed for the entire family. The game has many features.
It ...
 |
brings
the family together... |
 |
inspires
communication, family cohesion, laughter and competition; |
 |
and
provides educational edification. |
Introductions
to many of the subjects children must learn have the
most positive results when these introductions occur
at home. Children are most impressionable and receptive
to learning in these formative years. The advent of
recent technological advances and the progressive improvements
in home computers have paved the way for a paradigm
shift in home learning. Enter, Verbosity - Tools for
the Mind!.
Verbosity
- Tools for the Mind! is an educational family
board game designed to increase the vocabularies of
the players while simultaneously providing a venue of
home entertainment. It's unique peripheral learning
environment places direct focus on game strategy while
indirectly adding to the players' vocabulary.
The
benefits are limitless when you develop a strong vocabulary.
Just think. . . so much power in the words you use.
Change a few words, change a lot of lives.

|
|
Verbosity
- Tools for the mind! includes many features
and benefits such as
:
|
| Here
are some basic caveats with today's games: |
 |
Computer-based
Educational games usually aren't family games at
all. |
 |
Family
Educational games usually divide the family. |
 |
Classic
family games eventually bore adults. |
|
Computer
based Educational games usually aren't family
games at all.
|
| Single
player games. |
Just
think, who likes to dine alone? |
| They
usually feel like school. |
Although
typical educational games make a great alternative
in the classroom, they do not transition well to
the home. The educational content and delivery method
quickly bore children. It's too much like bringing
the school home. |
| Parents
taking a passive role. |
The
passive role of sitting a child in front of an educational
computer game, then observing the child's progress
while cheering on the sidelines depicts today's
parents. This thought process may be the norm in
most other environments but, when playing either
physical or video games, the gaming experience is
made much more interesting when parents play along.
|
| The
typical age barriers. |
Usually
educational games have a very finite age barrier,
making it impossible for 9 years old players to
compete with adult players. |
|
Family
Educational games usually divide the family.
|
| Who's
the smartest. |
These
games usually do little more than identify who's
the brightest in the group. Games like Trivial Pursuit,
Jeopardy, Who Wants To Be A Millionaire, Wheel Of
Fortune and Scrabble, usually test what you already
know. Trivia-based games and TV game-show games
usually spark feelings of nostalgia, making them
really popular with the older adults. The interest
in these games by child players drops off rather
quickly as the game progresses. |
| Intimidating. |
Since
basic trivial type games test what a player already
knows, the younger members lose interest in predictably
short times. |
| More
age barriers. |
Just
like educational games, it impossible for 9 years
old to truly contend with adult players. The younger
players just haven't been alive long enough to gather
the trivial facts that these games require. |
|
Classic
family games eventually bore adults.
|
| Mundane
play mechanics. |
Games
with simplistic rules like Clue, Candyland, Chutes
& Ladders, Trouble, Operation and Life often
become unexciting to adults. Younger children really
get into these concepts, but older kids and adults
quickly become uninterested after playing a few
games. Even the younger children eventually tire
of these games. |
| Modern
day gaming. |
Today's
successful action-based video games are interactive,
requiring the player to implement genuine decision-making
strategies. Every child that has ever played any
modern day electronic game can readily feel the
difference between classic board games and modern
video games. |
| Attention
spans. |
The
attention spans of adults and children are held
by completely different stimuli. Children thrive
on kinetic, kaleidoscopic images constantly moving
and changing whether on a game board or on the
computer screen. Music as a pacesetting guide
is also important. Adults prefer thought-provoking
facts or information that must be recalled. Retention
and repetition is usually important when adults
venture into the domain of the gaming world.
|
Go
to the TOP of this page
Click
here to

|
|