Brain Age: Train Your Brain in Minutes a Day! Brain Age: Train Your Brain in Minutes a Day! North American box art. Developer(s)Nintendo SPD. How to unlock Brain Training: Block Head, Hard mode. Brain Training: Spider Solitaire. Germ Buster; Raise attendence to 9 days. Brain Age: Concentration Training Cheats. GAME; REVIEWS; PREVIEWS; SCREENS; VIDEOS; CHEATS. Germ Buster - Raise attendence to 9 days. Kawashima's Brain Training: How Old Is Your Brain? It was developed and published by the video gaming company Nintendo for the Nintendo DShandheldvideo game console. Nintendo has been careful not to claim the game has been scientifically validated, however stating that it is an . It was followed by a sequel titled Brain Age 2: More Training in Minutes a Day!, and was later followed by two redesigns and Brain Age Express for the Nintendo DSi's DSi. Ware service which uses popular puzzles from these titles as well as several new puzzles, and Brain Age: Concentration Training for Nintendo 3. DS. Brain Age features a variety of puzzles, including stroop tests, mathematical questions, and Sudoku puzzles, all designed to help keep certain parts of the brain active. It was included in the Touch! Generations series of video games, a series which features games for a more casual gaming audience. Brain Age uses the touch screen and microphone for many puzzles. It has received both commercial and critical success, selling 1. March 3. 1, 2. 01. It was being distributed for free until June 3. Japan and July 1. Europe. The Nintendo DS is held on its side, with the touch screen on the right for right- handed people and the left for left- handed people. The game is entirely touch and voice- controlled . Before the player can begin a Brain Age session, he or she must input information. First, players must confirm the date and select which hand they write with. The player then inputs his or her name and date of birth. Brain Age: Train Your Brain in Minutes a Day! Kawashima's Brain Training: How Old Is Your Brain? It was followed by a sequel titled Brain Age 2: More Training in Minutes a Day! Can anyone tell me how to unlock, or where to find the 'Germ Buster' mini. Its not in the first brain training game. If you tap it you can play a game called Germ Buster. Brain Age 2: More Training in Minutes a Day. How do you find the Germ Buster? At the end of all Brain Age Check puzzles, Training puzzles, Quick Play puzzles, and Sudoku puzzles, the player is shown how quickly he or she completed it, the player's speed (according to metaphors such as . If the player's time or score in Brain Age Check or Training is high enough, it will appear on one or both of the Top Three. The Top Three shown is the player's own top three attempts at a puzzle, while he or she can also compare the top three with those of other saved players. While the player is navigating the menus outside of the puzzles, Professor Kawashima appears to prompt and encourage the user. Brain Age allows up to four players to save profiles on one DS game card, and these players can interact with each other in several different ways. There are five modes of play . After the player has done all three, the game will compare his or her drawing to an example created by the game developers, along with advice of what to emphasize on below its image. If more than one player profile is saved on the game card, images for the day can be compared to those of other players. Kawashima may also ask the player to participate in a Memory Quiz, which requires the player to recall a recent event, such as what the player ate or the most interesting thing seen on television the day before. Several days later, it will ask for the answer originally provided, and will then compare the answer given several days ago and the answer given on the current day to test the player's recollection skills. The player is not scored on his or her ability to remember. The purpose of these tasks is to help the player improve his or her recollection. The Brain Age Check gives the player three puzzles to complete. The first is usually a Stroop test, although the player can choose to skip the Stroop test if he or she is not in a quiet environment or is otherwise unable to speak into the microphone. At the end of the Brain Age Check, the game reports on the players . The higher the brain age, the worse the player performed. The best possible score is 2. Kawashima's theory that the brain stops developing at 2. The player may replay the Brain Age Check, but it will not change the brain age for the day. Once the player confirms whether or not he or she can speak into the microphone, Professor Kawashima will describe the first puzzle. If the player answered that they can speak, the game begins with a Stroop test; if the player cannot use the microphone, the game picks a random puzzle from the following: Calculations X 2. Word Memory, Connect Maze, Number Cruncher, and Speed Counting. During the Stroop Test, the game will display one of four words: blue, black, yellow, and red. A random word will appear on screen, one after another, each appearing in a random color (which may not match the color denoted by the word). The player is instructed to say the color of the word, rather than its semantic meaning (e. Yellow appears in blue letters, the player should say . The player is given two minutes to study the list and memorize as many words as possible. After this two minutes is up, the player must write down as many words as he or she can in three minutes. Another puzzle called Connect Maze gives players a randomly created group of circles, with letters and numbers in them. There is one circle for every letter in . The player must then connect a line between a letter and a number, starting with . The player must connect the letter . On the top screen are the questions, which scroll up as they are answered (whether correctly or incorrectly), while the touch screen is used to write out the answer. In Number Cruncher, the player is presented with a series of screens displaying several numbers, which vary in their appearance and on- screen behavior. For instance, a screen may display five blue numbers, three red numbers, and one moving yellow number, and above it is a question, such as . Once the player completes at least one puzzle, Kawashima awards him or her with a stamp, which he places on the current date. If the player places at least three puzzles, the stamp will expand in size. After accumulating a certain number of stamps, Kawashima will award him or her with a new puzzle, difficulty mode, or additional feature under the Options menu. Each puzzle can be played as many times as the player likes, although only the first play- through of the day will count in the graph for that puzzle. Puzzles. One question will appear on the top screen, and the player must hand- write the answer on the touch screen. There are a total of 2. Calculations X 1. Calculations X 2. It features a Hard mode, which has the same mechanics but adds division problems. Reading Aloud, which gives the player an excerpt from a classic story such as The Legend of Sleepy Hollow or Little Women, and tasks the player with reading the story aloud to see how quickly he or she can do it. The player progresses through the excerpt by pushing Next, until he or she reaches the end of the excerpt. If the player pushes Next too quickly, the puzzle will end prematurely. Low to High features several boxes on both screens, each in the same pattern as each other. The game will count down at varying speeds, and when it hits zero, numbers will appear in these boxes for a short period of time. Afterwards, the player must touch the boxes on the touch screen from lowest number to highest by memorizing the numbers on the top screen. Afterwards, the game will introduce one puzzle after the other in a similar fashion. The quantity of boxes to memorize increases after each correct answer, and decreases after each incorrect answer, with the minimum quantity of boxes being four, and the maximum being 1. Syllable Count shows several phrases, one after the other, on the top screen, and the player must write the number of syllables in each phrase on the touch screen. Head Count features a group of people on the top screen (e. After a few seconds to allow the player to count the number of people, a house falls over them. The player must watch the screen carefully, as the people inside will leave the house and more people will enter the house. This will eventually cease, and the game asks the player to write down how many people are currently in the house. The puzzle gets more difficult as the player progresses in it. There is also a hard mode in which people also come in and out of the chimney. Triangle Math has a series of mathematical equations that the player must solve. It is designed similarly to the Calculation puzzles, in that the equation appears on one screen, and the player writes the answer on the touch screen. The equations involve three numbers and two mathematical operations (e. This also features a hard mode where an extra tier is added to the triangle. Time Lapse displays two analog clocks (e. However, this puzzle requires the player to speak the correct answer into the microphone instead of write it on the touch screen, similar to the Stroop Test. Quick Play. Quick Play allows the player to play three modes . Quick Brain Age Check only allows the player to play the stroop test. In Quick Training, the game only allows the player to play Calculations X 2. And in Quick Sudoku is only available for North America, Europe and South Korea, the play may only play the easiest Sudoku puzzle available. At the end of each session, the player's brain age or time will be assessed, and Kawashima will give a preview of the full game. Download. He or she may either download Quick Play mode to this player's Nintendo DS, or Calculations X 3. Calculation puzzles which can be played by up to sixteen people. This mode is not supported in the Wii U VC version. Brain Age includes 1. Sudoku puzzles. Included in the North America, Europe, Australia and Korea versions of this game is a Sudoku mode, which features more than 1. Sudoku involves a 9x. Some of these numbers are visible, while others are not. The objective is to fill in the hidden numbers using the visible numbers as hints. Each row, column, and 3x. Scientific effectiveness. The students were tested at the beginning and end of the study. In the end, the group that played Brain Age improved test scores by 5. The time to complete the tests in the Brain Age group dropped by five minutes, and this improvement doubled that of the control group.
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