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Pok?ROM: Lugia
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Genre Educational
Year2000
Platform Windows
Developer Learning Technologies, Inc.
Publisher Mattel Interactive
Theme Anime / Manga
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Overview

PokéROM: Lugia is an educational video game released in 2000 by Learning Technologies, Inc. This game combines the excitement of the Pokémon universe with educational content designed to enhance learning skills in children. Aimed primarily at a younger audience, the game provides an engaging platform for users to interact with their favorite Pokémon characters while developing academic skills.

Gameplay

The gameplay involves a series of interactive activities and mini-games designed to reinforce subjects such as math, reading, and problem-solving. Players embark on a virtual adventure with the legendary Pokémon, Lugia, serving as a companion and guide. The game encourages players to solve puzzles and tackle challenges to progress, creating an entertaining learning experience.

Educational Benefits

The game is designed to integrate educational content seamlessly into its gameplay. By offering a variety of tasks associated with school subjects, it aims to complement traditional learning methods. The use of Pokémon characters as motivational tools helps maintain the engagement of young players, promoting an enjoyable learning environment.

Technical Details

Designed for personal computers of the time, PokéROM: Lugia features simple graphics and intuitive controls suitable for children. The game was released during a period when educational software was becoming increasingly popular, advocating for the use of technology as a supplement to classroom education. Its compatibility with the prevalent systems of the era allowed it to reach a wide audience.

Impact

While not as widely recognized as mainstream Pokémon titles, the game played a significant role in the educational software market of the early 2000s. It helped lay the groundwork for subsequent educational titles that blended entertainment and learning. Despite being a niche product, it demonstrated the potential of using popular media franchises to enhance educational engagement.

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