Video Game / Museum Madness

Released in 1994 by MECC, Museum Madness is an Edutainment Game involving a boy and his robot sidekick working to stop a virus infecting a museum and all of the exhibits. The kid must go from exhibit to exhibit, talking to robotic replicas of famous people, finding broken pieces of technology, and rebalancing the world's ecosystem among other things, until the virus itself is discovered and deleted.

This game provides examples of:

  • The All-American Boy: The protagonist.
  • A Winner is You: Squashing the virus rewards you with a bit of dialogue between MICK and your character before kicking you right back to the DOS prompt.
  • Bookends: The game begins and ends with the kid hero walking in hallways using a keycard to open an automatic door.
  • But Thou Must!: If you say no to the calligraphy teacher's offer to make you his student he'll just ignore you until you accept.
  • Chain of Deals: In order to make a telescope for Galileo to use, you have to master the ancient art of bartering.
  • Computer Virus: Serves as the game's Big Bad.
  • Easy Amnesia: Apparently it works on androids, too, as robo-George Washington forgets everything that led to the American Revolution when he falls off his robo-horse. It's up to you to jog his memory.
  • Edutainment Game
  • Kangaroos Represent Australia: As seen in the Simple Machines exhibit.
  • 15 Puzzle: The sliding variety is a puzzle in the Hall of Ecology; no surprise then that the Hall of Ecology is the longest exhibit to complete.
  • Give Me Your Inventory Item: You have to give everything in your inventory (except your save disk) to get a ticket to Ellis Island. You get it all back at the end, though.
  • Green Aesop: The most obvious example: In order to complete the Energy Technology exhibit, the world cannot have any energy created from coal, oil or nuclear power. A less severe example is the Ocean Life exhibit, which requires you to save the ocean by fixing a leaky pipe.
  • Hub Level: The Museum Atrium. Click on the map to select an exhibit to fix.
  • Kid Hero: The protagonist.
  • Luck-Based Mission: You have a one-in-three shot of getting to Ellis Island on your first try. Guess the wrong boat and you get to start the exhibit over.
  • The Maze: Three of them, actually. The Employees Only area of the museum, the library and the ferry.
  • No Name Given: The Player Character. He has his own lines and personality, unlike your typical player avatar.
  • Pixel Hunt: If a puzzle stumps you, this is probably the reason.
  • Ribbon-Cutting Ceremony: You get to hammer in the Golden Spike connecting the Transcontinental Railroad.
  • Ridiculously Human Robots: The CyReps. Well, at least the ones who aren't meant to look like non-human animals.
  • Robot Buddy: MICK.
  • Rube Goldberg Device: You have to build one out of simple machines.
  • Threatening Shark: And what is the best way to bypass such a shark? Throw a pistol shrimp at it, of course!
  • Totally Radical: The player character can be like this some times.
  • Trapped in TV Land: Kinda. You are apparently capable of reaching into a television set and pulling out fully functional stack scrubbers, with no comment on why that makes no sense.
  • Values Dissonance: The kid hero carries a pocket knife with him at all times. He never uses it for violent purposes, but this is something that would hardly fly today.
  • What Happened to the Mouse?: How did MICK get broken into pieces, have those pieces dragged to a locked up room and have a cassette tape with a fake recording left behind him? How could the virus do that, considering that it was shown as only influencing/manipulating programs before that?

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MuseumMadness