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Video Game: The Clue Finders
aka: Clue Finders
Edutainment Games from the Learning Company in which the eponymous Kid Heroes have exploits which more-or-less fit into the adventure show genre of The Nineties, collecting Alphabet Soup Cans on Fetch Quests since Only Smart People May Pass. The main characters are:

The games are aimed at kids aged 8 to 12, with specific games for third-, fourth-, fifth- and sixth-graders (having been a follow-up to Reader Rabbit, another Learning Company series, which is aimed at kids aged up to 7). In addition, there are four other games devoted to mathematics, language arts, logic and miscellaneous subjects.

Tropes:

  • Accidental Misnaming: This conversation in 3rd Grade.
    Joni: (in regards to collecting sneeze berries) Listen Bingo.
    Bongo: Bongo!
    Santiago: Bongo?
    Bongo: Bingo!
  • Adults Are Useless:
    • Nobody can solve the mysteries except for a gang of children.
    • In 4th Grade Adventures, adults were befuddled by problems that the ClueFinders solve easily.
    • However, Fletcher Limburger seemed to be able to reach the Lost City long before the ClueFinders did...just not the way the Numerian people intended, likely he flew over the walls.
  • All Myths Are True: Subverted twice, applied once, and double subverted in the same two games.
  • Aliens Speaking English: Several times over, both with aliens proper and with other things. Partially averted in 5th Gradethe aliens use Black Speech, the written form of which is a Cipher Language, but their computer speaks and understands English perfectly well.
  • Alphabet Soup Cans
  • And I Must Scream: Malicia's fate is to be trapped inside the amulet, which the kids then bury.
  • Attack Reflector: It's a good thing the group keeps Laptrap polished; in Reading, his reflective underside is as good as a mirror at blocking magic.
  • Beneath the Earth: 6th Grade's setting, occupied by what amount to non-alien Plant Aliens. Visitors beware—it's also a Fisher Kingdom of the "physical modification" type, slow-acting but thought to be permanent.
  • Big Eater: Owen.
  • Bigfoot, Sasquatch and Yeti: Thought to be the villain who stole The Shangri-La's treasures in Math.
  • Broken Bridge: All the time on a small scale. See also Closed Circle.
    • Lampshaded in 5th grade:
      Owen: "Why is it that wherever we go, we always find large pits to cross?"
  • Chickification: Joni, though admittedly this mostly involved her abandoning her Fearless Fool tendencies.
  • Chekhov's Gun: It's a good thing that Laptrap yells at Owen for using him as a mirror in Reading!
    • Also don't forget the whole ring in 4th grade.
  • Clingy Macguffin: The ring in 4th Grade. Until Loveless steals it.
  • Closed Circle: 5th Grade, 6th Grade, The Incredible Toy Store Adventure and Reading have game-wide examples. 5th Grade deserves special notice in that everyone on the island is trapped, having tried and failed to get off for generations—they say it doesn't want them to leave.
  • Collective Groan / First Name Ultimatum: In the opening of 3rd Grade:
    Fletcher Limburger: Well.... peanuts, anyone?... that's what folks are saying— and there's an old superstition about a monster and a lost city.
    Santiago: Superstition!
    Leslie: Lost city?
    Joni: Monster?!
    Owen: ...peanuts?
    All: OWEN!
  • Convection Schmonvection: When she kidnaps them, Malicia keeps Leslie and Santiago imprisoned in a cage over a lava pit. They're just fine afterwards.
  • The Dev Team Thinks of Everything: Check the map at the end of 5th Grade Adventures. "Sorry! But we are now, trapped, inside!"
  • Does This Remind You of Anything?:
  • Dawson Casting: Averted - actual kids do the voices of the kids.
  • The Drag-Along: LapTrap.
  • Establishing Character Moment: Leslie and Owen both get these at the beginning of ''3rd Grade Adventures". Owen is distracted from the group's mission by food, setting up his Big Eater tendencies and Leslie remarks that she remembers reading about the lost city their pilot mentioned.
  • Evil Is Not a Toy: The fourth game's villain learns this the hard way.
  • Evil Laugh: Parodied/subverted:
    "I swallowed my mint."
  • Face Palm: Santiago gets one at the end of 5th Grade Adventures.
  • Fate Worse than Death: Near the end of the 4th Grade Game, Loveless is turned into a mummy by Set. And he's still alive afterward. Seriously think about the implications of that when you feel like having some nightmares.
  • Fearless Fool: Joni in the earlier games, played as a Running Gag.
  • Fetch Quest
  • Five-Token Band: Joni is white, Santiago is Hispanic, Leslie is black and Owen is... some variety of Asian. Possibly of Chinese extraction, judging by his last name, but this was never really confirmed in-game.
  • Gaia's Vengeance: 6th Grade's plot comes about because of waste dumped in the water supply.
  • Generation Xerox: The apparent reason why the human residents of the island in Grade 5 still act and dress like they're from the time periods when their ancestors wound up there.
  • Gentleman Thief: Crime has caught up with the one in Grade 5's game; he's in a stockade. He buried a lot of cryptiles in a patch of Man Eating Plants, and given your need is willing to loan you the maps.
  • Give Me Your Inventory Item
  • God's Hands Are Tied: Of all the series to parody this...Grade 4 introduces Egyptian gods towards the end, who provide the main characters with magical boons to help them defeat Set. Said gods would fight him themselves, but the passage leading to him is marked with a sign: "You must be under this height to defeat the forces of Chaos." (And the height is forty feet, no less!)
  • Hammer and Sickle Removed for Your Protection: Inverted, sort of. Math Adventures is obviously set in Tibet, but the game insists on describing the setting as "high in the Himalayas".
  • Hijacked by Jesus: The 4th grade setting, though not as badly as in some other series. It helps that Set was fairly evil even in the old myths.
  • Hoist by His Own Petard: That amulet Malicia really wanted? Now she's stuck with it—or rather, inside it. Forever.
  • Hyperspace Arsenal: You can carry anything in "the backpack" — including bridge planks in the 6th grade game.
  • Lampshade Hanging:
    • During the spelling catwalks challenge:
      Owen: Why is it that wherever we go, we always find large pits to cross?
    • They also Lampshaded the use of Fetch Quests in Search and Solve Adventures.
  • Let's Split Up, Gang: Every main game except 4th Grade.
  • Lighter and Softer: Interestingly, the grade 4 game is this even compared to the grade 3 game, and has much more of a sense of humor.
  • Limited Wardrobe: Characters dress the same in every main game except Grade 4 and Math.
  • Lost World: In the 3rd game.
  • Mayincatec: The Numerians in 3rd Grade. Justified, since they're fictional.
  • Meaningful Name: Joni's last name, befitting her wild personality.
  • Mr. Fixit: Santiago.
  • Mythology Gag: Upon meeting the sarcastic sphinx, Leslie says, "It seems somewhat odd that we would encounter a character like this in an Ancient Egyptian pyramid." He then replies, "Who were you expecting? Reader Rabbit?"
  • Names to Run Away From Really Fast: Sir Alistair Loveless III in Grade 4. Also a Preppy Name.
  • Obviously Evil: Even without the name, the above-mentioned Alistair Loveless might just as well be walking around under a neon sign reading "BAD GUY". Humorously enough, even That Other Wiki observes in its article on the game that there's something off about him. "In one scene, he cackled manically for a long time in the typical villain fashion, before coughing and explaining that he swallowed his mint."
  • Omnicidal Maniac: Malicia in Reading. As you might expect, she's completely bonkers.
  • Parrot Exposition: Once in a while.
  • People Jars: In 5th Grade, the aliens keep humans and animals in a type of these before they eat their brains.
  • Princess Classic: In Reading, the alien princess is both this and The Aloner, though she's holding up comparatively well. For a reason: she's the villain in disguise, trying to take advantage of the Macguffin Delivery Service.
  • Real After All: In the first game.
  • Red-Headed Hero: Joni.
  • The Reveal: Every main game except 4th Grade. Noticing a trend?
  • Riddle of the Sphinx: 4th Grade; can't have an Egyptian setting without one of these! Somewhat subverted in that the Sphinx talks like Groucho Marx, and knows you'll outwit him because he's read the game script.
  • Robot Buddy: LapTrap.
  • Sacrificial Planet: In Mystery of the Missing Amulet, the game's eponymous MacGuffin, the Amulet of Life, was responsible for completely reducing the planet Millenia into a dying wasteland. At the end of the game, the evil sorceress Malicia says that once she finishes off Millenia with the Amulet, she's going to drain life from the Cluefinders' home planet, Earth, next.
  • Schizo Tech: One can't help but wonder how Grade 3' s "Numerians" built a computer a thousand years ago.
  • Science Fantasy: It's never entirely certain what the series is, though it generally leans more towards Science Fiction (with 4th Grade as a noticeable exception). Interestingly, all the games with proven Speculative Fiction elements also use Plausible Deniability.
  • Series Continuity Error: In Mystery Mansion Arcade, when Miss Rose is revealed to be one of the villains that have captured the team, Joni makes a comment about how "the pollution must have made you evil again". All well and good and a perfectly reasonable explanation. Problem? Joni is the only ClueFinder who doesn't remember the events of 6th Grade Adventures where the character was introduced along with the pollution issues. Though this could be justified by Joni being the only person the other three told.
  • Sesquipedalian Loquaciousness: Nearly all of Leslie's dialogue.
  • Shout-Out:
  • Take Your Time: A form of Gameplay and Story Segregation here; obviously you wouldn't want to get put under a time limit when you're trying to do long division!
  • Talking Animal: Several.
  • Technology Marches On: The kids keep in contact with each other using "videophones" invented by Santiago. At the time the games were made, commercial camera phone did not exist in North America and regular cell phones were not widely used by children anyway.
  • That's No Moon: 5th Grade's island is a bit unusual, to say the least. It's a spaceship, and the aliens have been harvesting human brains.
  • Totally Radical: Nearly all of Owen's dialogue.
  • Trial-and-Error Gameplay:
    • The vending machine in Search and Solve and the Gates in Reading. This is actually the entire point; it's to test out your hypothesis. This doesn't stop it from being frustrating for people of any age.
    • Those who had played games like Mastermind or Lingo would be will familiar with the gates challenge in reading...however, you have to GUESS what letters are in the correct or incorrect places, since like Mastermind, you're told how many letters are correct and are in the right/wrong spaces, but you aren't told which ones.
    • The gate challenges in 3rd Grade's Monkey Kingdom are very much like this especially on CHALLENGE difficulty. Oftentimes the appropriate addition, subtraction, multiplication AND division tiles will all be visible and you just stand there throwing sneezeberries at them hoping that they're correct. But once you know where the letters are, you can just hit them, even if the numbers don't match up.
  • Unobtainium: Cryptiles in grade 5.
  • Unwinnable by Design: The mentioned Trial-and-Error Gameplay mini-games can be made unwinnable. If the jams in the vending machine puzzle are clustered to one area and your guesses are all on the other side...you run out of guesses and can't win that game. In the gates challenge, you can easily run out of guesses considering you know how many letters are in the right or wrong places...but you don't know which ones they are.
  • Weirdness Magnet: These kids can't even go out into their backyards without finding trouble.
  • Xanatos Speed Chess:
    • Malicia in Reading tricked Joni and Owen into assembling the Amulet of Life for her, then when she tried to grab the completed amulet from them, got the wrong one, but she fortunately already had Leslie and Santiago imprisoned in her mountain so naturally, Joni and Owen would walk right on up and bring the amulet to her anyways to rescue their friends.
    • The Big Bad of Mystery Mansion Arcade also has this, where the mysterious villain, none other than Carmen Sandiego who has organized it all traps the villains after they fail, and the kids even ask, "Wait, did she want to catch us, or them?

Carmen Sandiego Math DetectiveEdutainment GameCrisis In Alborz Galaxy
ColonizationVideo Games of the 1990sComix Zone

alternative title(s): Clue Finders; Clue Finder; The Clue Finders
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