- Release Year: 2007
- Platforms: Nintendo DS, PlayStation 2, Windows
- Publisher: Midas Interactive Entertainment Ltd.
- Developer: Brain in a Jar Ltd., Gamerholix Ltd.
- Genre: Educational, Puzzle
- Perspective: Fixed / flip-screen
- Game Mode: Single-player
- Setting: Prehistoric
- Average Score: 65/100

Description
Clever Kids: Dino Land is an educational puzzle game compilation designed for a younger audience, set in a vibrant prehistoric world. Guided by a friendly robot named Sprocket, players engage in six different dinosaur-themed activities, ranging from assembling puzzles to navigating mazes using directional cards. As they play, the game provides interesting facts and trivia about dinosaurs, making it a fun and informative experience that combines learning with playful exploration of the ancient past.
Gameplay Videos
Clever Kids: Dino Land Free Download
Nintendo DS
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Guides & Walkthroughs
Reviews & Reception
gamefaqs.gamespot.com (65/100): 10 users have rated this game (average: 3.25 / 5)
Clever Kids: Dino Land: A Forgotten Fossil in the Edutainment Boom
In the vast and ever-shifting landscape of video game history, certain titles are destined to become landmark monuments, studied and celebrated for generations. Others, like Clever Kids: Dino Land, become subtle fossils—briefly unearthed, examined for what they represent about their era, and then carefully cataloged back into the strata of obscurity. Released in 2007 across Windows, PlayStation 2, and Nintendo DS, this compilation of prehistoric mini-games aimed squarely at the 6-10 age bracket is a perfect artifact of a very specific moment in time: the tail end of the mid-2000s edutainment boom, a period of straightforward, budget-friendly software designed to placate parents and occupy children. This review will excavate every detail of this forgotten title, analyzing its construction, its context, and its quiet, unassuming place in the annals of gaming.
Development History & Context
The Studio and The Strategy
Clever Kids: Dino Land was a product of its corporate environment more than any singular auteur’s vision. Developed by the UK-based Gamerholix Ltd.—a studio whose name suggests a focus on broad, accessible entertainment—with additional support from the curiously named Brain in a Jar Ltd., the game was published by Midas Interactive Entertainment. Midas was a stalwart of the European budget software scene, specializing in cranking out low-cost, high-volume titles for consoles and PC, often compilations of simple games or light edutainment experiences. Their business model was not one of artistic innovation but of market saturation, capitalizing on popular themes to fill shelves in supermarkets and electronics stores.
The gaming landscape of 2007 was dominated by titans like Halo 3, BioShock, and Super Mario Galaxy. Yet, parallel to this world of blockbuster ambition existed a thriving ecosystem of budget titles. The Nintendo DS, in particular, was a fertile ground for this, with its touchscreen and stylus offering a seemingly perfect interface for child-friendly software. The success of titles like Brain Age created a gold rush for “brain training” and educational compilations. Clever Kids: Dino Land was Midas’s entry into this fray, part of a broader “Clever Kids” series that would quickly follow up with Pony World, Pirates, and Farmyard Fun. The strategy was clear: find a subject matter with inherent appeal to children (dinosaurs, ponies, pirates), bundle a handful of minimally developed mini-games around it, add a veneer of educational value, and ship it at a low price point.
The technological constraints were evident. This was not a game pushing the PS2 or a home PC to its limits. The visuals were simple, fixed-screen affairs, and the gameplay was designed to be undemanding, both on the hardware and the young target audience.
Narrative & Thematic Deep Dive
Guided by Sprocket: A Thin Veil of Context
To call Clever Kids: Dino Land narrative-driven would be a profound overstatement. The game features a framing device, but not a plot. The player is guided by “Sprocket the Robot,” a mechanical host whose sole purpose is to usher the child from one educational activity to the next. There are no characters to speak of beyond Sprocket and the digital dinosaurs themselves, no dialogue beyond instructional text and trivia, and no conflict or character arc.
The overarching “theme” is one of paleontological tourism. Sprocket acts as a robotic docent, facilitating a journey “back in time to when these enormous giants roamed the earth.” The narrative is the learning itself. The goal is not to save the world or rescue a baby Triceratops, but to “become a Dinosaur expert” through absorption of facts. The themes are therefore purely educational: ecology, nature, history, and prehistoric life. The game posits that the sheer wonder of dinosaurs—their size, their variety, their ferocity—is enough to engage a child’s mind. It leverages a near-universal childhood fascination and attempts to channel it into a structured learning experience, however basic.
The dialogue, existing only as on-screen trivia, is dry and encyclopedic. It serves as a reward mechanism: complete a puzzle or a maze, and you are presented with a fact about what a Stegosaurus’s plates were for or which dinosaur had the biggest teeth. The underlying message is one of knowledge for knowledge’s sake, a digital equivalent of a child’s first dinosaur picture book.
Gameplay Mechanics & Systems
A Compendium of Classics
The core of Clever Kids: Dino Land is its six prehistoric-themed mini-games, a compilation that represents its most defining feature. Based on available descriptions, the gameplay loops are built on established, simple concepts:
- Dinosaur Puzzle: A straightforward jigsaw-style activity where players assemble a dinosaur from pieces. This aims to develop spatial recognition and problem-solving.
- Movement Card Maze: A more innovative idea where players use directional cards to program a path for a dinosaur to navigate a maze. This introduces basic concepts of logic and sequencing.
- Feeding a T-Rex: Likely a simple point-and-click or drag-and-drop activity to identify and provide the correct food for a carnivore, teaching dietary habits.
- Memorise Dino-songs: A memory game, perhaps matching dinosaur sounds to their images or repeating a musical sequence, focused on auditory memory and pattern recognition.
- Test Your Maths: An arithmetic challenge undoubtedly framed with dinosaur-related visuals (e.g., “add 3 Triceratops and 2 Pteranodons”).
- “Much, much more”: This vague promise likely encompasses other common mini-game tropes like spot-the-difference or simple coloring activities.
The UI was undoubtedly simple and designed for direct control, whether via mouse on PC, controller on PS2, or stylus on DS. There is no character progression, no unlockables, and no meta-system tying the games together beyond Sprocket’s guidance. The innovation is non-existent; the flaw is in its sheer lack of ambition. The systems are functional but barebones, designed to be completed quickly and with minimal friction. The “educational” label is earned through its content rather than its mechanics; it teaches about dinosaurs, but its gameplay does little to innovatively teach broader skills.
World-Building, Art & Sound
Budget Prehistory
The world of Dino Land is a generic, brightly colored prehistoric cartoonland. The art direction is best described as utilitarian and safe. Dinosaurs are rendered in simple, recognisable shapes with vibrant colors meant to appeal to children, devoid of any realistic texture or menace despite the promised talk of “battles for survival.” The atmosphere is cheerful and entirely non-threatening.
The fixed-screen perspective indicates a static, menu-driven world. There is no exploration, no interconnected world to build—just a series of screens hosting each mini-game. The sound design likely featured cheerful, looping MIDI-style tunes and simple sound effects (a roar for the T-Rex, a chime for a correct answer). Its contribution to the overall experience is to provide a benign, inoffensive backdrop that never distracts from the primary goal of education. It is a world built from clip art and stock sounds, effective in its clarity but utterly forgettable in its execution.
Reception & Legacy
The Silence of the Fossil Record
The most telling review of Clever Kids: Dino Land is the profound silence that surrounds it. As of this writing, there are zero critic reviews archived on MobyGames or Metacritic. It is a game that seemingly slipped through the cracks upon release, deemed unworthy of professional critique. Its commercial performance is unrecorded but can be inferred; it spawned a small series of sequels, suggesting it found some market success, likely in the budget bins of European retailers.
Its user reception, based on sparse data, is mildly positive. On GameFAQs, it holds a average user rating of 3.25/5 from just 10 users, with difficulty rated as “Easy.” This aligns perfectly with its target audience; the children it was made for likely found it diverting for an afternoon, while parents appreciated its low cost and educational pretext.
Its legacy is virtually non-existent. It did not influence game design. It did not push the edutainment genre forward. It is a textbook example of a commodity video game—a product created to fulfill a market need at a specific time. Its historical value lies entirely in its role as a representative sample. It is a fossil that tells us about the ecosystem that created it: a time when publishers like Midas could quickly produce and profit from simple, themed compilations for underpowered consoles and the burgeoning casual PC market. It is a relic of a bygone distribution and development model.
Conclusion
The Verdict: A Perfectly Preserved Mediocrity
Clever Kids: Dino Land is not a bad game. It is, by all accounts, perfectly functional. It is also not a good game in any traditional sense of design, innovation, or artistic merit. It is the video game equivalent of a color-by-numbers book: its purpose is clear, its execution is adequate, and its ambition is nil.
Its place in video game history is not on the main shelf but in the archives. It is an important fossil for historians to study precisely because of its overwhelming averageness. It represents the vast, often-ignored substrata of the industry—the games that were simply products, designed to be consumed and forgotten. For a curious child in 2007, it offered a brief, brightly colored diversion and a few dinosaur facts. For us today, it offers a clear, unambiguous window into the budget software ethos of its era. It is a definitive, unshakeable 3 out of 10—a title that achieved its limited goals without ever dreaming of exceeding them.