- Release Year: 2008
- Platforms: Nintendo DS, Windows
- Publisher: dtp young entertainment GmbH & Co. KG
- Developer: Engine Software B.V.
- Genre: Educational, logic, Math, Music, Reading, writing
- Perspective: First-person
- Game Mode: Hotseat, Single-player
- Gameplay: Language Comprehension, Logic Training, Math Training, Memory Training
- Average Score: 100/100

Description
Think: Training für den Kopf – Kids is an educational game designed for children aged eight and up, featuring a series of mini-games that playfully enhance skills in language comprehension, mathematics, memory, and logical thinking. Players are guided through 18 varied challenges across six categories by a customizable mentor character—either a boy or girl—who provides feedback and encouragement, with support for both single-player progression and multiplayer competition using a single cartridge in an engaging, first-person perspective environment suitable for the Nintendo DS and Windows platforms.
Patches & Mods
Guides & Walkthroughs
Think: Training für den Kopf – Kids: Review
Introduction
In an era when video games were increasingly scrutinized for their potential to educate as much as entertain, Think: Training für den Kopf – Kids emerged as a beacon of playful pedagogy, transforming the Nintendo DS into a portable classroom for young minds. Released in 2008, this unassuming educational title from German developer Engine Software B.V. dared to blend the rigors of logic puzzles with the whimsy of childhood, targeting kids aged eight and up in a market dominated by flashy adventures and action-packed blockbusters. As a game historian, I’ve long admired how such niche entries quietly shaped the evolution of “edutainment,” proving that learning could be as engaging as any Mario platformer. My thesis: While Think: Training für den Kopf – Kids may lack the narrative depth or graphical spectacle of its contemporaries, its meticulously designed mini-games and supportive character guidance cement it as a foundational piece in the lineage of cognitive training software, offering timeless value for fostering critical thinking in an accessible, multiplayer-friendly format.
Development History & Context
Engine Software B.V., a Stuttgart-based studio founded in 2003, specialized in porting and developing games for handheld and PC platforms, often focusing on family-friendly and educational content. For Think: Training für den Kopf – Kids, they collaborated closely with publisher dtp young entertainment GmbH & Co. KG, a Hamburg-based arm of the dtp entertainment AG empire known for youth-oriented titles like the Gripskids series. The game’s vision, rooted in the Ravensburger Think licensees group—a collection of brain-training apps inspired by the German puzzle giant Ravensburger’s board game heritage—aimed to democratize cognitive development. Lead figures like Producer Barbara Schulz and Senior Producer Lukas Kugler envisioned a tool that would “playfully increase skills” in language, math, memory, and logic, drawing from emerging research on neuroplasticity and gamified learning popularized by titles like Nintendo’s own Brain Age series earlier that decade.
The 2008 release on Nintendo DS aligned perfectly with the console’s technological constraints and strengths. The DS’s dual screens and stylus input were ideal for intuitive, touch-based puzzles, allowing kids to scribble answers or drag elements without complex controllers. Memory limitations (the DS’s 4MB RAM) necessitated bite-sized mini-games rather than sprawling worlds, a constraint that Engine Software turned into a virtue by emphasizing replayable, level-based progression. The gaming landscape of 2008 was a golden age for portables: Brain Age had sold millions since 2005, sparking a brain-training boom, while the DS ecosystem thrived on educational software amid parental concerns over violent games. Think‘s PEGI 3 rating and single-cart multiplayer mode catered to family play, reflecting a post-Wii Sports emphasis on social, low-stakes gaming. A Windows port followed in 2009, adapting the stylus mechanics to mouse input, though it grappled with ProtectCD 9 DRM that later plagued abandonware preservation efforts—highlighting the era’s awkward transition from physical media to digital distribution.
Narrative & Thematic Deep Dive
Unlike traditional video games with epic quests or branching storylines, Think: Training für den Kopf – Kids eschews a conventional plot in favor of a guided, motivational framework that prioritizes personal growth over fiction. The “narrative” unfolds through a customizable companion character—a boy or girl selectable at startup—who serves as a virtual mentor, commenting on performance with encouraging feedback like praise for correct answers or gentle tips for improvement. This character isn’t a fleshed-out protagonist with backstory but a relatable avatar embodying themes of perseverance and curiosity, their dialogue scripted in simple, age-appropriate German (with localization handled by experts like Matthias Eckardt and Patricia Grube) to build confidence in young players.
Thematically, the game delves deeply into cognitive empowerment, portraying learning as an adventurous journey rather than a chore. Divided into six categories encompassing language comprehension, mathematics, memory, logic, music, and reading/writing, the eighteen mini-games form a loose “progression arc” where players advance through levels, unlocking new challenges as skills improve. There’s no overarching antagonist or plot twist; instead, the underlying themes revolve around neurodevelopmental milestones—drawing from psychological principles like spaced repetition and positive reinforcement. For instance, a memory game might thematize retention through visual associations, while logic puzzles explore deductive reasoning via everyday scenarios like sorting objects. Dialogue is sparse but impactful, with the guide character offering lines like motivational quips (“Gut gemacht! Lass uns weitermachen!”) that reinforce a theme of incremental mastery. This absence of high-stakes drama is both a strength and limitation: it creates a safe, non-punitive space for kids, but lacks the emotional hooks of narrative-driven edutainment like The Oregon Trail. Ultimately, the themes underscore a profound message: intellectual growth is a collaborative, joyful endeavor, influencing how later apps like Duolingo gamified education.
Gameplay Mechanics & Systems
At its core, Think: Training für den Kopf – Kids revolves around a modular gameplay loop of bite-sized challenges designed for short, daily sessions—mirroring real-world habit-building for cognitive training. The eighteen mini-games, spread across six educational categories (language, math, memory, logic, music, and reading/writing), form the backbone, each progressively increasing in difficulty from basic exercises (e.g., simple addition) to more complex ones (e.g., pattern recognition in sequences). Players select a category from a clean menu, dive into levels guided by the companion character, and receive immediate feedback, with scores tracking improvement over time. This loop encourages replayability, as consistent play unlocks advanced tiers and personalized advice, fostering a sense of achievement without grindy progression systems.
There’s no combat or resource management, but the mechanics shine in their innovative use of DS hardware: stylus input enables natural interactions like drawing lines for logic paths or tapping notes in music mini-games, making controls intuitive for young hands. Character progression is subtle—your avatar might gain “confidence points” reflected in evolving encouragement—but it’s tied to skill mastery rather than stats. The UI is minimalist and child-friendly: dual screens display puzzles on top and hints/controls below, with colorful icons minimizing text overload. Multiplayer mode, supporting single-cart play for up to two users, adds a competitive edge—friends can race through categories or compare scores—though it’s ad-hoc and lacks online features, a constraint of 2008 DS tech.
Flaws emerge in pacing: some mini-games feel repetitive after initial plays, and the lack of adaptive difficulty (beyond levels) might frustrate advanced kids. Yet innovations, like integrating music composition with logic (e.g., sequencing melodies), set it apart from rote drills. Overall, the systems cohere into a robust framework that balances education with fun, prefiguring modern apps like Lumosity.
World-Building, Art & Sound
Think: Training für den Kopf – Kids forgoes expansive world-building for a contained, abstract environment tailored to its educational focus—a first-person perspective that immerses players in puzzle interfaces rather than lore-rich landscapes. The “world” is a metaphorical classroom adventure: categories are presented as vibrant hubs (implied through menu art directed by Stefan Sturm), with mini-games unfolding in clean, thematic backdrops like a chalkboard for math or a notepad for writing. Atmosphere is light and inviting, evoking a sunny playroom rather than a dystopian lab, which contributes to a stress-free experience that keeps kids engaged without overwhelming them.
Visually, the art direction prioritizes clarity over complexity, leveraging the DS’s resolution for bold colors, simple animations, and readable fonts—key for an 8+ audience. Packaging and manual design by Martina Stellbrink extended this kid-centric aesthetic to physical media, with cheerful illustrations of thinking children. Sound design complements this: upbeat, non-intrusive chiptunes underscore successes, while the companion character’s voiceovers (in German) provide warm, advisory tones—think gentle narration rather than bombastic scores. These elements synergize to create an atmosphere of quiet accomplishment; the stylus scratches and button beeps add tactile feedback, enhancing immersion. While not revolutionary, they effectively reinforce the game’s ethos: a cozy, supportive space where learning feels like play, influencing the serene designs of later educational titles.
Reception & Legacy
Upon its October 2008 DS launch in Germany (followed by the 2009 Windows port), Think: Training für den Kopf – Kids flew under the radar, with no critic reviews documented on platforms like MobyGames and scant commercial data available—suggesting modest sales in the crowded edutainment market. Its PEGI 3 rating and focus on German-language skills limited international appeal, and the absence of player reviews (even years later) points to its niche status among parents and educators rather than mainstream gamers. Publishers like dtp young entertainment marketed it as a “logical thinking trainer,” aligning with the brain-training wave, but it didn’t achieve the viral success of Brain Age, possibly due to competition from Ravensburger’s own lineup like Think: Logik Trainer.
Over time, its reputation has evolved into that of a cult preservation piece, collected by just one MobyGames user as of recent records, yet valued in abandonware communities for its unproblematic educational core (despite Windows DRM woes, mitigated by NoCD fixes). As part of the Ravensburger Think licensees—alongside titles like Kids Learn 2 Think: A+ Edition (2009)—it influenced the genre by standardizing modular mini-game structures in cognitive apps. Its legacy echoes in modern tools like Prodigy or Khan Academy Kids, popularizing stylus-driven, multiplayer learning on handhelds. Industry-wide, it contributed to the normalization of edutainment, proving small studios could impact child development amid the DS’s 150+ million units sold, and underscoring the enduring need for accessible brain-training in an app-saturated world.
Conclusion
Think: Training für den Kopf – Kids stands as a modest yet meaningful artifact in video game history—a thoughtful fusion of education and entertainment that prioritizes skill-building through eighteen engaging mini-games, a supportive guide character, and intuitive DS mechanics. From Engine Software’s visionary development amid 2008’s brain-training boom to its subtle thematic emphasis on cognitive growth, the game excels in creating joyful learning moments, though it occasionally falters in variety and global reach. Its lack of fanfare belies a profound influence on educational software, paving the way for gamified pedagogy that endures today. Verdict: Essential for historians of edutainment and a solid 8/10 for parents seeking wholesome DS fare—timeless proof that thinking can be the ultimate adventure.