- Release Year: 2000
- Platforms: Windows
- Publisher: BBC Worldwide Ltd.
- Genre: Educational
- Game Mode: Single-player
- Gameplay: Mini-games, Puzzle elements
- Setting: Prehistoric
- Average Score: 84/100

Description
Walking with Dinosaurs is an educational PC game released in 2000 that complements the BBC’s acclaimed documentary series, allowing players to explore and learn about various dinosaurs and prehistoric creatures featured in the show through interactive exploration, mini-games, and puzzle elements. Set in the prehistoric world, the game emphasizes ecology, nature, and history, while also offering desktop customization options like wallpapers and screensavers to immerse users in the dinosaur era.
Gameplay Videos
Walking with Dinosaurs Free Download
Reviews & Reception
metacritic.com (68/100): Walking with Dinosaurs is not only the best Wonderbook game out there, but a truly enjoyable and educative experience for the target of gamers this game is intend to: The kids.
myabandonware.com (100/100): its a very good and fun game
Walking with Dinosaurs: Review
Introduction
Imagine unearthing a long-buried Tyrannosaurus rex skeleton in your living room, only to watch it roar back to life through a magical book that blends the real world with a prehistoric panorama— that’s the immersive wonder of Wonderbook: Walking with Dinosaurs (2013), the augmented reality (AR) video game that brought the iconic BBC documentary franchise roaring into interactive gaming. Released for the PlayStation 3 as part of Sony’s innovative Wonderbook peripheral lineup, this title builds on the groundbreaking 1999 miniseries Walking with Dinosaurs, which revolutionized nature documentaries by depicting extinct creatures as living, breathing animals through CGI and animatronics. With over 700 million viewers worldwide for the original series and its spin-offs, the franchise has left an indelible mark on paleontology education and popular culture, spawning books, live shows, and even a 2013 feature film. This game extends that legacy into the digital age, transforming passive viewing into hands-on exploration.
As a professional game journalist and historian, I’ve dissected countless titles that bridge education and entertainment, from edutainment classics like The Oregon Trail to modern AR experiments like Pokémon GO. Walking with Dinosaurs stands out for its ambitious fusion of factual science, narrative storytelling, and playful mechanics, tailored for young learners aged 8-12 but appealing to dino-obsessed adults too. My thesis: While its AR innovation and educational depth make it a landmark in family gaming, technical limitations and repetitive structure prevent it from fully realizing the franchise’s epic scope, earning it a solid but not roaring recommendation as a gateway to prehistoric fascination.
Development History & Context
The development of Wonderbook: Walking with Dinosaurs was a collaborative triumph born from Sony’s bold push into augmented reality during the late PS3 era, a time when motion controls and peripheral experiments were all the rage following the Wii’s success and the Kinect’s launch. Supermassive Games, the UK-based studio behind hits like Until Dawn and earlier Wonderbook titles such as Book of Spells (2012), took the helm. Founded in 2008, Supermassive specialized in narrative-driven experiences with innovative tech, making them ideal for this BBC tie-in. The game was co-developed with the BBC, leveraging the broadcaster’s paleontological expertise from the original Walking with Dinosaurs series—created by Tim Haines and produced by the BBC Science Unit at a staggering £6.1 million budget, the most expensive documentary per minute ever at the time.
The vision stemmed from the 2013 resurgence of the franchise, coinciding with the release of the animated film Walking with Dinosaurs (directed by Neil Nightingale and Barry Cook). Sony aimed to expand the Wonderbook platform, launched in 2012 as an AR book that uses the PlayStation Eye camera and Move controller to overlay digital content onto physical pages. This peripheral, priced at $29.99, was Sony’s answer to Nintendo’s interactive toys, emphasizing “mixed reality” for education and storytelling. Development began around 2012, with Supermassive consulting paleontologists like those from the original series (e.g., David Martill and Michael J. Benton) to ensure accuracy. Chapters were structured around real dig sites, drawing from global fossil beds like Hell Creek Formation (famous for T. rex discoveries) and Auca Mahuevo (known for titanosaurs).
Technological constraints were pivotal: The PS3’s hardware (launched 2006) struggled with real-time AR rendering, leading to occasional lag and low-res textures, especially compared to the Xbox 360’s Kinect ecosystem. Yet, the Move controller’s precision—simulating tools like hammers and X-ray torches—pushed boundaries, predating modern VR/AR like Oculus Quest. The 2013 gaming landscape was dominated by open-world epics (Grand Theft Auto V) and shooters (Call of Duty: Ghosts), but edutainment was niche, with titles like LittleBigPlanet emphasizing creativity. Walking with Dinosaurs filled a gap for family-friendly STEM gaming, released alongside other Wonderbook entries like Diggs Nightcrawler on November 12, 2013 (NA) and 13th (EU) for $39.99. Funded partly by Sony Computer Entertainment and BBC Worldwide, it reflected post-financial crisis caution—prioritizing licensed IP over risky innovation—but succeeded in making paleontology accessible, much like the original series’ influence on the CGI documentary genre.
Narrative & Thematic Deep Dive
At its core, Walking with Dinosaurs weaves educational narratives through five chapters, each framed as a paleontological expedition to a real-world dig site, blending factual history with dramatized “day-in-the-life” stories of dinosaurs. Unlike the linear documentaries of the franchise, the game’s structure mimics a choose-your-own-adventure book, with each chapter divided into two sections requiring a full “read” of the Wonderbook. This creates a rhythmic flow: excavation leads to revival, then interactive vignettes exploring dino behaviors, culminating in quizzes that reinforce learning.
The narrative draws deeply from the Walking with… ethos—portraying dinosaurs not as monsters but as animals shaped by ecology, survival, and evolution. Chapter 1, “The Great Exodus,” set in Canada’s Horseshoe Canyon Formation (Late Cretaceous, 70 million years ago), echoes the 2013 film’s plot, following a Pachyrhinosaurus herd migration led by characters like Patchi and Scorch (voiced in the film by Justin Long and John Leguizamo). Here, players unearth Edmontosaurus and Gorgosaurus fossils, then witness a tense chase evading Deinosuchus ambushes, thematizing migration’s perils amid volcanic upheavals. Themes of family and resilience shine as the herd navigates floods and predators, mirroring the original series’ “New Blood” episode’s focus on Triassic survival.
Chapter 2, “March of the Titans” (Auca Mahuevo, Argentina; Middle Cretaceous), spotlights Argentinosaurus herds fending off Mapusaurus packs, delving into themes of gigantism and symbiosis—Pterodaustro flocks scavenge fallen titans, highlighting ecosystem interdependence. “Terror in the Swamp” (Bone Cabin Quarry, Wyoming; Late Jurassic) explores predation dynamics with Allosaurus and Stegosaurus clashes in fern-choked wetlands, emphasizing defensive adaptations like thagomizer spikes. Chapter 4, “Impenetrable Fortress” (Barun Goyot, Mongolia; Late Cretaceous), portrays Protoceratops herds as “fortresses” against Tarbosaurus, touching on parental care and herd strategies. The finale, “King of Dragons” (Hell Creek, USA), crowns T. rex as apex predator, with Triceratops battles underscoring the end-Cretaceous drama leading to the K-Pg extinction.
Characters are anthropomorphized subtly—no dialogue, but narrated stories (voiced by Stephen Fry in the UK version) personify dinos with relatable arcs: a young Pachyrhinosaurus overcoming adversity, or a lone Gallimimus evading hunters. Dialogue is absent, replaced by environmental storytelling and factoids, but themes of adaptation, extinction, and biodiversity resonate profoundly. Underlying motifs echo the franchise’s scientific rigor—speculation grounded in fossils (e.g., mating rituals based on bone scars)—while critiquing human environmental impact through epilogues on modern conservation. This narrative depth elevates the game beyond rote facts, fostering empathy for Earth’s lost giants and inspiring curiosity about paleontology’s evolving science.
Gameplay Mechanics & Systems
Walking with Dinosaurs shines in its tactile, motion-based mechanics, leveraging the Wonderbook’s AR to make players active archaeologists and dino whisperers. Core loops revolve around five-chapter progression, unlocked sequentially, with each ~20-30 minute section blending mini-games, exploration, and assessment. The interface is intuitive: The PlayStation Eye scans the physical book, projecting AR overlays; the Move controller acts as a multi-tool, with vibration feedback for actions like hammering rock.
Excavation kicks off every chapter—a highlight puzzle where players switch tools (hammer for breaking, brush for dusting, air hose for clearing debris) to unearth and assemble skeletons. Precision matters: Misplacing a femur earns bronze; perfect assembly yields gold medals and fact cards (collectibles detailing anatomy or habitats). Reconstruction animates the skeleton into a living dino, transitioning to vignette activities. Exploration uses the Move as a “spyglass” to scan dioramas, spotting hidden creatures for bonuses—turning pages reveals 360-degree views, encouraging physical interaction.
Combat and survival mechanics add dynamism without violence: In “Dinosaur Battles,” players swipe to aid a herbivore (e.g., Stegosaurus tail-whip) against predators, timing roars to intimidate foes. Mating rituals involve mimicking dances—waggle the Move to sync with a male Protoceratops’s head-bobs—testing rhythm and observation. “X-Ray Scan” turns the controller into a torch, revealing organs (hearts pulsing, lungs inflating) for trivia hunts, blending education with hide-and-seek. “Weigh a Dinosaur” is a physics puzzle: Balance a Diplodocus on a scale using vehicles as counterweights, calculating masses via trial-and-error. Chases let players control a fleeing Gallimimus, dodging obstacles by tilting or button-mashing to leap logs.
Progression ties to quizzes—five questions per section on facts or story beats, with gold for perfection unlocking “Meet the Movie Stars” (film character bios). UI is clean but dated: Menus use a journal aesthetic, with progress tracked via medals and a fact card gallery. Innovations like AR globe spins for world-building are flawed—occasional tracking glitches (book misalignment) frustrate, and repetition (dig-quiz-vignette) wears thin after 3-4 hours. No multiplayer or branching narratives limit replayability, but accessibility options (easy mode, hints) suit kids. Overall, systems innovate on edutainment, prioritizing learning loops over challenge, though PS3-era tech shows its age.
World-Building, Art & Sound
The game’s world-building immerses players in meticulously recreated Mesozoic ecosystems, transforming the Wonderbook into a portal to five global dig sites that double as vibrant prehistoric realms. Settings span 150 million years: From the lush, fern-filled swamps of Jurassic Wyoming (teeming with Diplodocus herds and Ceratosaurus lurkers) to the arid Mongolian badlands (Protoceratops nests amid sandstorms) and Hell Creek’s floodplains (T. rex stalking Triceratops amid volcanic ash). Each chapter’s AR diorama feels alive—turn the book to reveal hidden pterosaur flocks or erupting geysers—fostering a sense of scale and wonder. Atmosphere builds tension through dynamic events: Thundering migrations in “March of the Titans” evoke the original series’ epic herds, while “King of Dragons” ‘s comet foreshadowing nods to extinction themes.
Visual direction leverages AR’s magic: Skeletons morph seamlessly into feathered, textured dinos (Argentinosaurus at 30+ meters, Mapusaurus with scarred hides), rendered in PS3-quality CGI inspired by Framestore’s original series work. Fact cards pop with detailed illustrations—cross-sections of T. rex jaws or Pterodaustro filter-feeding—but low-res textures and jaggy edges betray 2013 limitations, especially in close-ups. Lighting ties real-room ambiance to virtual sunsets, enhancing immersion, though shadows occasionally glitch.
Sound design roars with authenticity: Ben Bartlett’s orchestral score (reused motifs from the 1999 series) swells with tribal drums for hunts and ethereal flutes for matings, conducted by the BBC Concert Orchestra. Dinosaur vocalizations—grounded in avian/crocodilian research—are a highlight: Pachyrhinosaurus bellows rumble subwoofers, while Allosaurus shrieks pierce like eagle calls. Narration by Stephen Fry (UK) or similar (US) delivers facts with wry charm, quizzing in a David Attenborough-esque tone. Ambient SFX—crunching gravel, splashing rivers, insect chirps—build ecosystems, contributing to an experience that’s equal parts textbook and theme park. These elements elevate the game, making prehistoric life tangible and the Wonderbook a cherished artifact.
Reception & Legacy
Upon release, Walking with Dinosaurs garnered mixed-to-positive reviews, praised for educational value but critiqued for technical hiccups. Metacritic scores it 68/100 (based on four critics), with Meristation (80/100) hailing it as “the best Wonderbook game” for its engaging AR and kid-friendly construction over destruction. PlaySense (70/100) lauded Move integration and storylines, calling it “fun for young gamers,” while Vandal (70/100) recommended it for dinosaur fans despite limitations. Level7.nu (40/100) panned it as “shallow” edutainment exploiting the license. User scores average 8.3/10, with fans like “Pomidoro” loving the “engaging” screams and stories, and “jedbeetle” appreciating shared AR family play.
Commercially, it sold modestly (~100,000 units estimated), buoyed by the film’s hype but hampered by Wonderbook’s niche appeal (the peripheral flopped, discontinued by 2014). Critically, it echoed the original series’ acclaim—BAFTA/Emmy-winning for innovation—positioning AR as a tool for STEM. Legacy-wise, it influenced edutainment like Assassin’s Creed Discovery Tour (2018) and BBC’s interactive exhibits, while Supermassive’s narrative focus foreshadowed The Quarry (2020). In a post-Jurassic World era, it humanized dinos amid blockbuster spectacle, evolving the franchise toward the 2025 BBC/PBS revival. Obscure 2000 PC predecessors (educational mini-games by Interesource New Media) pale in comparison, but this 2013 title cements the brand’s interactive footprint, inspiring VR dino sims like Dinosaur Fossil Hunter.
Conclusion
Wonderbook: Walking with Dinosaurs masterfully exhumes the franchise’s spirit—scientific spectacle meets narrative heart—into a playful AR package that educates without preaching. Its development ingenuity, thematic depth on survival and extinction, and motion-driven mechanics create joyful “aha” moments, from assembling a Stegosaurus to scanning a T. rex’s fury. Yet, PS3-era glitches and repetition temper its roar, making it more a delightful detour than a timeless titan.
In video game history, it occupies a vital niche: A bridge between 1990s CGI docs and modern mixed-reality edutainment, proving games can unearth knowledge as thrillingly as fossils. For families or dino enthusiasts with a PS3 and Wonderbook, it’s an 8/10 must-play—a prehistoric portal worth dusting off. Its place? A evolutionary stepping stone, reminding us that gaming, like dinosaurs, thrives on adaptation and wonder. If only we’d had this in 1999 alongside the series premiere.