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NES box art for Sesame Street Abc, the cover of NEStalgia episode 222

222 · SESAME STREET ABC

▶ Game info
May 20, 2022 · 39 min · transcript available

This game is divided into two parts:

Letter-Go-Round: By catching and matching letters on a spinning ferris wheel children practice letter recognition and matching, simple spelling and word formation.

Ernie's Big Splash: Children can help Ernie find his rubber duckie for his bath by building a pathway from duckie's soap dish to Ernie's bathtub. This helps children practice planning, predicting and problem-solving.

SHOW NOTES

Sesame Street ABC Longplay

Our verdict: Skip it

Rare and Zippo Games made this for Hi Tech Expressions in 1989, the follow-up to Sesame Street 123 from earlier that year. Big Bird and friends are supposed to teach the alphabet and spelling. We came away convinced it teaches almost nothing, and the best parts are a karaoke intro and a bonus game that has nothing to do with letters.

What works

  • The opening. A sing-along Sesame Street theme, with a bubble bouncing across the screen to touch the notes and words. We said the game is worth it for that alone, the first NES karaoke game. It is pretty much over after that.
  • Ernie's Big Splash. You place arrow tiles to build a path for Ernie's rubber duck, then run it, Mousetrap style. A bubble carries the duck left and then up, or a crocodile lifts it from the bottom to the top. It got an unprompted "oh, cool" when the first path ran, and we called it a fun distraction that keeps a kid busy.

What doesn't

  • The menu. It is a direct copy of the Sesame Street 123 menu. Any button moves you to the next of four or five choices, and at the end it doesn't wrap to the top, it starts going up. It nearly ended a friendship on this show, since Sean thinks it is fine for children. The argument came back with Ernie's Big Splash tiles.
  • Letter Go Round. Matching, what's missing and the secret word are all one game: a Ferris wheel of letters, and you stop it when the right one hits the bottom.
  • Matching teaches shapes. Nothing says "that is the letter U", so you only confirm two pictures match. What's missing and the secret word show some understanding, but you have to know the answers beforehand.
  • Good words get refused. Lad was rejected for bad, few for pew, and bag for "bah". In the secret word mode, each right letter adds a new letter to the wheel, so every guess is one in six again, and there is no failure state.
  • Three celebrations. Big Bird, Cookie Monster and Ernie bounce around as cutouts, and we figured even a kid gets bored fast.

Worth knowing

Black is the transparent color on the characters, so you can see the moon through Cookie Monster's mouth.

We opened by reciting the alphabet and held back the last letter for the finale. It was Zed.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. One vote came down to being excited for Big Bird's Hide and Speak in October 1990 and not for this. Another judged it as an educational device: Sesame Street 123 did its job, and this one doesn't, since you need to know the answers beforehand and bring them to the game.

Written from our conversation in this episode.

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