ThinkFun Inc., the leading creator of Mind Challenging Games™, is pleased to announce that TIPOVER® is the recipient of Games magazine “Puzzle of the Year” award for 2006. Based on reviews of products from all over the world, the Games 100 list honors those products that exemplify high standards of both design (novelty) and fun factor in the puzzle and game industry.
“ThinkFun® has produced a great series of handheld brainteasers and mind challenging games, of which TIPOVER is one,” said Robin King, contributing editor to Games magazine. “The easy set-up and progressive game play of TIPOVER and ThinkFun’s entire multi-level challenge game assortment, makes math and puzzles fun for both the novice and the experienced puzzler alike,” she continued.
TIPOVER is a three-dimensional multi-level challenge game that encourages players to test their sequential thinking, spatial relationships, strategy and problem solving skills. The object of the game is to move the red tipper piece from its designated starting position to the red “home” crate without touching the floor. Players move the red tipper from crate to crate by tipping over crates of varying size to create a linear path to the final destination. Visualizing the next move is an important aspect of the game as players solve their way through 40 challenges, ranging in difficulty from beginner to expert. The unique design of the multi-level challenge card system enables players to quickly begin learning and playing the game, which in turn creates success and builds confidence and encourages them to attempt the more difficult challenges. TIPOVER is for age 8 and up and has a MSRP of $15.99.
“We have been extremely pleased with the success that TIPOVER has garnered since its inception and introduction into the market,” said Ralph Cuomo, President & COO of ThinkFun. “We are pleased that this success continues with this prestigious honor from Games magazine.”
About ThinkFun, Inc.
For 30 years,ThinkFun Inc. has been dedicated to creating games that spark curiosity, cultivate confidence, and nurture life-long learners. Its games encourage interest in Science, Technology, Engineering, Art, and Math (STEAM), while generating excitement for a world of learning through play. Innovation, creativity, value, and fun are the four elements that comprise the development of every game. Ignite the mind, and change the world for each player.