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Dr. Seuss® Kindergarten, version 2.2
Windows®/Macintosh® CD-ROM
PLEASE DO NOT MAKE ILLEGAL COPIES OF THIS SOFTWARE.
The software you are using was produced through the efforts of many people: designers, artists,
producers, programmers, distributors, retailers, and other dedicated professionals.
The costs of developing this and other software programs are recovered through software sales. The
unauthorized duplication of personal computer software raises the cost to all legitimate users.
This software is protected by federal copyright law. Copying software for any reason other than to make a
backup is a violation of law. Individuals who make unauthorized copies of software may be subject to civil
and criminal penalties.
The Learning Company supports the industry’s efforts to fight the illegal copying of personal computer
software.
Report copyright violation to: SPA, 1730 M Street, NW Washington, DC 20036 (202) 452-1600
TABLE OF CONTENTS
Welcome to Dr. Seuss Kindergarten .......................... 2
Getting Started ....................................................... 3
System Requirements ......................................... 3
Installation Instructions....................................... 4
Starting the Program................................................ 6
Signing In ........................................................... 6
Getting Around Seussville.................................... 6
Oh, the Places You’ll Go! ..........................................8
This Way .............................................................9
Bippo Alphabet..............................................10
Bumble Tub Phonics ......................................11
East/West Beast Logic ..................................12
Thidwick’s Rhymes........................................13
That Way...........................................................14
Barbaloot Math .............................................15
Birthday Pet Measurement .............................16
Sneetch Patterns ..........................................17
Snuv Glove Matching.....................................18
Learning Activities..............................................19
Clock Sculpture.............................................19
Balloon Kids..................................................19
Musical Band.................................................19
McGrew’s Zoo ..............................................19
Track Your Child’s Progress.....................................20
Special Option for Parents.......................................20
Troubleshooting .....................................................21
How to Contact Riverdeep Support.........................22
Credits ..................................................................23
Welcome to Dr. Seuss Kindergarten
For over fifty years, children and parents alike have been captivated by the whimsical
world charming characters of Dr. Seuss. From the ever-faithful Horton the Elephant
and his tiny ÔWhoÕ friends to the persistent Sam-l-Am with his green eggs and ham,
SeussÕs creations have been entertaining and educating children through the use of
clever rhymes, colorful illustrations, and imaginative stories. When Dr. Seuss wrote
The Cat in the Hat in 1957 and created the Beginner Books series, he proved that
learning to read did not have to be dull. Now, The Learning Company is pleased to
build on that legacy of laughter and learning by bringing you the first in a series of
software programs designed to combine a solid curriculum with a creative approach
to learning.
In Dr. Seuss Kindergarten, a host of beloved Seuss characters help to make learning
essential reading and math skills easy and fun. As children join Gerald McGrew in his
search for exotic animals to add to his new McGrewÕs Zoo, theyÕll work their way
through activities that help them learn the alphabet, phonics, reading skills, sorting,
classifying, pattern recognition, measurement and estimation, addition and
subtraction, and much more. With Dr. Seuss Kindergarten itÕs easy to see why
children who laugh more learn more.
Go to Contents
Getting Started
System Requirements
WINDOWS¨ CD-ROM*
Pentium 75MHz or better
Windows ME/98/95
16MB of RAM
40MB hard drive space available
Quad speed (4X) CD-ROM drive or faster
640x480 display, 256 colors
Windows-compatible sound device
Video and sound cards compatible with Direct X**
BrowserÑNetscape Navigator 4.0 or Microsoft Internet Explorer 4.0 or higher
28.8 Kbps or faster modem (optional)
Shockwave 8 Player or higher
Flash 4 Player or higher
MACINTOSH¨ CD-ROM*
Macintosh Power PC or better
System 7.5 or higher
16MB of RAM
40MB hard disk space available
Quad speed (4X) CD-ROM drive or faster
640x480 display, 256 colors
BrowserÑNetscape Navigator 4.0 or higher
28.8 Kbps or faster modem (optional)
Shockwave 8 Player or higher
Flash 4 Player or higher
*System Configuration: May require minor adjustments to the configuration of your
operating system and/or updates to the hardware component drivers.
**If you experience problems with the installation or compatibility of DirectX on your
computer, please consult the hardware manufacturer of your video or sound card for
the latest drivers compatible with DirectX. Check Microsoft's Web page for more
information.
Go to Windows Installation Instructions
Go to Macintosh Installation Instructions
Go to Contents
Installation Instructions
WINDOWS ME/98/95
To Install
¥ Start Windows and insert the CD-ROM into your CD-ROM drive.
¥
The Dr. Seuss Kindergarten startup window will appear.
¥
Click the Install button and follow the on-screen instructions to install the program.
If the Dr. Seuss Kindergarten startup window does not appear automatically on
screen, you can install the program manually:
¥
Click the Start button on the taskbar and choose Run...
¥
Type D:\SETUP.EXE in the line labeled Open. (If your CD-ROM drive uses a letter
other than D, substitute that letter for D.)
¥
Click the OK button and follow the on-screen instructions to install Dr. Seuss
Kindergarten.
To Play
After successfully installing the program, click the Run button at the startup window to
start the program. The startup window will usually appear each time the CD-ROM is
inserted into the CD-ROM drive.
If the Dr. Seuss Kindergarten startup window does not appear automatically on
screen:
•
Begin at the Windows ME/98/95 desktop.
¥
Click the Start button, point to Programs, and then The Learning Company.
¥
Point to Dr. Seuss Kindergarten and then click the Dr. Seuss Kindergarten menu
item to start the program.
To Remove
If you need to remove Dr. Seuss Kindergarten, begin at the Windows 98/95 desktop.
Click the Start button, point to Settings, and then click Control Panel. Double-click the
Add/Remove Programs icon. Click the Install/Uninstall tab and select Dr. Seuss
Kindergarten from the list of programs. Click the Add/Remove... button and then click
the Yes button to remove the program. Click OK to clear the screen.
Go to System Requirements
Go to Contents
MACINTOSH
To Install
¥ Insert the CD-ROM into your CD-ROM drive. When the Dr. Seuss Kindergarten
icon appears on your desktop, double-cIick to open the window
¥
Double-click the icon labeled Dr. Seuss Kindergarten Install and follow the onscreen instructions to install the program.
The installation program will create a Dr. Seuss Kindergarten folder on your hard
drive.
To Play
¥ To play Dr. Seuss Kindergarten, locate the Dr. Seuss Kindergarten folder on your
hard drive.
¥
Double-click the folder to open it.
¥
Double-click the icon labeled Dr. Seuss Kindergarten to play.
Additional Product Information
For Dr. Seuss Kindergarten to work properly, your system software must include the
following components in the Extensions folder: QuickTimeª v3.0, QuickTimeª
Musical Instruments v3.0, QuickTimeª PowerPlug v3.0 (for PowerPC users only), and
Sound Manager 3.2.1.
Recent Macintosh System software may already include these extensions. However, if
your system does not have these extensions running, the Dr. Seuss Kindergarten
Installer will install them automatically. If the installer finds that you are missing any of
these extensions and proceeds to install them, you will be asked to restart your
computer after installation, so the new extensions can take effect.
To Remove
If you need to remove Dr. Seuss Kindergarten, just drag the Dr. Seuss Kindergarten
folder into the Trash and empty the Trash.
Go to System Requirements
Go to Contents
Starting the Program
Signing In
You will begin at the Cat in the HatÕs See-It-All Seussville machine. Before you can
start, however, you will need to sign in.
Type your name using your computer keyboard, or use your mouse to select the
letters of your name. If you make a mistake, click the back arrow key or use the
Backspace key on your keyboard to delete your mistake. When you finish typing your
name, click Go to begin.
If you've played before, click your name in the name list and then click Go.
Getting Around Seussville
As you help Gerald McGrew search for the most unusual pets to bring to his zoo, you
will explore different places and play games with some of your favorite characters. In
order to get from place to place, and to play different games, there are a few buttons
you should know about:
EXIT BUTTON
The Exit button will take you back to the previous
location, or if you have just been automatically
transported to the zoo screen, you will return to
McGrewÕs Zoo. If you click this button while playing in
an activity, you will quit that activity and return to the
This Way or That Way selection screen that you
used to access the current activity. If you click the
Exit button while in the This Way or That Way
selection screens, you will return to the McGrewÕs
Zoo screen.
LEVEL BUTTONS
There are three levels available in all activities. If the
game you are playing is too easy, or too hard, you
can switch to another level at any time. In Levels 1
and 2, if you play through all the lessons in a level,
you will automatically progress to the next level. In
Level 3, if you play through all the lessons, you will
be reset to the first lesson in Level 3.
PROGRESS BUTTON
The Progress button will take you to the Progress
Reporting screen. Here, you can view the number of
lessons your child has completed for each activity,
as well as the percentage of correct answers he or
she gave.
QUIT BUTTON
This button will enable you to quit the program. It is
accessible from the McGrewÕs Zoo screen. You can
also quit the program by pressing the AIt+F4 keys
on a Windows computer or Command+Q on a
Macintosh computer.
MENU OPTIONS
You can access the menu options by clicking your pointer at the top of the screen. The
menu bar will appear with the choices File and Help. On the File menu is the option
Exit. On the Help menu is the option About Dr. Seuss Kindergarten, which contains
version and copyright information.
Go to Contents
Oh, the Places YouÕll Go!
Gerald McGrew is building a new zoo, but, not just any old zoo. He's going to find the
most exotic, unusual animals to fill his zoo. But, he needs your help.
As you travel to exotic places and meet interesting characters, you will be gathering
unusual animals to take back to the zoo. So, you'd better get going. There's a
wonderful world of Seuss waiting for you.
You will begin your journeys at the McGrew's Zoo screen. From here, you can click on
the This Way sign or That Way sign to start Gerald on his journey to find animals for
his zoo. You will also find three Learning Activities within the McGrew's Zoo screen.
Just click the direction in which you wish to go.
Go to This Way
Go to That Way
Go to the Learning Activities
Go to Contents
This Way
Click on the different areas of the screen to go to the different activities This Way:
Bippo Alphabet
Bumble Tub Phonics
East/West Beast Logic
ThidwickÕs Rhymes
Go to Oh, the Places YouÕll Go!
Go to That Way
Go to Contents
BIPPO ALPHABET
Gerald set off on foot. If he didnÕt delay
He could reach far off Hippo-No-Hungus that day
Where a family of Bippo-No-Bungus, he knew
Would be really delighted to move to his zoo.
Help Mother Bippo-No-Bungus tell which Baby Bippo is which. On each sweater is a
letter of the alphabet. Place each sweater back on the right Bippo.
Click on a sweater and place it on the correct Bippo, making sure the Baby Bippos are
all in alphabetical order. When youÕve finished giving all the Bippos back their
sweaters, Mother Bippo-No-Bungus will be happy to go with you to the new McGrew
Zoo.
Mother Bippo will help you learn uppercase and lowercase letter recognition and the
sequence of the alphabet.
Go to This Way
BUMBLE TUB PHONICS
Next stop for McGrew was the Bumble Tub Creek
Where the Bumble Tub Club floated by every week.
He would choose the best one of the whole Bumble crew
And make him a star in his new McGrewÕs Zoo.
Help repair the Bumble ClubÕs tubs. Click on the letter or letters that completes the
word on the tab.
Click on the wood plank that shows the missing letter or letters and place it on the
Bumble tub. To hear the word, move your pointer over the picture on the front of the
tub.
In Level 1, the first letter of a word will be missing from the front of the Bumble tub. In
Level 2, the last letter of the word will be missing. Level 3 words will have two letters
missing from the beginning or end of the word. Click on the correct plank and place it
on the tub.
When you have repaired all the Bumble ClubÕs tubs, the Bumble Tub Repair Man will
be happy to join you at the new McGrewÕs Zoo.
In Bumble Tub Phonics, youÕll learn phonics and spelling, plus youÕll improve your
vocabulary.
Go to This Way
EAST/WEST BEAST LOGIC
Brave Gerald knew what he should do
To get a beast for his new zoo.
HeÕd search the world from West to East
And he would find one beast at least.
When Gerald traveled for a while
He came upon a tiny isle
And there he found (and this is true)
Card-Playing beastsÑnot one, but two.
Help Gerald find the beast thatÕs best. Play the card game by clicking on the card that
doesnÕt belong with the others. You may need to distinguish between types of
animals or foods, different colors, letters and numbers, or letter sounds. For Level 3,
move your pointer over the pictures on the cards to hear the words read aloud.
When the game is over, the winning beast will be happy to come to the new McGrew
Zoo with you.
The East and West Beasts will teach you about opposites and classification and
improve your vocabulary skills.
Go to This Way
THIDWICKÕS RHYMES
Off to Lake Winna-bango he went on a whim
Where Thidwick the big-hearted Moose liked to swim.
And on top of his antlers, young Gerald had heard,
Lived the world-famous, song-writing Zinn-a-zu bird.
Help the Zinn-a-zu bird find rhyming words so he can write a new song. The Zinn-a-zu
bird will think of a word, which will appear over his head. The band members will think
of different words, which will appear over their heads. Find the word above the band
members that rhymes with the Zinn-a-zu birdÕs word and click it. Move your pointer
over the pictures to hear the words read out loud.
When you have finished a rhyme, the band will sing part of the song to you. If you want
to hear this part of the song again, click the Zinn-a-zu bird. Click Gerald to move on to
the next part of the song.
When youÕve finished writing the song, the band will sing the song for you. Then, the
Zinn-a-zu bird will accompany you to the new McGrew Zoo.
Thidwick and his friends will help you with vocabulary and rhyming words. They will
also help you with reading readiness and listening skills.
Go to This Way
That Way
Click on the different areas of the screen to go to the different activities That Way:
Barbaloot Math
Birthday Pet Measurement
Sneetch Patterns
Snuv Glove Matching
Go to Oh, the Places YouÕll Go!
Go to This Way
Go to Contents
BARBALOOT MATH
Our Gerald decided he wanted to go
To the LoraxÕs forest where truffulas grow
And the Barbaloots play in the fresh morning breeze
ÕNeath the bright colored tufts of the truffula trees.
Help the Lorax count all the truffula fruits. Click a fruit in the truffula tree and place it in
the BarbalootÕs cart.
In Levels 1 and 2, a number will appear on the front of each BarbalootÕs cart. Pick that
number of fruits by clicking on a fruit in the truffula tree. Then, drag the fruit to the
BarbalootÕs cart and click again to release it. When you have picked the correct
number of fruits for each Barbaloot, the Barbaloots will throw the fruits into the LoraxÕs
cart. When all the fruits are in the LoraxÕs cart, count the total number of fruits in the
cart and click that number on the number line.
In Level 3, pick the number of fruits that corresponds to the number on the front of the
BarbalootÕs cart. Then, when Gerald tells you how many fruits the Barbaloot wants to
eat, feed the second Barboloot that number of fruits from the first BarbolootÕs cart.
After feeding the second Barboloot, the first Barboloot will throw the remaining fruit
into the LoraxÕs cart. When all the fruit are in the LoroxÕs cart, count the total number of
fruits in the cart and click that number on the number line.
After you've picked and counted all the truffula fruits, the Lorox will give you two
Barbaloots to take back to the McGrewÕs Zoo.
The Lorox and the Barbaloots will help you learn addition, subtraction, counting, and
quantities.
Go to That Way
BIRTHDAY PET MEASUREMENT
So Gerald McGrew set right out on his quest.
For his zoo, young McGrew wanted only the best.
He would go to the faraway isle of Katroo
Where heÕd heard that the wonderful birthday pets grew.
Help the Birthday Bird measure the birthday pets. Click on the objects and stack them
next to the birthday pets.
In Level 1, you need to stack the different measuring objects next to the birthday pets
to see how tall they are. In Level 2, after stacking the objects next to the pets, count the
total number of objects you have stacked and click that number on the number line. In
Level 3, see if you can guess how tall the pet is. Estimate how many objects tall the
pet is and click that number on the number line. If you want to measure instead, stack
the objects next to the birthday pet.
When you have finished measuring all the pets, the Birthday Bird will give you the
tallest pet to take to the new McGrew's Zoo.
Learn numbers, counting, and quantities, as well as estimation and measurement,
with the Birthday Bird.
Go to That Way
SNEETCH PATTERNS
So Gerald McGrew set right off for the beach
Where he knew he would see a nice beach-loving Sneetch.
Not a plain-bellied Sneetch, heÕd want one with a star.
And for star-bellied Sneetches you had to go far.
Help Sylvester McMonkey McBean fix his Shapes-On Machine. An incomplete pattern
of shapes will appear on the Shapes-On Machine. Click on the shape or shapes on
SylvesterÕs Control Panel that completes the pattern. When youÕve completed the
pattern, click Go to start the Shapes-On Machine.
If you place an incorrect shape in the pattern, the machine will remove it from the
pattern. Try a different shape and click Go to recheck the pattern.
When enough Sneetches have shapes on their bellies, they will sing you a song.
Then, youÕll be able to take the star-bellied Sneetches with you to the new McGrewÕs
Zoo.
The Sneetches will teach you pattern recognition and sequencing.
Go to That Way
SNUV GLOVE MATCHING
For his zoo, young McGrew knew he really would love
To discover and bring back a glove-wearing Snuv.
So he went to the Mountains of Fattamafry
Where he found a wild Snuv hanging gloves out to dry.
Help Mrs. Snuv match all of her gloves. Make a pair by clicking on the two gloves with
matching colors, shapes, and number of buttons.
In Level 1, you will need to pair up gloves with matching colors. For Level 2, you will be
matching based on color and shape, and in Level 3, match based on color, shape,
and number of buttons.
Click on a glove so it turns over to show you what is on the other side. Then, click on
another glove and see if it matches. If you make an incorrect match, the gloves will
turn back over. Remember what was on the gloves so you can match them to the
other gloves with the same attributes.
When you make a correct match, the Snuv Glove Machine will remove the gloves from
the line. When you have sorted all the gloves, Mrs. Snuv will accompany you to the
new McGrew Zoo.
Mrs. Snuv will teach you shape and color recognition, as well as listening and
memory skills.
Go to That Way
Learning Activities
CLOCK SCULPTURE
The Clock Sculpture can be found on the McGrewÕs
Zoo screen. Click on the bird to hear the current time
or move the clock hands to set it to a new time. You
can also click the + buttons over the clock to change
the time.
BALLOON KIDS
The Balloon Kids activity is located on the McGrewÕs
Zoo screen. See if you can make the kids float away
by handing them balloons.
MUSICAL BAND
The Musical Band is located on the McGrewÕs Zoo
screen. Click each of the band members and listen to
the music they play, or, click the conductor to listen to
a song.
MCGREWÕS ZOO
You can enter McGrewÕs Zoo at any time. The more animals you bring to the zoo, the
more fun youÕII have.
Go to Oh, the Places YouÕll Go!
Go to Contents
Track Your ChildÕs Progress
Progress Tracking shows your childÕs progress in each activity throughout the
program. It will display the number of lessons your child has completed for each
activity, as well as the percentage of correct answers he or she gave.
You can view the current playerÕs progress, or switch to any other playerÕs information
through the Progress screen. To do this, click next to the currently displayed name
and select a different name to view. When youÕre finished, click Exit to return to the
program.
Special Option for Parents
Our Administrator Control allows parents special access to perform roster
maintenance, which includes adding and deleting user names from the sign-in
screen. To access the Administrator Control, at the sign-in screen, type Seuss Admin
and press Enter or click the GO button. This will display two additional buttons on the
sign-in screen: Add and Delete. Add will allow you to add names to the roster; Delete
will remove the currently highlighted name from the roster. Click the Done button if you
want to exit Administrator Control and return to the sign-in screen.
Note: Be sure to type Seuss Admin exactly as it appears here, because this special
sign-in name is case sensitive.
Go to Contents
Troubleshooting
If you have followed the instructions in Getting Started and you still experience
problems installing or running Dr. Seuss Kindergarten, please refer to the
Troubleshooting Guide included in the product box, or see the ReadMe file contained
on the CD-ROM. If you continue to have problems, see the section How to Contact
TLC Support to learn how to contact The Learning CompanyÕs Technical Support
Department.
Go to Riverdeep Support
Go to Contents
How to Contact Riverdeep Support
Our online technical support system offers 24-hour service and product information.
The web site features troubleshooting tools, the latest software updates and more!
http://www.riverdeep.net/learningcompany
Credits
Creative Director & Executive Producer
Michelle Bushneff
Vice President, Kids Studio
Laurie Strand
Design
Lead Designer, Amanda Crispel
Design Team, Sharon Lerner, Michelle
Bushneff, Karen Bushkov, Carol Oppenheimer,
Susan Greer, Multimedia Consulting, LLC
Marketing
Marketing Director, Andrea Scarnecchia
Marketing Managers, Andrea Armstrong, Les
Lifter
Assistant Marketing Manager, Kristin Cooper
Editorial Advisor
Sharon Lerner
Public Relations
Public Relations Specialist, Lisa Lemoult
Public RelationsIMarketing Coordinator, Lynn
Christensen
Product Management
Producer, Karen Bushkov
Associate Producer, Kathleen McKinley
Engineering
Project Lead Engineer, Frankie Ford
Technical Lead Engineer, Guy Nicholas
Engineers, Mark Hanson, Peter van Gorder, Jeff
Joseph
Engineering Technicians, Hasan Funk, Harlen
Mallis
Engineering Director, Allan Young
Art & Animation
Art & Animation Directors, Ted Pratt, Michelle
Graham
Lead Animators, Bob King, Jason Sadler
Animators, Animotion, Inc. (Larry Royer, John
Bloom, Dave Hicock), Paul Boyd, Kevin Dooley
Clean-up Artists, Animotion, Inc. (Jim Burns,
Aaron McDowell, Dave Woodson, Jose
Mercado, Kim Bryla), David Fox, Jeff Bailey
Additional Art & Animation, William Browne,
Alana Dill, Christine Johnson, Kate Peper
USAnimotion Ink & Paint, Alana Dill, Michele
Mendes, Kate Peper
Computer Graphics Technician, Michele Mendes
Sound Design
Lead Sound Designer, Greg Rahn
Music, Greg Rahn
Sound Director, Ralph Marsh
Musical Sound Effects, Earwax Productions
Sound Engineer, Brian Walker
Additional Sound Design, Tim Larkin, Bob
Marshall, Jonelle Adkisson
Quality Assurance
Lead Technician, Michael Sobieski
Testers, Keyki Bavand, Margaret Coholan, Ben
McElroy, Alan Harvey, Rebecca Ervin, Jim
Arnold, Lenn Tafro, Rory Biersach
Q.A. Engineer, Mike Ikeda
Q.A. Director, Rodrigo Silveira
Assistant Manager, Kirk Roulston
Business Lead Technician, Jeffrey Pooley
Systems Programmers
Glenn Axworthy
Bob Gulian
Mike Foulger
Production Tool Programmers
Esteban Ahn
Andrew Kay
Installer Programmers
Kent Daniels
Fred Campbell
Production Coordinator
Lea Whitten
Singers
Melisa Kary
Martin Scott
Brenda Halloway
Musicians
Keyboards & Synthesizers, Greg Rahn
Percussion, Derek Rolando
Casting & Voice-over Direction
Casting, Mermaid & Company
Director, Jenean Pearce-Estigoy
Credits, continued
Voice Talent
The Cat in the Hat, Charles Martinet
Gerald McGrew, Andrew Willis Woodward
The Lorax, Derek Sorrentino
Brown Barbaloots, Marina Cashmark, Noel
Carey, Trisha McClean, Sean P. O'Connor
Mother Bippo-no-Bungus, Susan Silo
Baby Bippos, Saige Estigoy, Andrew Estigoy,
Shannon Larkin
East Beast, Shanon Orrock
West Beast, Peter Scott
Mrs. Snuv, Shanon Orrock
Zinn-z-zu Bird, Jym Dingler
Sylvester McMonkey McBean, Randy Nazarian
Birthday Bird, Jym Dingler
Bumble Tub Repairman, Jym Dingler
Balloon Kids, Marina Cashmark
Squirrel, Marina Cashmark
Voice in the Crowd, Jenean Pearce-Estigoy
Writers
Sharon Lerner
Tish Rabe
Additional Writing
Carina Chocano
Documentation
Manual Writer, Kathleen McKinley
Documentation Supervisor, Anne Sete
Technical Editors, George Marsh, Barbara
Patterson, Sangeet Duchane
Educational Consulting & Content
Virginia Oppenheimer, Ph.D.
Trisha Svaib, Ph.D.
Lucinda Ray, M.A.
Susan Greer, M.A.
Karen Hudson, M.S.
Carol Oppenheimer
Special Thanks
Doug Carlston
Bill McDonagh
Joe Durrett
Alma Rodoni
Mike Pendergast
Brett Robertson
Christopher DiSalvio
Herb Cheyette, Esq.
Abigail Lindenbaum
Carol Nass
Mario Magliocco
Andrew Pang
Beta Breakers, San Rafael, CA
Inga Pedersen
Tex Hoyt
Elizabeth Wilson
Leonard Sorgdrager
Sausalito Nursery School, Sausalito, CA
The Little School, Sonoma, CA
Ms. McGee & the Dixie School, San Rafael, CA
Packaging & Manual Design
Woods & Woods Strategic Design
San Francisco, CA
Principal, Paul Woods
Senior Designer, Sarah Maguire
© 2000 The Learning Company, and its affiliates and licensors. Dr. Seuss
propertiesª and © Dr. Seuss Enterprises, L.P. 2000. All rights reserved. The
Learning Company, TLC, and Creative Wonders are registered trademarks of
The Learning Company. All other trademarks are the property of their respective
owners.
In the interest of product improvement, information and specifications represented
here are subject to change without notice.
Go to Contents
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