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My Word Coach
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My Word Coach
My Word Coach
DeveloperUbisoft Montreal / Ubisoft Quebec
PublisherUbisoft
DesignerPeter Yang
SeriesMy Coach
PlatformsNintendo DS, Wii, iOS
Release
November 6, 2007
  • Nintendo DS
    • NA: November 6, 2007
    • AU: November 7, 2007
    • EU: November 16, 2007
    Wii
    • NA: November 6, 2007
    • EU: November 16, 2007
    • AU: November 22, 2007
    iOS
    • NA: November 12, 2008
    • EU: November 12, 2008
    • AU: November 12, 2008
GenresSelf improvement, Education
ModesSingle-player, Multiplayer

My Word Coach is a video game from Ubisoft for the Nintendo DS, Wii and iOS. It involves English vocabulary, and is intended to develop the ability to express oneself clearly and with confidence, using a system called Expression Potential, or EP. It uses words and definitions from the Cambridge Advanced Learner's Dictionary.[1][2] The data of three players may be saved on to one copy, and one can compete on the Nintendo DS and Wii platforms using Nintendo Wi-Fi Connection.[citation needed]

Gameplay

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There are six single-player training exercises, as well as four games for recreation, one for wireless services.[citation needed] The single-player training exercises are: Missing Letter, Split Decision, Word Shuffle, Pasta Letters, Block Letters, and Safecracker.[3] These four recreation games are: Competition, Cube Panic, Speed Letters, and Multi-Card Play. In addition, there are three difficulties: Easy, Medium, and Hard. All games initially only have their Easy difficulty available, with harder difficulties unlocked over time.[citation needed]

A man stands beside a projector showing two words, one misspelled, and four different letters to select
Showing of an early build of My Word Coach at a Ubisoft press conference

The Wii version of the game also includes a feature that allows the player to wirelessly connect to a Nintendo DS, allowing the player use its touchscreen as input.[3][4]

Reception

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The game received "mixed or average" reception from review aggregator Metacritic.[5] Critics praised the game for its educational value, but critiqued its lack of content and variety, requiring long play sessions in order to progress, and inconsistent handwriting recognition.[2][4][6]

Notes

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References

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