Alien Carnage / Halloween Harry

Alien Carnage / Halloween Harry

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JumpStart Learning System - Custom Steam Installation (Under Construction)
Autorstwa: VolnuttHeroP64
In this Guide, I will show you how to install The JumpStart Learning System (Windows 3.1 Version) in the same folder as Alien Carnage/Halloween Harry on Steam & Mention which JumpStart Classics will work on Windows 3.1 & don't.

In Addition, I will also give you some pointers on some of the JumpStart Games.
   
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1. JumpStart Story
https://www.youtube.com/watch?v=y8wv6n7VZKw
JumpStart is an Award-Winning educational media franchise for children, consisting mostly of educational games, produced by Knowledge Adventure.


From Baby to 6th Grade
Original Series
Games marked with an asterisk underwent revisions from 1998-2001.
JumpStart Baby*
JumpStart Toddlers*
JumpStart Preschool*
JumpStart Pre-K
JumpStart Kindergarten*
JumpStart 1st Grade*
JumpStart 2nd Grade (September 1, 1996)
JumpStart Adventures 3rd Grade: Mystery Mountain (December 2, 1996)
JumpStart Adventures 4th Grade: Haunted Island* (December 2, 1996)
JumpStart Adventures 4th Grade: Sapphire Falls (November 1, 1999)
JumpStart Adventures 5th Grade: Jo Hammet, Kid Detective (October 15, 1997)
JumpStart Adventures 6th Grade: Mission Earthquest (October 21, 1998)



Math & Reading
These games were originally referred to as "JumpStart (grade) Math".
JumpStart Math for Kindergarteners (October 21, 1998)
JumpStart Math for 1st Graders (October 15, 1997)
JumpStart Math for Second Graders (October 15, 1997)
These games were originally referred to as "JumpStart (grade) Reading".
JumpStart Reading for Kindergarteners (December 2, 1996)
JumpStart Reading for 1st Graders (October 15, 1997)
JumpStart Reading for Second Graders (October 21, 1998)



Other Games
JumpStart Typing (October 15, 1997)
JumpStart Spanish (October 15, 1997)


JumpStart Levels

From Easy to Hard


JumpStart Awards
2. Custom Installation Setup - Zombie Wars via Windows 3.1

This Section will teach you on how to install Alien Carnage/Halloween Harry 2: Zombie Wars in your Alien Carnage/Halloween Harry Folder. This is a key step to installing the JumpStart Learning System on Windows 3.1.

1.

2.

3. Go to the folder where Alien Carnage/Halloween Harry is installed and move the Zombie Wars Folder to the same Directory then rename it Zombie1.

4. Change the Following in your Zombie Wars DosBox Config File:
[sdl]
fullscreen=false
fulldouble=false
fullresolution=desktop
windowresolution=original
output=opengl
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-0.74.map
usescancodes=true

[render]
frameskip=0
aspect=false
scaler=normal2x

(NOTE: the Sdl & Render Settings shown is to enable Screenshots. Temporary change your Screenshot key to F2 in the Steam Options Menu, Since F12 toggles between Fullscreen & Windows while In-Game. When your done Playing, swtich back to the F12 by using the Steam Options Menu)

[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.
MOUNT C ..\C
C:
CD WINDOWS
WIN

5. Add a shortcut to Zombie Wars by selecting Create Shortcut, add a New Folder to Steam in Your Start Menu, Name it "Non-Steam" then move the Zombie Wars Shortcut to your Non-Steam Folder in your Start Menu.

6. Go to Add a Game on Steam.

7. Select Add Non-Steam Game.

8. Select Dosbox - Zombie Wars from Steam & Create a new Catagory for it called "Non-Steam", then Rename it "Windows 3.1: Zombie Wars".

9. Launch Dosbox - Zombie Wars, from your Windows 3.1 Desktop in Dosbox, Since the Desktop Background is Black, you may want to change it in your MAIN Folder and Select Desktop (example: Arcade.BMP) before exiting.

NOTE: if you try to Run this game by opening Alien Carnage/Halloween Harry on Steam,
and entering "CD ZOMBIE1/C/WINDOWS" then "WIN" this WILL NOT work!


For More Infomation on Installing Windows 3.1. on DOSBOX:
https://www.youtube.com/watch?v=C_BzX5uGxbE
3-1. Jumpstart Toddlers Classic '96 Version - Custom Installation

Jumpstart Toddlers (Classic Version)

1. Purchase JumpStart Toddlers Classic purchase online.

2. Insert JumpStart Toddlers Classic into your Disc Drive

3.

4. Go to Add a Game on Steam.

5. Select Add Non-Steam Game.

6. Select Dosbox - Zombie Wars from Steam & Create a new Catagory for it called "Non-Steam", then Rename it "Windows 3.1: Zombie Wars".

7. Launch Dosbox - Zombie Wars, from your Windows 3.1 Desktop in Dosbox, Since the Desktop Background is Black, you may want to change it in your MAIN Folder and Select Desktop (example: Arcade.BMP) before exiting.

8. Exit Windows 3.1 then at the DOSBOX, enter the following "Mount *CD Drive Letter* *CD Drive Letter\* -t CDROM then restart windows.

9. Select Run from the File Menu then select "SETUP.EXE" from the * CD Drive Letter*. Then follow the Knowledge Adventure Installation Instructions shown.

10. Then Select JumpStart Toddlers to start Playing!

NOTE: The JumpStart Toddlers Classic Version is Compatable with Windows 3.1 Via DOSBOX.
3-2. Jumpstart Toddlers Classic Version - Activities
Give the Dog a Bone:
Give the dog the items that he asks for. After he says what he wants, the cursor will automatically become that item. Move your cursor to his mouth to give him the item.

Songbook:
Click on the animals to hear each one sing. You can also click in the area around the animal to hear the names of different objects and see animations. There are nine animals: polar bear, cat, lion, crocodile, duck, elephant, whale, zebra, and kangaroo.

ABC's:
Click a letter on the blackboard frame or type a letter on your keyboard. A word that begins with that letter will appear, and an animated sequence will play.

Peek-A-Boo:
Move the mouse across the screen to clear away the cover images. When you have cleared most of them, the rest will automatically clear on their own. Discover a singing animal friend underneath. There are nine animals to find: cat, cow, elephant, goat, horse, pig, polar bear, sheep, and whale. There seven screen covers: balloons, bubbles, candies, coins, eggs, leaves, and marbles.

Musical Instruments:
Listen to the sounds that different musical instruments make. Click on an instrument to hear its sound. Tapping the keyboard will cause a random instrument to play. There are seven instruments: piano, harmonica, banjo, horn, violin, flute, and drum.

Numbers 1 to 10:
Click a number on the blackboard frame or type a number on your keyboard. An object or objects of that number will appear, and an animated sequence will play.

Bouncing Shapes:
Click on the shapes to hear the name of the shape and its color. The shapes will move around the screen and bounce around. Tap buttons on the keyboard to activate sounds. Each shape plays a different musical note.

Light Switch:
Click on it twice to exit the game.
Giggles: Bye! I'll miss you!
4-1. JumpStart Preschool '95 Classic Version - Custom Installation


1. Purchase JumpStart Preschool Classic online via Amazon.

2. Insert the JumpStart Preschool CD into your CD/DVD Drive & exit the autorun

3. Go to Add a Game on Steam.

4. Select Add Non-Steam Game.

5. Select Dosbox - Zombie Wars from Steam & Create a new Catagory for it called "Non-Steam", then Rename it "Windows 3.1: Zombie Wars".

6. Launch Dosbox - Zombie Wars, from your Windows 3.1 Desktop in Dosbox, Since the Desktop Background is Black, you may want to change it in your MAIN Folder and Select Desktop (example: Arcade.BMP) before exiting.

7. Exit Windows 3.1 then at the DOSBOX, enter the following "Mount D D:\ -t CDROM then restart windows.

9. Select Run from the File Menu then select "SETUP.EXE" from the *Virtual CD Drive Letter*. Then follow the Knowledge Adventure Installation Instructions shown.

10. Then Select JumpStart Preschool to start Playing!

NOTE: The JumpStart Preschool Classic Version is Compatable with Windows 3.1 Via DOSBOX.
4-2. JumpStart Preschool Classic Version - Activities
Color pictures with Casey. The areas in the pictures have numbers, letters, or shapes in them. Use the paint cans to fill in the areas that have the same number, letter, or shape as the paint can.

Connect the dots with Kisha. You can choose numbers or letters. Connect the dots in numerical or alphabetical order to create a picture.

Clean up the yard with Eleanor. The trash can will tell you which item it wants, and how many of that item. Click and drag the correct item and quantity to the trash can.

Play with the classroom's pet turtle with Casey. Match turtles to the nests that have the same number of eggs as the number on the turtle's back.

Place objects on the picture with Pierre. Look at the silhouettes on the picture. Click and drag objects from your toolbar, and place them on the picture where they belong.

Play at the bulletin board with Kisha. Click on the picture on the bulletin board that matches the one in Kisha's hand.

Play hide and seek with the classroom's fish. Click on the light switch so the fish can hide. Then the fish will give a clue as to where it is hiding.

Listen to songs with Casey. The lyrics will appear on the screen so you can sing along. There are four songs: I'm a Little Teapot, The Itsy Bitsy Spider, You are My Sunshine, and I've Been Working on the Railroad.

Make matches in the dollhouse. Click on two window shutters to see what is behind them. Make matches of the same objects.

Find visual differences with Casey. Look at the four Pierres. One Pierre is different than the other. Find the one that is different.
5-1. JumpStart Pre-K Classic Version


1. Purchase JumpStart Pre-K Classic online via Amazon.

2. Insert the JumpStart Pre-K CD into your CD/DVD Drive & exit the autorun

3. Go to Add a Game on Steam.

4. Select Add Non-Steam Game.

5. Select Dosbox - Zombie Wars from Steam & Create a new Catagory for it called "Non-Steam", then Rename it "Windows 3.1: Zombie Wars".

6. Launch Dosbox - Zombie Wars, from your Windows 3.1 Desktop in Dosbox, Since the Desktop Background is Black, you may want to change it in your MAIN Folder and Select Desktop (example: Arcade.BMP) before exiting.

7. Exit Windows 3.1 then at the DOSBOX, enter the following "Mount D D:\ -t CDROM then restart windows.

9. Select Run from the File Menu then select "SETUP.EXE" from the *Virtual CD Drive Letter*. Then follow the Knowledge Adventure Installation Instructions shown.

10. Then Select JumpStart Pre-K to start Playing!

NOTE: Getting The Classic Version of JumpStart Pre-K maybe hard since it's not really Compatable with Windows 3.1 Via DOSBOX. But it will Run on Windows 95/98/2000 & XP OS Computers.
5-2. JumpStart Pre-K Classic Version - Activities
Carousel = Click on the carousel horse with the number that is the same number of balloons that the mouse is holding.

Bakery = Connect the dots to make frosting pictures on cakes. Each dot has a letter next to it. Click on the dots in alphabetical order.

Airport = Fly a plane with Casey. Click on the arrows or use the arrow keys to move the plane up and down. Look at the shape on the plane's dashboard. Fly through all of clouds with shapes that are different from the one on the plane's dashboard.

Fire Station = Help bears get on the firetruck. Click around the fire station to find hidden pictures. Match pictures that go together, such as 'bird' and 'nest', and 'hammer' and 'nail'. When you find a match, a bear gets on the firetruck.

Diner = Kisha will tell you how she wants plates of food arranged. For example, she may ask you arrange the food from shortest to tallest, least to most, or darkest to lightest.

Barbershop = Make music with Eleanor's seven animal friends. There is a shape on the wall above each animal's head. A shape will appear in the shaving cream. Click on the shape on the wall that matches the one in the shaving cream. Each time you make a match, the animal below that shape will make a sound. When you win, the animals sing a song.

Clothing Store = Unscramble the four pieces cloth pieces to create a letter. Click and drag the pieces to the T-shirt.

Toy Shop = Create toys with Kisha. Look at the picture of the toy, and then select pieces from the shelves to make a toy that looks the same as the one in the picture.

Construction Site = Help Casey load up the trucks. The blueprints show what object each car needs, and how many of that object. Choose the right object and put the correct amount on each truck.

Park = Do a great job on each Activity & you'll earn items for your park.
6-1. JumpStart Kindergarten '94 Classic Version - Custom Installation


1. Purchase JumpStart Kindergarten '94 Classic online via Amazon.

2. Insert the JumpStart Kindergarten '94 Classic CD into your CD/DVD Drive & exit the autorun

3. Go to Add a Game on Steam.

4. Select Add Non-Steam Game.

5. Select Dosbox - Zombie Wars from Steam & Create a new Catagory for it called "Non-Steam", then Rename it "Windows 3.1: Zombie Wars".

6. Launch Dosbox - Zombie Wars, from your Windows 3.1 Desktop in Dosbox, Since the Desktop Background is Black, you may want to change it in your MAIN Folder and Select Desktop (example: Arcade.BMP) before exiting.

7. Exit Windows 3.1 then at the DOSBOX, enter the following "Mount D D:\ -t CDROM then restart windows.

9. Select Run from the File Menu then select "SETUP.EXE" from the *Virtual CD Drive Letter*. Then follow the Knowledge Adventure Installation Instructions shown.

10. Then Select JumpStart Kindergarten to start Playing!

NOTE: The JumpStart Kindergarten '94 Classic Version is Compatable with Windows 3.1 Via DOSBOX.
6-2. JumpStart Kindergarten Classic Version - Activities
Bebop's Home = Click on Bebop to play hide and seek with him. After you click on him, he'll disappear and leave behind a clue.

Blocks = Hopsalot will scramble a set of blocks. Rearrange the blocks in alphabetical or numerical order.

Bulletin Board = View the different months and holidays. Click on the pictures to see animations.

Chalkboard = Hopsalot will say a sentence. The player must click on the pictures that recreate the sentence.

Classroom Closet = Click on each item to see its name.
Clock = Click on the clock numbers to see what a typical kindergartner does at each hour.
Dolls = Arrange the dolls by height.

Paint Set = Create your own pictures.

Pattern Blaster = Move the falling pieces to the matching blocks. When all the pieces have fallen into their proper places, Roquefort can move across the blocks to the cheese on the other side.

Puzzle = First, choose a type of puzzle. The choices are: Numbers, Letters, Letter Sounds, Rhyming, Opposites, Companions, Pairs, Shapes, Sizes, and Colors. Hopsalot will display a piece, and the player has to click on the one that goes with it. Clear all the pieces from the puzzle to see a picture.

Radio = Listen to four songs: Doing What the Animals Do, Monkeys Playing Everywhere, The Mud Song, and Anatomy.

Hopsalot's Garden = There are two games here: The Harvesting Game, and The Watering Game. In the Harvesting Game, Hopsalot will ask for a certain number of a certain item. Click on an item to put it in the basket. Click on the basket when you have the correct number of items. In the watering game, Hopsalot will grow a series of plants, and you have to figure out the pattern. Hopsalot will grow several plants, and ask which comes next. Click on the seed bag with the vegetable that you think comes next.


Dopefish Lives!
6-3. JumpStart Kindergarten '98 Classic Version - Custom Installation



1. Purchase JumpStart Kindergarten '98 online via Amazon.

2. Insert the JumpStart Kindergarten '98 CD into your CD/DVD Drive & exit the autorun

3. Go to Add a Game on Steam.

4. Select Add Non-Steam Game.

5. Select Dosbox - Zombie Wars from Steam & Create a new Catagory for it called "Non-Steam", then Rename it "Windows 3.1: Zombie Wars".

6. Launch Dosbox - Zombie Wars, from your Windows 3.1 Desktop in Dosbox, Since the Desktop Background is Black, you may want to change it in your MAIN Folder and Select Desktop (example: Arcade.BMP) before exiting.

7. Exit Windows 3.1 then at the DOSBOX, enter the following "Mount D D:\ -t CDROM then restart windows.

9. Select Run from the File Menu then select "SETUP.EXE" from the *Virtual CD Drive Letter*. Then follow the Knowledge Adventure Installation Instructions shown.

10. Then Select JumpStart Kindergarten '98 to start Playing!

NOTE: The JumpStart Kindergarten '98 Classic Version is Compatable with Windows 3.1 Via DOSBOX.
6-4. JumpStart Kindergarten '98 Classic Version - Activities
Right Side of the Classroom
Bulletin Board = The Bulletin Board has a calendar with all the months of the year.
You can click on the different months to see pictures and learn about the holidays.

Clock = The clock shows what a kindergartner does at different times of the day.
Click on the numbers to see what Bonnie Bunny does during each hour.

Radio = Listen to eight different songs.
Puzzle = Help uncover a picture by clicking on the pieces.

Photo Album = You can view the pictures you took at the Petting Zoo here.
Click on a photo of an animal to see it do something. You'll need to earn 4 Gold Stars before going to the Petting Zoo.

Bebop's Home = This is where Bebop hangs out. You can play a hide-and-seek game with him. If you click on him, he will disappear, and leave behind a clue for you to find him.


Left Side of the Classroom
Chalkboard = Hopsalot will read a sentence. Then you have to click on pictures on the chalkboard to recreate what he said.

Blocks = Help Jack and Roquefort unscramble the blocks.
Dolls = Help Jack and Roquefort arrange the dolls in the correct order.
Paint Set = Create your own pictures.
Classroom Closet = Click on different objects to learn about them.

Pattern Blaster = Play a video game with Jack and Roquefort. You have to help Brie the mouse get from one side of the screen to the other by filling in the blocks with missing shapes. Shapes will fall from the top of the screen, and you have to move them over the block with the same shape.


Backyard
Hopsalot's Garden = You can play two games here. In "Gopher Fun; The Counting Game", Hopsalot will ask for a certain number of a kind of plant. You have to pick the correct number of plants that Hopsalot asked for. Every now and then, the gopher will appear to steal a plant. In "Wacky Water; Making Patterns", Hopsalot will grow a series of plants that form a pattern. When he is done, he will ask you which plant comes next.

Jungle Gym = Help the kindergartner get the balloon at the top of the jungle gym before the gopher does. Follow a series of balloons on the jungle gym according to what Hopsalot says.

Tricycle Game = Help the tricycle rider reach the finish line. Move the rider up and down the lanes. You will comes across puddles and boxes with pictures on them as you go. You have to choose the correct picture that has the beginning sound that Hopsalot specifies.

Picnic Area = Click around to see different animals and things.
7-1. JumpStart 1st Grade '94 Classic Version - Custom Installation

7-2. JumpStart 1st Grade Classic Version - The Classroom


The player explores an interactive schoolhouse full of educational activities. Frankie is the school mascot in charge of guiding the player around.

Playing activities earns the player points, which can be traded in for milk caps. There are four skill categories in this game: math, reading, nature, and time. Each time the player earns 100 points in a category, they can choose a milk cap from that category. There are 30 math caps, 30 reading caps, 20 nature caps, and 20 time caps, for a total of 100 caps to collect. See if you can collect them all!



Music in the Mouse Hole:
Click on the mouse hole to go to the Hole in the Wall Club. There are five instruments to choose from on the left side of the screen: guitar, flute, violin, trumpet, or voices. The jukebox can play five different songs: "Hickory Dickory Dock," "Old MacDonald," "The Itsy-Bitsy Spider," "The Wheels on the Bus," and "It's Raining, It's Pouring." Click on the record button to make your own tunes. Click on the mice to play different notes. Each mouse sings or plays a different note on the music scale, and they are arranged from highest to lowest. When you are done, click on the play button to hear your song.



The Tick Tock Game:
This game is like a board game. You move a playing piece across a series of tiles. Each tile has an hour on it, starting with 6 AM and ending with 9 PM. An analog clock will spin to an hour. You have to click on the tile that matches the time that the clock has. The first player to reach 9 PM wins. This game has a two-player mode.



Reading is Fundamental:
Pick a story to read. The stories are read out loud to you, and you can click on the pictures to see something happen. Sometimes at the end of a story, you will be asked a question about what you read. If you get it right, you'll get some points.



Master Memory Game:
Play a memory match game on the computer. Flip cards and try to make matches. You have to match the pictures and words that go together.



Paint Set:
Create your own pictures. Click on the paint globs to change colors. You can use a paintbrush to draw or a paint can to fill entire areas. You can also choose a background and stickers. Click on the cloth to undo your last action. When you're done, you can choose to save your picture or throw it away.



Dopefish Lives!
7-3. JumpStart 1st Grade Classic - The Lunch Room






Serving Up Fractions:
Help serve the students their lunches. Listen to what food the student is asking for and how much. They will give the amount in a fraction. Place the food in the area on the food tray that has the correct fraction.



Vending Machine Victory:
Help Frankie get food from the vending machine. Frankie will ask for something. Click on the button below the correct food or drink. The vending machine will tell you how much it costs. Use Frankie's money to insert the correct amount in exact change.

Vending Machine Items:
Gum
Candy Bar
Brownie
Potato Chips
Banana
Nibbles & Bits
Bagel
Jelly Beans
Doggie Bone
Lemonade
Lolipop
Orange Juice
Apple
Cookies
Popcorn
Soda Pop
Donuts
Jawbreakers
Peanuts
Pretzels
Granola Bar
Corn Chips



Adding It All Up:
Click on the students' lunch foods to see how much each one costs. Then add up the total using the cash register.



The Pizza Picker Game:
Pick pizzas for Frankie. Frankie will ask for a pizza of a certain size with certain toppings. Look at the pizzas on the counter, and pick out the one that he has asked for.



Measure for Measure:
Follow the instructions in the recipe to make various yummy treats. You have to use the correct measurements that are in the recipe. If you make a mistake (including adding a teaspoon of something when it asks for a tablespoon, even if you are trying to be equivalent in ingredients,like attempting to add three teaspoons for a tablespoon), the Glop Monster comes out!
7-4. JumpStart 1st Grade Classic - Cooking Machine Recipes
1. Banana Bread




2. Bagels




3. Doughnuts




4. Gingerbread




5. Fudge




6. Brownies




7. Chocolate Chip Cookies




8. Peanut Butter Cookies




9. Ice Cream




10. Chocolate Mousse




11. Pretzels




12. Muffins




13. Waffles




14. Caramel Corn




15. Peanut Butter Bars

7-5. JumpStart 1st Grade Classic - The Playground





Math Marbles:
The marbles have numbers on them. Look at the equation that the marbles form. Use your marble to knock out the marbles that make the equation false.



Frankie's Dog House:
Help Frankie find the items buried in his sandbox. Frankie will ask for a specific item. Move the detector around the sandbox with the mouse. When it starts beeping, it means you have located an item. The detector will give a clue about which item is buried there. Keep moving the detector around the sandbox until you find the correct item. When you find the correct item, click on the spot to dig it up.



The Milk Cap Game:
Here, you can use milk caps to earn points towards getting more. Knock over the stack of milk caps. For each milk cap that lands face up, you can answer a question. You get 10 points for each question you get right. The questions can belong to any of the four categories; math, reading, nature, and time. You must have at least one milk cap in your possession to play this game. This is one fast way to earn Milk Caps. But you need at least one milk cap to play.
7-6. JumpStart 1st Grade Classic - Field Trips




Take the bus to the zoo or the beach. First, you have to use the map to plan the route you want to take. When you have decided on a route, the bus will begin traveling. Along the way, you will sometimes come across Mrs. Flores driving a truck. You will have to momentarily stop and answer the question that appears on her truck. After you arrive at either the zoo or the beach, you can click around to see various animations. At the beach, there is also a radio that can play songs.


Zoo:



Beach:
7-7. JumpStart 1st Grade 2000 - Compatability
The player helps Frankie the dog find treasures by completing activities around the school in Jumpstart 1st Grade 2000.

NOTE: JumpStart 1st Grade 2000 was released for the Windows 2000/XP OS PCs & NOT Windows 3.1 OS PCs because in the following year, Windows 3.1 would no longer be supported. As for the DOSBOX Emulation, this game won't work on a Windows 3.1 DOSBOX Emulation.
8-1. JumpStart 2nd Grade '96 Classic Version - Custom Installation

8-2. JumpStart 2nd Grade Classic Version - Welcome to the JumpStart Pen Pal Club!
The game takes place in a school setting, but begins after school hours when a giant anthropomorphic frog named CJ enters the classroom and frees a firefly named Edison. CJ and Edison form a double act of sorts with CJ being an ardent, self-styled "adventurer" while Edison is the more pragmatic straight man, who frequently makes sardonic comments in response to C.J.'s grandiosity.

CJ and Edison lead the user into a secret elevator hidden behind a bookcase. This elevator leads to several different floors, most of which are caverns beneath the school. The clubhouse and the classroom levels are the only ones to contain more than one activity.

The Pen Pals deliver mail and stamps around the United States. When the stamp is gone, it fills in a new state. The whole United States will be filled up. The map of the United States shows that there are 50. Click on a state to see the letter and it will flip.

Each activity has three difficulty levels: Scout (level 1), Explorer (level 2), and Trailblazer (level 3).
8-2. JumpStart 2nd Grade Classic Version - Secret Clubhouse
The clubhouse is apparently C.J. and Edison's headquarters and is located directly above the classroom. Activities include:
The jukebox = Players insert different coins and bills of U.S. currency into the jukebox to hear music.

A computer = A simple computer used to type. It is not required to win the game.
A tree branch = A tree branch leads to a game of Concentration in the fruit tree outside. (The kind of fruit the tree has changes from game to game. The exterior shot of the school from the beginning of the program shows apples, but the view of the tree from inside the clubhouse shows oranges.)

The lookout = The user uses a clue to determine which planet in the Solar System is being "invaded" by malevolent robotic aliens. After the user selects the correct planet, C.J. and Edison fly there in a rocket and the user then has to play an arcade-styled game to save the planet which includes Mercury, Venus, Mars, Jupiter, Saturn, Uranus, Neptune, or Pluto. (The aliens never invade Earth.)

The fish tank = The user must find which numbers and words fit into a specific category.

A post office has stamps to win 100 points.

There's 2 modes in JumpStart 2nd Grade:
Stamps Mode & Adventure Mode

In Stamps Mode, you can earn Stamps by playing games & earn points doing so. Every 100 Points gets you a new stamp which you can use in the Adventure Mode. Try to collect them all!

After you collect some Stamps, you can play the Adventure Mode. In Adventure Mode, your Pen Pals will send you letters from their home state. Each of their letters contain different tasks to complete. Once you solve them, you'll get postcards from their home state! Your progress is shown in the Map of the United States, can you solve all 50 challenges?
8-3. JumpStart 2nd Grade Classic Version - Classroom Activities
The classroom includes:
a painting activity (paint set) that includes two famous paintings to fill in as well as a sticker book to create a scene, the paint tubes has paint globs to change the colors and an eraser to undo;

a bookshelf that consists of three grammar books in which either nouns, verbs, or adjectives are missing and need to be replaced;

a blackboard that presents three grammar songs which define nouns, verbs and adjectives.
8-4. JumpStart 2nd Grade Classic Version - Other Activities
Boiler Room = The game in the boiler room involves recycling several items. Aside from encouraging recycling and perhaps improving hand–eye coordination, this game does not appear to have any obvious educational value.

Football Field = On a football field, the user uses addition to figure out how many yards the players of the JumpStart team advance on the field and use subtraction to save the JumpStart team from penalties.

Bone Vault = Here, the user solves math and spelling problems to open the mysterious Bone Vault, which, predictably, turns out to be filled with bones. Inside the vault are various objects the user can measure with, by means of a scale and a ruler.

Cave Writings = In this activity, players decode meaningless messages written in American Sign Language, Braille and "Larvaic" ("language of the larva") using a key. Before the game can be played, however, the user must get past a giant Blues-playing caterpillar by answering a biology question.

Cricket Band = In this game, the user creates music with a band of crickets who jump up and down on piano keys.

Log Ride = The user solves math or spelling problems to help 5 gophers make it across a subterranean river so they can guide C.J. and Edison through their tunnels. After the game is completed, C.J. and Edison are taken to a cave filled with traffic signs. There, C.J. and Edison explain the meaning of whichever signs the user clicks on.

Ice Cave = The user answers addition, subtraction, and multiplication problems to freeze ice bugs so that they will fill a sixteen unit grid. After the user completes the grid, the ice floor breaks which leads to an old pirate ship that is frozen in the ice. There the user will find a map with all seven continents on it. When clicking on a continent, C.J. will inform the user about an interesting fact regarding it. Also, on a pen pal challenge, the user has to pick the correct continent to complete the challenge.
9-1. JumpStart 3rd Grade: Mystery Mountain - Custom Installation
9-2. JumpStart 3rd Grade: Mystery Mountain - Utility Belt Toolbar

First, you'll need to get into the Mountain Mansion but Polly Spark has Changed the Locks!
The user must therefore play a game resembling Simon with the door panels in order to get inside after Ringing the Doorbell. There are 6 door panels and 6 locks, and the door panels will flash red, yellow, blue, green, orange, and purple. Do this 6 times, you'll open all 6 locks & earn 30 Points on your Score for starters. The Front Door Puzzle is a Simon-based Game. You can choose to skip the intro puzzle by pressing the ESC key.

Top Panel:
Red, Yellow

Middle Panel:
Green, Blue

Lower Panel:
Purple, Orange


After you Unlocked the Door, it's time to sneak inside the Mountain Mansion but first, Botley will give you the Utility Belt Toolbar for safe keeping:


Exit/Back Arrows = This allows the player to leave a location or activity, or quit the game.

Energy Indicator = This shows how much energy the Mountain Manson has.
It starts out White when you have Full Power & changes colors as you use the devices in the Mountain. Make sure you DON'T run out! Otherwise, this indicator will be Flashing Red.
Energy Indicator Colors:
White = Full Energy
Light Orange = 3/4 Energy
Orange = 1/2 Energy
Dark Orange = 1/4 Energy
Flashing Red = Energy Depleted, Needs to be Recharged

Help = This will give the player tips on how to play.

Inventory = This contains the TransQuizzer, the 4 Mission Clues for Each Mission, the 5 Quiz Discs, Your Overall Score & the Progress Report.

Leveling = This allows the player to adjust the difficulty from Levels 1 to 3 of each activity.

Score = This displays the player's invention points.
NOTE: If you opened the Front Door without skipping it, you'll have 30 Points to start with)
(You'll need a set Minimum Score to Enter the Time Machine However:
1,000 Points for QuizDisk 1
1,500 Points for QuizDisk 2
2,000 Points for QuizDisk 3
2,500 Points for QuizDisk 4
3,000 Points for QuizDisk 5)
9-3. JumpStart Adventures 3rd Grade: Mystery Mountain - Story
https://www.youtube.com/watch?v=aWW0SKenkP0
https://www.youtube.com/watch?v=pExPYYmc4Nw


Polly wants to alter history so her ridiculously wrong pop quiz answers become reality. Luckily, her father is a world famous inventor. Now Polly's taken over his laboratory and programmed 25 robots to go back in time.

If she has her way, the whole world as we know it will be turned upside down! You've got to stop her! One of the remaining robots, Botley, is your guide on this jam-packed adventure. Can you and Botley sneak into Polly's mysterious Mountain Mansion and stop each time-tinkering robot before it can do Polly's bidding? Watch out. Not all of Polly's robots went back in time. Many have remained, and Polly's programmed some of them to annoy you at every turn.




But first you must Sign-In before you can save the world. Sign up for your adventure at the schoolhouse by Clicking on the School's Front Door.

To Sign In:
Use the keyboard to type your name. Type up to 10 letters.

To enter the JumpStart 3rd Grade Schoolhouse, click on the Enter button or press ENTER on the keyboard.

After you sign in for the first time, your name will appear on the list every time you enter JumpStart 3rd Grade.

To find your name, you may have to scroll up and down by clicking on the arrows next to the list. Then, click on your name and press the Enter button.

To delete your name, click on it and press ALT-Delete or ALT-D twice for Windows
(Command-D twice or Command-Del twice for the Macintosh).



After you sign in, you'll find yourself in the classroom. Just a typical day in a typical 3rd grade classroom, right? Well, yesterday was. Today? Uh, you'll see. Pick up the little computer-looking thing on one of the desks. It's called the TransQuizzer & for now, it's all you'll need to get started. Your teacher, Ms. Winkle, hasn't arrived yet. And that fellow who's come crashing through the window? That's Botley, a robot created by Polly's father, Professor Spark, to watch over Polly while he's gone to another one of his Famous Inventors conventions. Botley was created by Professor Spark to keep an eye on Polly when he's away, so he knows the territory and wants to protect Polly, and the world by foiling her plans. He's a good guy to have at your side, and right now, he needs your help. If you're up for the adventure, follow Botley to the entrance of Polly's Mountain Mansion. If not, click the Exit button to leave the game.

NOTE: If you prefer to skip the Prolouge, you can press ESC to skip ahead to the first QuizDisk. But if you want to get the Max Score for this game on the 3 Difficulty Levels, you'll need to play the prolouge.
9-4. JumpStart 3rd Grade: Mystery Mountain - Starting a Mission
Polly sent 25 robots back in time. You've got to capture each one. That's 25 missions. To capture each robot, you'll need to find the 4 hidden Mission Clues & earn Invention Points. Here's how you start:

Locate a Quiz Disk and insert it into your TransQuizzer.

Select a question on the TransQuizzer by clicking one of the Question buttons. (Doesn't matter which order you do them in.)

Press the Yellow Play button to hear the question.

Listen to the question. It's the first clue of your mission and will give you some idea about when and where in history Polly has sent back one of her father's robots. If it's the mission you want to start, click the Inventory button on your Utility Belt to put away the TransQuizzer. When you do, Polly will tell you about the robot she sent back, and which four Mission Clues you'll need to collect to rescue the robot.

Following Botley's directions, you'll then need to figure out where Polly hid the Mission Clues you need. It might not be so simple retrieving them though, because Polly's hidden them all in games and challenges and it's up to you to win them back. Each of the Clues are Randomized on Each Floor:
2 on 1st/2nd/3rd Floor
1 on the 1st/2nd/3rd Floor
None on the 1st/2nd/Floor (Ex. If there's 2 on the 1st & 2nd Floors, the 3rd Floor won't have any.)

Along the way, as you play games, you'll collect Invention Points. You'll need them to complete your mission. In Version 1.0, you'll need 1000 Points on the QuizDisk 1 and it increases by 500 Points for each new QuizDisk along with the Game Difficulty. On Version 1.1 & better, you'll only need 1000 Points for each QuizDisk.
9-5. JumpStart Adventures 3rd Grade: Mystery Mountain - 1st Floor


When you enter the first floor of the Mountain Mansion, here's what you'll find:

1. The Robot Kitchen.
2. The Professor's Art Gallery.
3. The Jumbo Electro Generator.
4. The stairway to the 2nd Floor.
5. The Music Hall.

NOTE: The Front Door may be accessed by clicking in the lower right corner of the screen on the first floor.
9-6. JumpStart Adventures 3rd Grade: Mystery Mountain - Kitchen


Where do hungry robots go? To the kitchen, of course. To get here, look for the door on the first floor of the Mountain Mansion. Here you might uncover a Mission Clue or a chance to earn Invention Points. You'll also find a very hungry robot named Mort, just waiting for you to feed him.



The Kitchen Door's locked. So you'll need to figure out the combinations. That will require some math: addition, subtraction, and multiplication.

Solve the problems by entering the correct numbers at the bottom of each equation.

Click on the arrows above or below each box to spin the numbers. Each time you click the Up Arrow, the number will increase by one. Each time you click the Down Arrow, the number will decrease by one.

To make the numbers spin faster, hold down the mouse button.
When you see the number you want, click on the glowing red button.
You can also try entering numbers from the keyboard.

DELETED SCENE: Mort lampshades that he knows alot about of math to help the player out and explains the measurement system when you click on them at the Robot Feeder before turning it on. This scene was in the Initial version 1.0 release but not in the later releases.


Mort's not shy. He'll tell you just what he likes to eat. And the Professor's got lots of cool ways to measure the ingredients. You'll have to be quick though.

Click the Feeding Lever on the Robot Feeder to begin.
To measure the toppings, click on one of the instruments along the back wall, then click on one of the toppings moving along the conveyor belt.

To add the measured ingredient, click on the bowl.

If you put in the wrong amount (such as too much), empty the bowl by clicking on the Feeding Lever and the topping will be removed from the dish. In Version 1.0, Mort states that if too much or too little is in his bowl, he may get an upset stomach.

Make sure you don't add anything Mort doesn't want, because then you'll have to start over on Levels 2-3.

When you think you've got the recipe correct, let the bowl run right into Mort's mouth.

In Version 1.0, when you have all the correct toppings & stop the feeder, Botley will inform you that you're not finished yet. This was fixed in later versions.

Possible Recipes (Randomized Each Time):
Botley's Super-Cheesy Nachos
Botley's Chicken Fricassee
Cheesy Fondue
Egg Foo Young
Corn Flakes
Oatmeal
Corn Meal Mush
Split Pea Soup
Buttery Mashed Potatoes
Guacamole with Tortilla Chips
Polly's Summer Squash
Polly's Chocolate Pudding Supreme
Tapioca Pudding
Tuna Casserole
Rubber Chicken Soup
Five-Alarm Chili
Premium Presto Pasta
Macaroni and Cheese
Spaghetti and Meatballs
Professor Sparks' Pasta Carbonara
Professor Sparks' Fabulous Fried Rice
Chocolate Cake A La Mode
Apple Pie
Mud Pie
Refined Fruit Salad

Ingredients:
Axle Grease
Heavy Springs
Prune Juice
Sardines
Soap
Gold Bullion
Lemon Juice
Salt
Cream
Green Slime
Iron
Vitamin B12
Peanut Butter
Motor Oil
Spark Plugs
Gears
Sugar
Vitamin E
Vitamin C
Strawberries
Maple Syurp
Chili Peppers
Chopped Liver
Calcium
9-7. JumpStart Adventures 3rd Grade: Mystery Mountain - Art Gallery



Every mansion needs an art gallery, some place to store those 3D art treasures, entrancing sculptures, Invention Points, maybe a hidden Mission Clue or two, oh, and Mrs. Beasley, of course. She's the resident art expert. Look for the entrance to the Professor's Art Gallery on the first floor of the Mountain Mansion.


= Virtual Collection

If you want to view any of the art in the Professor's collection, you'll first have to get by Polly each time you click on the Virtual Collection, she'll give you a clue related to one of the Professor's works of art. She's hidden either a Mission Clue or some of those precious Invention Points there, and it's your challenge to find them!

Use Polly's clue and Mrs. Beasley's hints to select the right category of art from the rotating drum.
To change the category, click on the lever.
Click once on the tiny picture to learn more about that particular piece of art.
Click on the tiny picture again to display the art inside the Virtual Viewer.
If Polly's hidden a Mission Clue or Invention Points in the artwork, she'll scramble it into a puzzle.

Put the pieces in the right order. Click on any puzzle piece to lift it off the display, then click on another piece to switch them.

To turn a piece right-side-up, click the Rotate button or press the spacebar on your keyboard.


= Painting Gallery


Create your own paintings to hang in the gallery! The Professor's got all the latest drawing tools, animated stickers, even glowing paint! Since Polly's in charge here, when you enter the Painting Gallery, she'll demand that you illustrate a story she's written. Please her lopsided sensibility, and she'll give you a Mission Clue or Invention Points.

Click on an empty frame to begin a new painting.
To finish a painting you began earlier, just click on it.
If you've filled up the gallery, click on any painting and erase it.


When you are close to the canvas, you can:
Choose any tool by clicking on it.
Choose colors from the bottom of the frame.

Click on the Background button and add your own touches to one of the Professor's own paintings.

Click on the Sticker button to add stickers to your painting. Some of them even animate! Just select an animated sticker from the sticker menu, hold down the mouse button while you drag the sticker around your painting, then release the button and watch it move!

Add sound or music to your artwork by clicking the Sound button.
Click on the New button to start over with a fresh canvas.
Print your work by clicking on the Print button.

Save your picture and hang it in the gallery by clicking on the Back button on the Utility Belt and saving your work. You can save up to eight pictures.

Dopefish Lives!
9-8. JumpStart Adventures 3rd Grade: Mystery Mountain - Generator Room

The machines and devices you'll use in the Mountain run on electricity. To play them, you'll have to supply the power. To get the energy points you need, you'll sometimes have to return to the Professor's generator. To get here, take the stairway down from the first floor.

NOTE: When entering the Generator Room for the first time, use the Valve Door on the Right, it has an Atomic Icon.



The generator runs on batteries, and only you have the "power" to put the batteries in the right combination! But you'll have to work fast, before the batteries lose their spark. Botley Lampshades that these aren't the kind of flashlight batteries at home.

Each monitor displays a specific battery requirement.
Find two batteries that, when combined in the required math operation, equal the number on the monitors.

Click on a battery and drag it to one of the magnets sitting on top of the generator.
When you get all the batteries in place, your energy level will increase to 100% (and your Energy Indicator turns back to its Clear White Color).

Now you have the power to run the machines and complete your mission! Come back here when you start to run out again.

NOTE: In earlier Versions of JumpStart 3rd Grade, there was no Music for the Generator Room but in Version 1.2 and later, there's 2 Music Tracks for the Generator Room.
9-9. JumpStart Adventures 3rd Grade: Mystery Mountain - Music Hall

Polly wants to hear music, and she wants it now! If you can play what she wants to hear, she just might give you the Mission Clue you've been looking for. That doesn't sound too difficult, does it? Look for the door to the Music Hall on the first floor of the Mountain Mansion.

Is the door to the Music Hall locked? You'll have to decode the secret password by unscrambling words.

Click on a letter on the top row of buttons, then click on the button on the bottom row where you want to place it.

Click on the button next to each scrambled word for a hint. Bothoven, the door-knocker robot, will help you along the way.

Each word you unscramble on the left side of the door will win you letters of the password on the right side. Once you have all the letters, unscramble the password and the door will open.

HINT: The password is related to the words you've already unscrambled.
1. Rain, Wind, Sleet, Heat = Weather
2. Nose, Eyes, Head, Elbow = Body
3. Land, Ocean, Dessert, Water = World
4. Dollar, Nickel, Penny, Dime = Money
5. Father, Mother, Child, Baby = Family
6. Red, Brown, Yellow, Black = Color
7. Park, Lake, City, State = Places
8. Draw, Color, Story, Funny = Cartoon
9. Truck, Yoyo, Skate, Doll = Toys
10. Lake, Tree, Pond, Grass = Park
11. Read, Write, Stamp, Mail = Letter



Now that you've made it inside the Music Hall, it looks like something's wrong with the organ. All the music is scrambled, and Polly wants to hear something; fast! Maestro, the Professor's personal robot conductor, might help.

Maestro will play the piece that Polly wants to hear, all the way through. Click on him to hear it again.

Click on the button next to each Music Chip to hear the music programmed in that chip.
Click on Maestro to hear the piece again, then click and drag the chips into the right order.

When you arrange the Music Chips in the right order, you'll earn Invention Points, and maybe even one of those Mission Clues you've been looking for!

Unused Music:
The MODULE.INI file details all the possible puzzles that can be found in each of the games. In the music hall section, three entries are skipped over -- #6, #13, and #16. The first two still have their staves left over in the game, but no associated music files to actually hear them. Even though the last one has the timing data written in the INI file, it is missing its staves, so attempting to add it back in the game crashes it

#6, is the Bridal Chorus is not actually in the game & The other one, #13, is Mendelssohn's Wedding March are cut.
9-10. JumpStart Adventures 3rd Grade: Mystery Mountain - 2nd Floor

When you get to the Mountain Mansion's second floor landing (by taking the stairway from the first floor), here's what you'll find:

1. The door to the Biosphere.
2. The door to the Professor's Shrinking Room.
3. A precarious tram to take you up to the third floor.
4. Stairs to take you back to the first floor.
9-11. JumpStart Adventures 3rd Grade: Mystery Mountain - The Shrink-O-Matic

It seems that Polly's hidden some Mission Clues and Invention Points inside her father's scientific specimens. When you enter the Shrinking Room from the second floor of the Mountain Mansion, Polly will give you a clue that can help you identify the right specimen. There's also Egbert the resident egghead to help you. He knows just about everything about anything in this room and will tell you if you just ask!


=Analyzer
To begin your work in the Shrinking Room, click on the Analyzer in Egbert's hand.
To find out about any specimen in the specimen case, click on it.

When you think you've got the specimen you want, hand the analyzer back to Egbert.
He's kind of a neat freak.

Now move the specimen to the platform in front of the Shrink-O-Matic.

Click on the microscope to shrink Botley and get him ready for his fantastic voyage inside the specimen.

Pro Tip: Make sure you examine each specimen until you find the one that matches the hint you're given. To hear the hint again, just click on Botley.

List of Specimens (The Hints are shown):
1. Rocks & Elements
Slate (Used as a Pool Table)
Sandstone (Made from Recycled Rocks)
Quartz (???)
Oxygen (???)
Marble (???)
Limestone (Made from the Skeletons of Dead Creatures)
Lava Rock (Produced in over 600 Places which are Volcanos)
Hydrogen (???)
Helium (???)
Granite (???)
Diamond (???)
Carbon (???)

2. No Bones Here
Octopus (???)
Squid (???)
Slug (???)
Tapeworm (???)
Jellyfish (???)
Clam (Grows to 4 1/2 Feet Wide & Weighs 500lbs)

3. Watch out! Predators!
Hammerhead Shark (???)
Boa Constrictor (???)
Rattlesnake (???)
Squid (Doesn't have a backbone)

4. Plants, Plants, Plants
Fren (???)
Cactus/Cacti (???)
Dandelion (???)
Mold (???)
Moss (???)
Kelp (Sea Otters wrap themselves with)
Sea Pen
Sunflower
Wheat
Tulip
Toadstool/Mushroom

5. Things with Bones
Bald Eagle
Bat
Catfish
Coyote
Frog
Gecko
Hummingbird (Flys forwards, sideways & backwards like a helicopter)
Lion
Ostrich (Lays the World's largest Eggs)
Owl
Peacock
Tortoise

6. Slithery & Slippery
Boa Constrictor
Earthworm
From
Jellyfish
Newt
Octopus
Salmon
Sea Anemone
Slug (It came out of its shell)
Snail
Squid
Tadpole

=Fantastic Voyager
Now that you've miniaturized Botley in the Shrink-O-Matic, the real fun begins! You're peering down to the molecular level of the specimen now. You've got to break away the molecules to find the object. And a shrunken Botley is your tool in a Breakout-like Minigame. But be careful, you only have a limited amount of lives to get through.

Click your mouse to launch Botley. Use your mouse to move the electromagnet back and forth. You've got to aim Botley so he breaks away all the round molecules and reveals Polly's hidden Mission Clue or Invention Points. After you've released the prize, click on it. You can now store it in your Inventory.

HINT: On the Higher Difficulty Levels, you'll have less lives and a faster game speed to complete the Fantastic Voyager. Make sure you have good reflexes! Some Color Molecules take more than one hit to break.

Difficulty Levels:
Level 1 = 10 Lives, Slow Speed
Level 2 = 9 Lives, Medium Speed
Level 3 = 8 Lives, Fast Speed

Molecules:
Color = Breakable in 1 hit
Solid Color = Breakable in 2 Hits
Black Molecules (Starts Appearing in Stage 2 & Onward) = Indestructable
Teleporter Sprials = Teleports Botley from one area of the Specimen to another
Switch = Hit this to have an effect on the Black Molcecules. You might go right through them.

Core Molecule = Break this to complete the Stage or Collect the Mission Clue/Invention Points if you choose the Right Specimen.

Security Bots (Starts Appearing in Stage 4 & Onward) = You won't lose a life but they can move around delaying your progress & they're also Indestructable.


Stage 1:


Stage 2:


Stage 3:


Stage 4:


Stage 5:


Stage 6:


Stage 7:
NA

Stage 8:
NA

Stage 9:
NA

Stage 10:
NA
9-12. JumpStart Adventures 3rd Grade: Mystery Mountain - BioSphere

The Professor's Biosphere is a grand, growing maze of plants and animals in 5 different environments: the Desert, the tropical Rainforest, the Mountains, the Grasslands, or the Ocean. You'll find the door to the Biosphere on the second floor of the Mountain Mansion. This is just the place for Polly to hide Mission Clues and Invention Points. You've got to check this out. But you can't just walk around in there. You need to use a Biosphere Explorer.


To launch a Biosphere Explorer, click on the Launch button in front of the Biosphere Viewer under the window to the Biosphere. Then the monitor to begin.




Unfortunately for you or fortunately, depending on how much you like challenges, your Biosphere Explorer emerges way beneath the Biosphere, in a giant underground maze. To get to the top, you'll have to fly the explorer through narrow passages and avoid dead ends. Also, Polly is up to her old tricks, and sometimes she'll interrupt your trip and ask you a question. Listen carefully and answer correctly, because each answer will lead you closer to where a Mission Clue or Invention Points are hidden!

Maneuver through the maze using the arrow keys on your keyboard. The Up Arrow blasts the explorer's thrusters, while the Left and Right Arrows rotate the explorer. But be careful, on Higher Levels, the explorer's speed gets faster.

Difficulty Levels:
Level 1 = Slow Speed
Level 2 = Medium Speed
Level 3 = Fast Speed

Be on the look-out for twinkling Force Shields, located throughout the maze. Fly over them to pick them up, because they'll help keep the explorer in one piece if you happen to crash into a wall!

When you enter an airlock, Polly will appear to ask you a question. Answer correctly and she'll give you a hint and let you pass through the airlock.

Use Polly's hints to select the right environment and land on the designated landing pad. You can use the spacebar to launch a probe in an environment to see what you can match, it'll light up yellow once it matches but use them wisely as you only have 15 of them per Explorer!

Click on the key on your console to open Polly's hiding place and see what's there! When you start your trip, you'll have two keys to unlock the Mission Clue or Invention Points that Polly has hidden inside the Biosphere. Use them carefuly! You only get 2 keys per BioSphere Explorer!

If you run out of keys before selecting the correct site, you'll have to go back to the Launching Pad to select another explorer.



Desert Clues:
1. Bee
2. Scorpion
3. Camel Spider
4. Flea
5. Rattlesnake
6. Canyon
7. Termite
8. Toad
9. Pueblo
10. Adobe Hut
11.
12.
13.
14.
15.


Rainforest Clues:
1. Butterfly
2. Tree Frog
3. Moth
4. Flying Squirrel
5. Howler Monkey
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.


Grasslands Clues:
1. Fossil
2. Wheat
3. Termite
4. Baobab Tree
5. Drought
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.


Mountain Clues:
1. Lichen
2. Moth
3. Bird
4. Snow Buttercup
5. Forget Me Not
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.


Ocean Clues:
1. Bird
2. Coral Reef
3. Eel
4. Giant Kelp
5. Tropical Island
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
9-13. JumpStart Adventures 3rd Grade: Mystery Mountain - 3rd Floor


When you get to the Mountain Mansion's third floor landing (by taking the tram up from the second floor), here's what you'll find:

1. The Observatory.
2. A passageway to Time Machine Mission Control.
3. The Robot Obstacle Course.
4. From the third floor, you can take the tram back down to the second floor.

DELETED SCENE: Botley Lampshades that Polly once used the Observatory to spy on the neighbors & he went through the Robot Maze himeslf before.
9-14. JumpStart Adventures 3rd Grade: Mystery Mountain - Observatory


When Polly hid the Mission Clues, she didn't run out of space, she ran into outer space! That's right. Polly blasted some Mission Clues and Invention Points into the heart of several constellations. There is a hint, but Polly's transmitted it as a radio wave and sent it heading straight into a black hole. You've got your work cut out for you, here. You'll find the observatory on the third floor of the Mountain Mansion.



= Black Hole Blaster
Now that you're in the Observatory, you can use one of the Professor's deep space probes to shoot at the radio waves and knock them out of the black hole.

Warning: Asteroids and comets are common in this area of the universe!

To start, click on the Telescope.
To spin your probe, use the arrow keys on your keyboard.
To shoot, hit the space bar on your keyboard or click the Shoot button on the Utility Belt.
Destroy the asteroids before they hit you. Get hit too many times and your spaceship is history. Asteroids will appear more in Level 2.

Of course comets are too big to destroy so easily, but if you turn the probe's back to it, you just might deflect it without sustaining too much damage which start appearing on Level 3.

If your probe is destroyed, another will replace it; until you run out. You only have 4 Space Probes, so be carfeul!

When you've collected all the radio waves, you're ready to unscramble the clues in the Alien Signal Decoder. 4 on Easy and 6 for Normal to Hard.



= The Alien Signal Decoder
Professor Spark loves to search the sky for signs of life in outer space, and just in case he finds it, he's built this Alien Signal Decoder to help him communicate. Luckily, it will also help you decode the scrambled radio waves of Polly's hint that you blasted out of the black hole and put the words into the right order.

Click on a piece of Polly's hint. Drag it to any other part of the unscrambling window.
Click again to release the piece.

In Level 3, the hint will include words you don't need.

Click on the word or set of words you don't want and move it to the Space Disposal Unit located on the right side of the Decoder.

When you've unscrambled the hint, you're ready to identify the constellation.



= Star Chart

Once you've unscrambled Polly's hint using the Alien Signal Decoder, move on to the Professor's star chart to locate the correct constellation.

Click on the round star chart on the left side of the Observatory.

To change the star chart display from the northern to the southern hemisphere, click on the Globe.

Move your pointer over the stars to see the lines of different constellations appear.
Click on any constellation to hear something about it.

When you think you've identified the constellation where Polly sent her father's spaceship, click on it.

If you're right, the space ship will come zooming back to the Observatory and its robot pilot will present you with the Mission Clue or Invention Points.
9-15. JumpStart Adventures 3rd Grade: Mystery Mountain - Robot Maze


Now you've entered the most dangerous part of the mountain. You'll find the Robot Obstacle Course on the third floor of the Mountain Mansion. It's not safe for humans to enter, but one robot can. His name's Buster, and he's a bit of a stone face. Unfortunately, Polly programmed Buster to leave a box filled with a Mission Clue or Invention Points in the maze, then she scrambled the program to make it difficult on you and Botley. Luckily, Buster will follow every one of your commands, too. So it's up to you to reassemble the program using the Remote Programmer:

To move a command, click on it and drag it to where you want it to go.

To test your program, press the Run button at the bottom of the Remote Programmer.
Buster will follow your commands to a T or over the edge.

If you put the commands in the wrong order, try again.

HINT: Try tracing a complete path as you put the commands in order.

There's a REALLY NASTY Bug here in which you can lose all your power by pressing the Spacebar, so don't do it.
9-16. JumpStart Adventures 3rd Grade: Mystery Mountain - Completing a Mission


You'll need to collect Polly's four Mission Clues and a bunch of Invention Points to rescue a robot. When you've collected all four objects & enough Invention Points, head for Time Machine Mission Control at the very top of the mountain. Look for the passageway on the third floor of the Mountain Mansion. Every time you complete a Mission, the next one gets Harder.

Key:
QuizDisk = Difficulty Level
Clue Names = Robot Rescued



QuizDisk 1-5 Mission Clues = Very Easy (1,000 Points Required):

1-1. Pig, Postage Stamp, Sundail, Dollar Bill = Russian Cosmobot

According to Botley, he & Cosmo-Bot never got along, but now they're friends. He is (numerically) the first robot to be rescued.

1-2. Pigon, Torch, 2 Masks & Pottery = Rhonda Robot

Rhonda Robot has the Miss Silicon Chip Contest Title 3 years in a row since Botley lampshades this.

1-3. Hankerchief, Blue Ox, Fish, Whistle = Danny DeFrostbot

Botley Lampshades that Danny DeFrostbot is always hot under the collar. He's programmed to create snowmen.

1-4. Baby Bottle, Lamp, Bar of Soap, Tablespoon = Dr. Bugbot



1-5. Water Skis, Drinking Straw, Octopus, Camera = Flip the High Diving Robot







QuizDisk 2-5 Mission Clues = Easy (1,500 Points Required):
2-1. Bee, Constuction Crane, Car, Pair Sneakers = Amelia Airbot

Amelia Airbot is pilot-themed robot named after Amelia Earhart, the first female American pilot to fly across the Atlantic.

2-2. Chicken, Egg, Wok, Tooth = Chef BoyRobot

Chef BoyRobot is the Mountain's robot chef named after Chef Boyardee (and yes, Botley Lampshades that too many chefs spoil the soup).

2-3. Battery, X-Ray, Toothpaste, Calculator = Ms. Batterybot

Ms. Battery-Bot is a battery-themed robot & Botley Lampshades that she's AAA Battery with a "Glowing Personality".

2-4. Microwave Oven, Mapple Leaf, Pine Tree, Calander = Bubblebot

Bubblebot is a bubble-themed robot who was programmed to walk & blow bubbles at the same time. Botley lampshades that Bubblebot's feature may not sound or look as much but it took Professor Sparks a long time to perfect.

2-5. Diamond, Stained Glass, Television, Crayon = Pierrobot

No Character Lampshades for this one reguarding the History of Artwork. But can you imangine the stunned & shocked expression on the face of the cavemen when he/she stares back at a sad clown on black velvet?! And between you and me like Botley says: "I'd be surprised that if they ever paint again!"




QuizDisk 3-5 Mission Clues = Normal (2,000 Points Required):

3-1. Broken Pot, Spider Web, Red Balloon, Cotton Candy = Slide the Heavy Metal Robot

Slide the Heavy Metal Robot is a robot that's made of lead, which is a heavy metal; yet, that doesn't mean he plays heavy metal music, so it's obvious Polly reprogrammed him to do so by turning him into a rockstar.


3-2. Masking Tape, Tea Bag, Firecracker, Abacus = Yoshi/Noshi Origami
Yoshi Origami is a Japanese robot who enjoys folding paper. Botley Lampshades that Noshi Origami is an Exchange Robot from a Japanese Exchange Program. He can fold paper into ALL kinds of shapes.


3-3. Doughnut/Donut, Purfume, Bull, Concrete Block = Vasco da Robot
Vasco da Robot is an explorer robot who is penpals with Botley through Email. He is named after Portuguese explorer Vasco da Gama. Botley lampshades that Vasco da Robot is one of his closest friends.


3-4. Moon Rock, Axe, Olive, Medal = Robby Robot
Robby Robot, before being reprogrammed by Polly into a prankster-themed one, was originally a robot programmed to use his squirt gun to put out people's cigars and cigarettes.


3-5. Eyeglasses, Flea, Cork, Telescope = Slobbot
Slobot is a filthy robot who loves filth so much, he married a vacuum cleaner!




QuizDisk 4-5 Mission Clues = Hard (2,500 Points Required):

4-1. Book, Brick, Glass of Water, Rubber Tire = Eraser-Bot
Eraser-Bot is the No. 2 pencil-themed robot. He helps Professor Sparks correct his mistakes whenever he makes them.

4-2. Hot Dog, Clock, Coal, Motorboat = Sockbot
4-3. Drum, Blue Jeans, Pretzel, Roller Skates = Boosterbot
4-4. Pencil, Plow, Sunglasses, Garden Hose = Roland Roadbot
4-5. Ice Cube, Milk Bottle, Menu, Worm = Rostbot/Hosebot

QuizDisk 5-5 Mission Clues = Very Hard (3,000 Points Required):
5-1. Slingshot, Surfboard, Bird Nest, Lock & Key = Oswald the Mailman Robot
5-2. Hammer, Scale, Cash Regsister, Chopsticks = Verna the Vendbot
5-3. Fingerprint, Bus, Iron, Penguin = Hank the Handyman Robot
5-4. Windmill, Birthday Cake, Bone, Seashell = Bongobot the 6-Armed Robot
5-5. Penny, Diper, Seagull, Snake = Brunwella the Bombshell
9-17. JumpStart 3rd Grade: Mystery Mountain - Time Machine Mission Control

Enter Time Machine Mission Control through the passageway on the third floor of the Mountain Mansion. On the left side of Mission Control is the Wheel of Invention. It's here where you'll learn where and when you have to go back in history to retrieve Polly's robot before it's too late. Just click on the Wheel to get started.

= Wheel of Invention


All the Mission Clues are loaded into the Wheel when you arrive at Time Machine Mission Control, and you're ready to begin. Just listen to Monty Monitor, he's really up on his history facts, and lots of other subjects as well and answer three of his questions for each Mission Clue. When you answer them correctly, you'll be given a year, a place, a person's name, along with the invention & Bonus Points (Depending on if you Answered the question on the First or Second Try). In the end, you'll also win a Time Key. Dispite the Wheel of Invention being Reprogamed into a Quiz Show called: "Pollywood Squares".

HINT: Try to get all the answers right on the first try so you can rack up 120-180 Bonus Points.
For answering the Question on the First Try, you'll score 15 Bonus Points.
Second Try Answers are worth 10 Bonus Points & No Bonus Points on the Third Try.


= The Time Machine


https://www.youtube.com/watch?v=ES7nnxERey8
The Time Key you won at the Wheel of Invention has all the information you'll need to retrieve Polly's robot. Now you're ready to follow Botley to the Time Machine itself. Go! Go inside, but take Botley with you. Once inside, insert the key into the console, and all the information you'll need to retrieve Polly's robot will be put in place. Now, it's up to you and Botley to travel through history, find the robot, and snatch it away by using the Recall Button before it does any real damage to the future of the world.

= Robot Roost




Congratulations! You got the robot! Store Polly's robot in the Robot Roost, and prepare for your next mission. Just click on the Inventory button, and you can select another mission from the TransQuizzer. Continue Doing this until you have all 25 Robots & you'll win the game. The Best Score you can get in all 25 Missions overall is around 40,000 Points if your playing on the Highest Difficulty Level. But you can go higher than that. In Version 1.0, the Highest Score on all 25 Missions overall is around 54,500 Points.

= Post-Game Mode
After you rescued all 25 Robots & watched the ending, you can replay any game you want in the Mountain Mansion. However, both the Wheel of Invention & the Time Machine are the only areas that CAN'T be accessed in the Post-Game Mode. To replay all 25 Missions, you'll to start a New Game as a new username at the Sign-In.
10. JumpStart Adventures 4th Grade '96: Haunted Island


NOTE: JumpStart 4th Grade Haunted Island isn't compatable with Windows 3.1 DOSBOX Emulation. Released in 1996, but was retired from the line in 2000 and replaced with JumpStart Adventures 4th Grade: Sapphire Falls, presumably due to it being deemed too scary for an educational game. Making JumpStart 4th Grade Haunted Island a Collector's Item today. 1998 Would be the 2nd and Last Printing of JumpStart 4th Grade Haunted Island before it was Recalled.
10-1. JumpStart Adventures 4th Grade 2001: Sapphire Falls

Released in 1999 and 2000 to replace their earlier JumpStart Adventures 4th Grade: Haunted Island released in 1996. Despite the name being the same, this product contains no characters or storyline elements in the Haunted Island edition. However, it does contain a couple of games which bear a strong resemblance to their 1996 cousins. The Tone was changed from a Scary One to a Treasure Mystery One.

Character Changes: Flap the Bat From Haunted Island was resigned and replaced by 3 Brand New JumpStart Characters; Sally & TJ, and their Dog; Gizmo.

NOTE: JumpStart Adventures 4th Grade: Sapphire Falls is part of the Windows XP generation and it was around the end of 2001 that they stopping making games that support Windows 3.1 and used 2000/XP. So this game will NOT work on Windows 3.1 Via DOSBOX.
11. JumpStart Adventures 5th Grade: Jo Hammet, Kid Detective
12. JumpStart Adventures 6th Grade: Mission EarthQuest


NOTE: This is the Final Grade-based game in the JumpStart Series. With an EcoQuest & 2001: A Space Odyssey Tone, JumpStart Adventures 6th Grade: Mission EarthQuest was released in 1998 for Windows 95/98/2000/XP OS PCs & NOT Windows 3.1. So this game won't work on Windows 3.1 via DOSBOX Emulation.
13. KnowledgeLand
https://archive.org/details/KnowledgeLand_Knowledge_Adventure_1996

KnowledgeLand is a game released by Knowledge Adventure in the fall of 1996. It was included as a bonus disc with the original 1996 releases of JumpStart Adventures 3rd Grade: Mystery Mountain and JumpStart Adventures 4th Grade: Haunted Island.

It is not explicitly labeled as a JumpStart game, but contains demos for JumpStart games. It is an example of an early massively-multiplayer online game, though it can also be played single-player.

The game's setting is an island called KnowledgeLand, which contains the JumpStart Grade School campus and the Brain Blast amusement park. The player selects an avatar character and explores the different locations in KnowledgeLand. The main object of the game is to collect Knowledge Cards. Knowledge Cards contain information relating to various school subjects, such as science, history, and geography. They can be traded or exchanged for points by matching cards with the same categories. As the player earns points, they can unlock new avatars.

The player can move their avatar around by clicking on the location or direction they would like to go to. The player's avatar can perform five animations: wave, jump, spin, fall down, and get up. The player can also chat with other players by using the Kidchat feature. The player can create dialogue boxes by selecting words or phrases from a list, which are then spoken aloud by a synthetic voice. Kidchat also includes a set of voice clips and sound effects.
Komentarzy: 26
Firstmate Fizz 14 marca 2024 o 9:16 
Great guide, brings back tons of memories. Do you know where the save files are stored? I'd love to edit them so I can witness the ending of the games.
Allanah_16 8 sierpnia 2020 o 20:45 
if one could explain part 2, number 5 in a bit more words as I'm not seeing the option for 8. Or I'm not doing 8 right. for part 2, step 8 does one go to the DOSBox folder in the Zombie war folder or in the new folder.
VolnuttHeroP64  [autor] 4 maja 2019 o 2:31 
@yazo
Are you using Windows 3.1 in DOSBOX?
yazo 4 maja 2019 o 1:32 
is there anyway I can still play this ? I have windows 10. I've try to install it but nothing happened when i run the setup.exe
VolnuttHeroP64  [autor] 25 kwietnia 2018 o 13:37 
@Crypt Warden
Didn't the Haunted Island game give you night terrors when you played it?
VolnuttHeroP64  [autor] 27 listopada 2015 o 22:11 
Mission 9 of JumpStart 3rd Grade is all that we need. Everyone's mouth will be shut except for one person. If it was Arfoire, myself and the CPU Goddesses would just leave her be but as it is, eardrums all over the world are counting on the Player.
VolnuttHeroP64  [autor] 27 listopada 2015 o 22:09 
Mission 8 of JumpStart 3rd Grade is an Unhealthy Glow. If people think that Radium isn't dangerous, they'll start using it again. That can't be allowed to happen.
VolnuttHeroP64  [autor] 25 listopada 2015 o 19:55 
You CAN'T bring Snowmen to play Basketball in Mission 3 of JumpStart 3rd Grade! They'll melt all over the basketball court & it'll be a Washout!
VolnuttHeroP64  [autor] 25 listopada 2015 o 19:54 
You CAN'T run in a Marathon or Compete in High Heels in the Olympic Games in Mission 2 of JumpStart 3rd Grade!
VolnuttHeroP64  [autor] 23 listopada 2015 o 15:42 
Pouring Milk in bowls with Cold fish & worms are gross in Mission 7 of JumpStart 3rd Grade! No one will eat breakfast anymore & Breakfast is the most important meal of the day.