JumpStart Adventures 3rd Grade: Mystery Mountain
|JumpStart Adventures 3rd Grade: Mystery Mountain|
The current (2007) cover of JumpStart Advanced 3rd Grade
|Release||December 2, 1996|
JumpStart Adventures 3rd Grade: Mystery Mountain is a personal computer game in Knowledge Adventure's JumpStart series of educational software. As the title suggests, the game is intended to teach a third grade curriculum. This is the only version of this game created and, unusually for Knowledge Adventure, was still being sold over fifteen years after its initial release in 1996. In the 2003, it was included as the "Fundamentals" disc of JumpStart Advanced 3rd Grade.
Set in a retro-futuristic universe, the game concerns Polly Spark, the bratty daughter of an apparently very wealthy inventor, and her attempt to alter history so that her inane answers to a history quiz she failed will be correct. To do this, she sends twenty-five reprogrammed robots back in time and, with her father conveniently away on a business trip, she takes over Mystery Mountain, the literal "mountain mansion" where she and her father live. The goal of the game is to help Botley, the robot assigned to keep Polly under control, save the world by retrieving each of the twenty-five robots and bringing them back to the present.
Each of the game's twenty-five missions (one for each robot that must be rescued) begin with the user selecting one of Polly's questions from the TransQuizzer. On the TransQuizzer, Ms. Winkle poses a historical question of Polly and Polly gives a surreally humorous answer. Polly then appears on a monitor to state which robot she has sent back in time for the question and to list the four Mission Clues that need to be found for the mission.
Botley, using his powerful sensory device, then determines which games need to be played in order to retrieve the needed Mission Clues. Once all the Mission Clues have been collected, the user will still need to collect an increasing amount of Invention Points in order to be allowed to enter the Time Machine Mission Control. The amount of Invention Points required to enter the Time Machine gradually increases over time.
Once inside the Time Machine Mission Control, the user has to get past the Wheel of Invention in order to acquire a Time Key and enter the Time Machine itself, though Polly has apparently reprogrammed the Wheel so it's not just a quiz, but rather a quiz show called "Pollywood Squares." Here, Monty Monitor quizzes the user with questions that provide the point in time where Polly has sent the missing robot and which eventually reveal the correct answer to Polly's original test question.
After this activity is completed, the user enters the Time Machine and travels back in time to retrieve the robot and bring it back to the present, where the rescued robots are deposited in an area called the "robot roost." After the robot has been rescued, the user begins a new mission by selecting another question from the TransQuizzer. The game continues in this manner until all twenty-five robots are returned to the present.
- Botley the Robot
- Polly Spark
- Ms. Winkle
- Mrs. Beasley
- Maestro Trombot
- The Front Door
The First Floor
- The Kitchen
- The Art Gallery
- The Professor's Virtual Collection
- The Painting Gallery
- The Music Hall
- The Jumbo Electro Generator Room
The Second Floor
- The Biosphere
- The Shrinking Machine Room
The Third Floor
- The Observatory
- The Robot Obstacle Course
- Rovi Games. "JumpStart Adventures 3rd Grade: Mystery Mountain - Review - allgame". Allgame. Archived from the original on December 11, 2014. Retrieved August 19, 2014.
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