The way power card goals are calculated involves taking an introductory diagnostic, and then each power card is either 2 or 3 WPM above the previous one, until you have to type about 17 WPM faster than your original speed to activate the last card.
To charge a power card, you have to pass a timed typing test. My muscle-memory knows where the keys are, but my fingers must've gotten lost on the keyboard. I have a bad habit of tapping the key adjacent to the one I want to use. As an adult I appreciate it a little more because I can touch-type, but not so well in the dark.
#Jumpstart 3rd grade 1996 how to
I actually learned how to type quickly thanks to a misspent youth in online chatrooms where every post was like writing a miniature essay. When I was a little kid, I found that boring and difficult. JumpStart Typing is designed to teach touch-typing by using muscle-memory drills. Here's some of my stories about this game. The Wheel of Invention (A.K.A.I downloaded the QuickTime that Androski indicated, and now the game works just fine for me.Tony Pope as Professor Spark, Mort, Bothoven, Maestro Trombot, Egbert, Monty Monitor, Biosphere Probe, and Observatory Narrator #1.Jeannie Elias as Botley the Robot, Polly Spark, and Ms.The game continues in this manner until all twenty-five robots are returned to the present. But if the user doesn't start the mission to play all the games to win more Invention Points, Botley mentions that Polly will win. 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.Īfter 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 amount of Invention Points required to enter the Time Machine gradually increases over time. 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. 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.īotley, using his powerful sensory device, then determines which games need to be played in order to retrieve the needed Mission Clues. Winkle poses a historical question, and Polly gives a surreally humorous answer.
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.Įach 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. 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. 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.