JumpStart Typing facts for kids
Quick facts for kids JumpStart Typing |
|
---|---|
Developer(s) | Knowledge Adventure Van Duyne Engineering |
Publisher(s) | Knowledge Adventure |
Series | JumpStart |
Platform(s) | Windows, Macintosh |
Release date(s) | October 15, 1997 |
Genre(s) | Educational |
Mode(s) | Single player |
JumpStart Typing is a computer game designed to help kids aged seven to ten learn how to type. It uses characters from another popular game, JumpStart Adventures 3rd Grade: Mystery Mountain. The game was released on October 15, 1997, and is available for Windows and Macintosh computers.
The Story of JumpStart Typing
The game takes place at Sparks Stadium, where a big typing competition called the Keyboard Olympics is happening. Two teams are competing: the Sparks Team and the Galaxy Gladiators.
One of the characters, Polly Spark, gets upset with Coach Qwerty. He didn't like her typing skills and kicked her off the team. Because she was angry, Polly locks Coach Qwerty in the Trophy Room!
Later, another character named Botley reminds Polly how much her dad wanted to win a new trophy. This makes Polly decide to let Coach Qwerty out. But there's a problem: her special power cards, which are needed to unlock the Trophy Room, need to be recharged.
This is where you come in! You must become the coach for the Sparks Team in Coach Qwerty's place. Your main goal is to recharge Polly's power cards. You do this by taking timed typing tests. At the start of the game, you take a test to see how many words per minute (WPM) you can type. This helps set your goals for activating the power cards.
Keyboard Training Center
The Keyboard Training Center is where Polly helps you learn and practice. This area includes the locked Trophy Room, the Technique-O-Tron, and the Test-O-Matic.
- Technique-O-Tron: This machine shows two funny videos. They look like old movies from the mid-1900s, but they show modern computer keyboards. These videos teach you important things like where to place your fingers on the "home row" keys and how to sit correctly while typing.
- Test-O-Matic: Here, you can find different lessons and timed typing tests. Taking these timed tests is how you try to reach your words per minute goals. When you hit your goal, you help recharge Polly's power cards.
Fun Games to Play
Outside the Training Center, Botley joins you for various games. You play these games to win gold, silver, and bronze medals. Winning these medals doesn't directly free Coach Qwerty, but they are fun challenges!
You have a limited amount of "strength" to play the games. If your strength bar gets too low, you need to go back to the Keyboard Training Center. There, you can restore your strength by taking more lessons and timed typing tests.
Here are the exciting games you can play:
- Roller Racer: In this game, you help a Sparks player skateboard down a track. You need to type letters that appear on obstacles or on the tricky Track Trickster to avoid hitting them.
- Keyboard Kicks: This game is like foosball! You type letters to activate a row of Sparks players. They will then block the ball from going into your goal and send it towards the Galaxy Gladiators' goal. You need to score 10 points to win.
- Trail Blazer: You help fifty Sparks snowboarders get down a mountain. To do this, you type the letters that appear above each of them.
- Cliff Hanger: In this game, you type letters on different ledges. This helps a Sparks player climb to the top of Mount Keys. Watch out for Wall Crawlers, who throw slime balls down at you!
- The Fans Go Wild: This is the only activity where you don't earn a medal. You type letters on cards held by fans. When you type them correctly, the cards flip over and create an animated message. Ms. Winkle, Polly's teacher from JumpStart 3rd Grade, can be seen in the crowd!
The Big Finish
Once Coach Qwerty is finally freed from the Trophy Room, Polly says sorry for locking him in. She also reminds him that she helped free him and coached the team. Coach Qwerty tells her that if locking him up helps her practice her typing, then it's okay! He decides not to tell Professor Spark about the incident.
At the Closing Ceremony, Professor Spark thinks Coach Qwerty was "mysteriously locked in a Trophy Room" during the games. Botley tells him that you, the player, were the main reason the Sparks Team won against the Galaxy Gladiators. Because of this, Professor Spark gives the trophy to you!
Just like in JumpStart 3rd Grade, the main story ends here. But don't worry, you can keep playing all the fun games even after the story is over!