Gameplay and plotLike the previous products, the game takes place in a school setting, but begins after school hours when a giant named C.J. Enters the classroom and frees a named Edison. And Edison (Newton in the United Kingdom) form a of sorts with C.J. 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. The duo have appeared in many other JumpStart products, such as JumpStart Advanced 2nd Grade; however, their looks and personalities have both undergone enormous changes throughout the years.
Edison in the US version has an Irish accent, whereas Newton in the UK version does not.
JumpStart 2nd Grade is a personal computer game released in 1996 by Knowledge Adventure. In this game, the player becomes part of a JumpStart Pen Pal Club, and explores a schoolhouse full of activities with guides CJ and Edison while helping their pen pals solve puzzles and riddles.
Contents Characters. (Newton in EU Version).GameplayThe game begins with the player signing up for the JumpStart Pen Pal Club. Brewster, the mail bird, will help the player.The game takes place at school during after the teacher has left for the day. The player meets CJ the Frog, an ardent self-styled 'adventurer', and his firefly friend, Edison, who is more of a pragmatic straight man.
The two of them reveal a secret behind a bookshelf that leads to several different floors.Each floor contains at least one. Each activity has three: Scout (level 1), Explorer (level 2), and Trailblazer (level 3). Completing activities awards the player points.
Points can be used to obtain post office, which appear in the player's Stamp Book.At the Mail Room, Mr. Brewster will often bring mail from JumpStart who need answering questions and solving problems.
When the player decides to help a pen pal, they will be recommended to an activity that relates to the pen pal's query. Once the player has found the solution, they can send a letter back to the pen pal. However, the letter will require a stamp from the player's stamp book to be delivered.Locations and Activities. An art activity that includes two famous paintings to color in, as well as a sticker book to create a scene with.
Here, the player can choose from a selection of six stories to read in three grammar books. Songs and animations that teach grammar play on the blackboard. The player inserts different coins and bills of U.S. Currency into the jukebox to hear music. The player can type anything they want, and print it out if they choose. The player tests their memory by making matches.
The player must follow instructions to feed the fish. The player uses a clue to determine which planet in the Solar System is being 'invaded' by malevolent robotic aliens. After the player 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 that planet. This is where Mr. Brewster lives. Other activities accessed with the:. The player helps recycle items.
The player figures out how many yards the players of the JumpStart team advance on the field, and uses subtraction to save the JumpStart team from penalties. The player solves problems to open the mysterious Bone Vault, which, predictably, contains bones. Inside the vault are various objects the user can measure with, by means of a scale and a ruler. The player decodes words written in American Sign Language, Braille and 'Larvaic' ('language of the larva') using a key.
Prior to the activity, the player must get past Arvin the caterpillar by answering a biology question. The player creates music with a band of crickets who jump up and down on piano keys. The player solves math or spelling problems to help five gophers make it across a subterranean river so they can guide CJ and Edison through their tunnels.
After the game is completed, CJ and Edison are taken to a cave filled with traffic signs. Once there, CJ and Edison explain the meaning of whichever signs the user clicks on. The player solves math problems to freeze ice bugs so that they will fill a sixteen unit grid. After the player 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, CJ will inform the user about an interesting fact regarding it.Songs.Educational Concepts. Carry Over Addition.
Borrowing Subtraction. Multiplication. Numbers. Time. Money. Nouns, Verbs, and Adjectives (Grammar). Vocabulary.
Phonics. Solar System.
U.S. Geography.
Music. Musical Scale. Measurement. Logic. GeographyDeluxe ReleaseCirca 2001, JumpStart 2nd Grade was re-released as part of a Deluxe 2 CD Set. The game was included with it.CreditsSee Associated BooksThe draws inspiration from this game, as well as the Scholastic workbook JumpStart 2nd Grade Spelling Challenge.Trivia.
Strangely, the current cover art uses artwork of CJ from plastered onto the 2000 cover art (with the background being gold instead of purple).Gallery Screenshots.