JumpStart 4th Grade Haunted Island Full Gameplay

JumpStart 4th Grade Haunted Island Full Gameplay [All Jumpstart Games]    • ✰All Jumpstart Games✰   ♥ Twitter:   / lilbumblebear   ♥ Instagram:   / lilbumblebear   ♥ Twitch:   / lilbumblebear   JumpStart Adventures 4th Grade: Haunted Island is a JumpStart game that was made by Knowledge Adventure on December 2, 1996. This game was produced using Alias Wavefront PowerAnimator 3D animation software. It was later re-released on November 24, 1997 with Map Scroll and Ms. Grunkle's Hat level indicator added. As the title suggests, the game is intended to teach a fourth grade curriculum. It was later replaced by JumpStart Adventures 4th Grade: Sapphire Falls in 1999. In its original release, it contained KnowledgeLand as a bonus disc. In this game, the player is a 4th Grade student who was absent from school one day. On that day, the rest of the player's class had a substitute teacher who turned out to be a witch named Ms. Grunkle. She transformed the player's classmates into monsters, whisked them away to her Haunted Island, and locked them up in the attic of her house. After the player is transported to Haunted Island, they meet a bat named Flap, who becomes the player's friend and guide, and a fortune teller named Madame Pomreeda, who can restore the player's classmates, if the player can collect each student's most prized possessions by completing quests around the island. Madame Pomreeda will give the player Challenge Cards that each require the player to complete two activities somewhere on the island. When both activities have been completed, one of the student's prized possessions will appear. Each classmate has four prized possessions, and when all four are obtained, Madame Pomreeda will be able to transform the classmate back to normal by reciting a special spell. The player has a limited amount of health, which is indicated by a candle in the upper left hand corner of the screen. While navigating the island, the player may be confronted by Ms. Grunkle's ghostly minion, Repsac, whose riddles must be answered correctly to avoid losing health. Each time the player loses some health, the candle burns down more, and if the candle burns out, the player is cast into the island's labyrinth, which they must then navigate their way out of. The labyrinth also contains a "fountain of health" that will allow the player to restore their health if they can answer some riddles correctly. The player earns points during activities by correctly solving problems at the various locations around the island. For every five thousand points earned, the player receives one of 25 keys to Ms. Grunkle's house. Ms. Grunkle's house has five rooms, each with a door covered by five locks, thus requiring five keys to open. Whenever a room is entered for the first time, Ms. Grunkle will appear and cast the player into the labyrinth. Once the player advances all the way through her house and makes it into her attic, where the rest of the class is locked up, the game is completed. However, if some of the kids are still monsters when the player reaches that attic, Flap informs the player they will have to be changed back before the attic can be entered. At the beginning of the opening, the schoolhouse is shown. The atmosphere is pleasant, and two bluebirds fly around the school. Suddenly, lightning flashes. The schoolhouse and the fence take on a twisted shape, and the bluebirds turn into bats. Inside the schoolhouse, the substitute teacher named Ms. Grunkle, who is really a witch, casts a spell on all of the frightened fourth grade students, turning them all into monsters. Then Ms. Grunkle flies away on her broomstick back to her house at the Haunted Island. Along the way, she drops the skeleton keys to her home and her magic wand by Madame Pomreeda's carriage. Once the player enters the attic, Ms. Grunkle attempts to transform all the students back into monsters, along with the player. However, the player produces Ms. Grunkle's magic wand, which protects the kids from the spell. Ms. Grunkle is temporarily shocked that the user has acquired her wand, but then realizes that Madame Pomreeda must be responsible. With that, Ms. Grunkle acknowledges defeat and flies out the window on her broom. A piece of paper she leaves behind on the floor reveals the schoolhouse being restored to its original state.

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