Popular games for collection JumpStart Learning Games

Hopsalot, the Jump Start bunny, is showing off his Great Grandrabbit's gramophone, when he is suddenly pulled right into the gramophone's trumpet and into the Land of Music, hot on the trail of a batch of sour notes. It appears that the evil Sir Sournote has soured all the music; Hopsalot must travel throughout the Land of Music collecting all the ruined notes in his bag, and bring them to the Concert Hall to sweeten them again.

A JumpStart game released by Knowledge Adventure in 1998. It is a part of the JumpStart Learning Games series. It focuses on teaching math skills for ages 5-8.

JumpStart ABC's (also sometimes referred to as JumpStart Learning Games: ABC's) is a JumpStart game in the JumpStart Learning Games series released by Knowledge Adventure in 1999. It is based on the video JumpStart Preschool: Who Left the Juice in the Caboose?. In the game, Eleanor wants to find out who spilled his or her drink in the caboose and didn't clean up the mess. The player accompanies her to visit each of her friends and find out was responsible for the spilled drink through a series of mini-games.

JumpStart Spelling is game released by Knowledge Adventure in 1998. It focuses on teaching spelling skills for ages 5-8. It is a part of the JumpStart Learning Games series. In this game, CJ must venture through a prehistoric land to save Edison from some cavemen who have captured him to use him as a light source.

JumpStart Adventures 6th Grade: Mission EarthQuest is a JumpStart game released by Knowledge Adventure in 1998. It is designed to cover a full curriculum for sixth grade. In this game, an organization known as EarthQuest must stop a spacecraft's artificial intelligence, A.R.T., from wreaking havoc on the ecosystems of the world in his quest to redesign Earth.

A game that focuses on preschool curriculum. It serves as an updated version of JumpStart Preschool (1995). In the game, the player can explore and play in an interactive schoolhouse which contains many activities in the classroom. The player is rewarded with train tickets for completing activities. When the player collects four train tickets, they can go on a magical train ride to one of ten different locations. After visiting a location, the player gets a stamp in their passport book.