Botley

Botley (real name Android XL2 according to JumpStart 3rd Grade) is a male-programmed robot who first appeared in JumpStart Adventures 3rd Grade: Mystery Mountain, in which he is the main protagonist.

In that same game, he is shown to be created by Professor Sparks and is a resident of Mystery Mountain.

Appearance
In JumpStart 3rd Grade and JumpStart Typing, Botley's body is mostly cerulean in color. Several parts of his body, such as his knee joints and shoulder blades, are dark blue. He has three different colored buttons on his chest, one red, one green, and one dark blue. His eyes are red-orange, and he has purple eyebrows. He has a yellow antenna on top of his head that flashes when he activates his "powerful sensory device", and he can extend his right hand several yards by uncoiling a purple cord at the edge of his right arm.

In JumpStart Adventure Challenge, Botley's body is mostly silver and he has red eyes. He has no buttons on his chest, and the parts of his body which were previously dark blue have been changed to dim purple.

In the JumpStart 3D Virtual World series and JumpStart (online game), Botley's appearance is very similar to his JumpStart 3rd Grade design. His antenna is red instead of yellow. He and Frankie are the only characters whose appearances don't change with different grade levels.

Botley's appearance in the JumpStart World "Growing Smart" Laugh with Me Botley toy is similar to his World and online game design, but is smaller, squatter and chunkier, with much shorter legs. Its coloration is also slightly different - his body is grey-blue instead of the brighter blue in the game, and the purple parts of his body are magenta. The front of his body contains an LCD screen and a lot of buttons, rather than the simple panel with 3 buttons in the games.

Personality and characteristics
Botley is a helpful and friendly robot. In JumpStart 3rd Grade, he is shown to be somewhat more sensible and obedient to the wishes of his creator, Professor Spark, than the other robots. He also possesses a great sense of urgency with regards to saving the world. He tends to be honest and forthright, openly stating his mind to the player, though less so when Polly is around. He is also somewhat clumsy. Like the other robots, he possesses a great appetite, though he's not shown eating anything throughout the game due to his focus on saving the world.

Botley seems more rugged and athletic in JumpStart Adventure Challenge.

A quote from Botley on the JumpStart Blog says, "Hey Jumpeez! My name is Botley and I’m excited to meet all of you today! I love meeting new people and learning new things about them! I’m always storing information about people I meet, places I go and things I do.. never know when it might come in handy!"

Botley's profile in JumpStart World says, "Botley is a robot who loves people. He knows everything about Camp JumpStart. His best friend is Frankie. Botley says, 'Welcome Scout! Come find me any time. I love to help!' "

The JumpStart Blog says, "Nobody has been around camp as long as Botley! You can get tons of information from him, but be warned: Botley’s facts are not always perfect since hanging around the fountain all the time has rusted a few of his circuits."

An article for the JumpStart News Team on the JumpStart Blog says, "Botley has a very important role on the team. His job is to make sure that all the exciting and fun facts we find and report are accurate. It may sound like a simple task but it actually requires a lot of concentration and patience. He is the ultimate gatekeeper for maintaining accuracy and reliability in each issue of JumpStart Times!"

A fan-submitted worksheet on JumpStart.com has also stated, "Botley is a nice robot, if a little clumsy. A long time ago, maybe even before you were born, Botley saved the world! But now, he lives a pretty quiet life."

JumpStart Adventures 3rd Grade: Mystery Mountain (1996)
Botley is the mascot and main character of the game aside from the player. He assists the player in their task of saving the world from Polly's time-traveling mischief, informing them about the many different features of Mystery Mountain and helping them obtain the Mission Clues and Invention Points they need.

Botley was built by Professor Spark as a "prototype companion device" for his daughter Polly since the Professor had difficulty finding sitters for her since she kept scaring them away. Curiously, Botley seems to be able to override his own programming if he sees fit, since he stated that it was against his programming to reveal the existence of the Time Machine and that he decided to reveal it to the user anyway, given the global emergency Polly had created.

The buttons on Botley's chest are shown to activate certain abilities. The blue button makes a rocket come out of his back, enabling him to fly, though not very well since he wasn't programmed to fly. The red button opens up his stomach plate, but it's never explained what the green button does. Also, Botley possesses lingual capabilities, as he can be heard speaking in Russian, so it can be assumed that he also possesses fluency in other languages besides English.

JumpStart Typing (1997)
Botley must help coach the Sparks Dream Team after Polly locks up the coach.

JumpStart Adventure Challenge
Botley appears in the Rock 'n' Roll and Hang Tin Surfing events. In Rock 'n' Roll, the player helps Botley climb to the top of a mountain. In Hang Tin Surfing, the player helps Botley surf and ride the waves.

JumpStart Spy Masters series
Botley is a member of the Spy Masters. He always stays at headquarters rather than going on missions. Whenever the player is playing an activity, he appears on a screen on the toolbar in order to give the player advice, serving as the game's Help button. In these games, the buttons on his chest allow him to activate his personal anti-virus program

JumpStart Advanced 2nd-4th Grade: Mystery Club series
Botley appears in the second game in this sub-series, JumpStart Advanced 3rd Grade: Mystery Club Vol. 2. In this game, the player and Botley investigate various crime scenes to solve mysteries.

JumpStart 3D Virtual World series / JumpStart (online game)
Botley appears semi-frequently in the series.

Toys
The toy JumpStart World "Growing Smart" Laugh with Me Botley is modeled after him.

Trivia

 * In the Robot Kitchen activity in JumpStart 3rd Grade, two dishes are attributed to Botley: Botley's Super-Cheesy Nachos and Botley's Chicken Fricassee.

Quotes

 * "Hey were in luck! I'm sensing a mission clue in the..."
 * "Bingo! I've sensed a mission clue in the..."
 * "Okay! All sensors indicate that Polly hid a mission clue in the..."
 * "There's another clue in the..."
 * "Well luck! Another mission clue is hidden in the..."
 * "kitchen."
 * "music hall."
 * "painting gallery."
 * "Professor's virtual collection. That's in the art gallery!"
 * "I'm picking up a clue leading in the..."
 * "Great! I've got a strong leading in the..."
 * "Okay! All sensors indicate that Polly hid a mission clue in the..."
 * "Oh! And there's another clue in the..."
 * "This is convenient! There's another clue in the..."
 * "Professor's biosphere."
 * "shrinking machine room."
 * "Ha! I've got a strong clue leading in the..."
 * "No doubt about it! There's a clue in the..."
 * "Okay! All sensors indicate that Polly hid a mission clue in the..."
 * "Cool! I've sensed another clue in the..."
 * "We're on easy street! There's another clue in the..."
 * "observatory."
 * "robot maze."
 * "This floor's empty! Let's try another one!"
 * "Okay, there aren't any mission clues on this floor. Let's go searching on another floor."
 * "No mission clue here! Let's try another floor!"
 * "I think we should go to another floor, there are no mission clues here."
 * "There are no mission clues on this floor. Let's go to another floor!"
 * "Let's move on! There's no mission clue here!
 * "Nothing here! Let's check out another floor!"
 * "We need to check out another floor for mission clues. There aren't any here!"
 * "This floor's empty! No mission clues! Let's go to another floor!"
 * "Uh-oh! We ran out of energy! We can't do anything else until we juice up the generator! Let's go to the basement!"
 * "The lock won't work without energy, let's go to the generator to power up."
 * "This door's shut tight here to lead juice up. Time to head to the professor's generator."
 * "There's not enough energy to run the feeder. It's time to power up at the generator downstairs."
 * "There's not enough energy to run this machine. So if you want to use the virtual collection, we'll have to go to the generator downstairs and power up."
 * "Got to go to the generator to power up. This place is dead and power wise."
 * "There's not enough energy to use any of the professor's painting tools. We'll have to head to the generator downstairs and POWER UP!"
 * "Everything's dead! We'll have to go to the generator to power up!"
 * "We need energy to get past this door. Time to head to the generator downstairs and power up."
 * "Come on! Let's go to the generator to power up
 * "Uh-oh! We're out of energy! Quick to the basement generator to juice up!"
 * "There's not enough energy to launch the explorer. We'll have to generate more electricity. Let's go downstairs!"
 * "We got to go to the generator! This place is dead!"
 * "The Shrink-O-Matic's dead! We ran out of power! Let's go downstairs to generate more!"
 * "We can't run this thing without more power. Time to take a trip to the generator."
 * "It looks like we're out of energy. Before we continue our mission, we'll have to juice down the generator. Let's go to the basement!"
 * "There's not enough energy to use the professor's telescope. We need to power up at the generator downstairs."
 * "There's nothing we can do without more power. Time to take a trip to the generator!"
 * "It takes power to send the robot to its spaces and right now, there's just not enough juice to get started. We need to go energize this place using the professor's generator downstairs."
 * "There's nothing we can do without more power. Time to take a trip to the generator!"
 * "I suppose to give the two-sent tour of the place. Over there's the kitchen. Back there's the art gallery. Inside you'll find the Professor's virtual collection of art and a painting gallery to create your own work. Through that door is the music hall. Behind that door are stairs leading to the Professor's jumbo electro generator when we need to power up. Finally that stairway leads to the upper floors."
 * "Let me tell you what we have on this floor. The Professor's biosphere is back there. And there that's the Professor's shrink-o-matic. That tram over there will take us further up into the mountain to some of the Professor's other inventions and to his famous time machine. To go back to the first floor, click on these stairs."
 * "Over there we have the Professor's observatory. In that room is a little obstacle course the Professor uses it to test out his new robots. If you wanna go back downstairs, just click on the tram. Oh! And over there behind those forbidden stone doors, that's where the Professor stores his time machine. There's no way to open it though until we have all of Polly's mission clues and of course, enough invention points."