Jumpman


Jumpman

[
right|frame|The_Commodore 64 version of "Jumpman"]

"Jumpman" is a platform game written by Randy Glover and released by Epyx in 1983. Originally developed for the Atari 400/800, versions were also released for the Commodore 64, Apple II, and IBM PC.

The object of the game is to defuse all bombs in a platform-filled screen. Jumpman defuses a bomb by touching it. According to the story, these are placed on Jupiter by terrorists. Jumpman can climb up and down ladders, and of course jump, and there are two kinds of rope each allowing a single direction of climbing only. Hazards include falling, 'smart darts' (small bullets that fly slowly across the screen, but when orthogonally lined up with Jumpman, greatly speed up and shoot straight in his direction) and other hazards that are unique to a certain level.

Points are awarded for each bomb defused, with bonus points available for completing a level quickly. Jumpman's game run-speed can be chosen by the player, with faster speeds being riskier but providing greater opportunity to earn bonus points.

"Jumpman" was the original name used for Mario in the 1981 arcade game "Donkey Kong", which featured several elements (such as the ladders and levels aspects) that would appear in Jumpman. Randy Glover has stated that Donkey Kong was the original inspiration for Jumpman [ [http://home.arcor.de/cybergoth/gamesa/jumpinterview1.html Interview] with Randy Glover on the [http://home.arcor.de/cybergoth/ Epyx Shrine] website, accessed 3 June 2007] , although it is not clear that the naming commonality is anything but a coincidence.

Sequels, Ports and Other Versions

The disk-based "Jumpman" was followed by "Jumpman Jr." on both disk and ROM cartridge, which was available for the Commodore 64, Atari 400/800, and ColecoVision.

In 1991 "Jumpman Lives!", written by Dave Sharpless, was released by Apogee Software. In typical Apogee formula, the game consists of four 'episodes', each with twelve levels — the first being free, the rest for sale. The game contains levels from "Jumpman" and "Jumpman Jr", and a number of new levels. The game also includes an editor. Apogee was forced to withdraw the game soon after release at the request of Epyx, who still owned the rights to "Jumpman" [ [http://jlounge.classicgaming.gamespy.com/dsinterview2.html Interview] with Dave Sharpless, accessed 3 June 2007] .

In 1994, an unofficial PC port of "Jumpman", missing the level "Freeze", was released by Ingenieurbüro Franke [http://www.icfs.de/english/jumpman.html] . An updated version which included Freeze was released in 2001.

In 1998 Randy Glover became aware of the many fans of "Jumpman" and started working on "Jumpman II", keeping a development diary at www.jumpman2.com. The last recorded diary entry was made in 2001 [ [http://jlounge.classicgaming.gamespy.com/oldnews.html 10 April 2001 news item mentioning www.jumpman2.com] , accessed 3 June 2007] (jumpman2.com has been blocked from the Internet_Archive).

In 2001, Dave Campbell released [http://www.jumpmanzero.com/jmzero.htm Jumpman Zero] , an original freeware game, for the PalmOS. A Windows version was released in as beta 2003. The Windows version contains twenty-eight levels: the first level from the original game, and all others new — several of which parody other games. In spirit with the older games, each level has a unique hazard. Jumpman has the ability to dive and roll, and several levels are larger than the screen and scroll. The game uses an unusual graphics style that consists of 3-d renderings of pixelated graphics. The Windows version seems to have stalled into a "Perpetual Beta" (but completely playable) state. The engine of the game technically allows new levels to be added in the form of DLLs, but this is only possible for experienced programmers.

In 2003, v1.0 of [http://www.oldskool.org/pc/jumpman The Jumpman Project] - a port of the original PC game to modern computers, was released. The project is ongoing. The most recent version is 1.0.001, released in 2006.

Also in 2003, Chris Leathley developed [http://members.iinet.net.au/~cleathley/jumpman/index.html Jumpman — Under Construction] . Development updates ceased for the general public in December 2003, though regulars on the related (now defunct) web-board were given access to some newer versions. The game contains most of the levels from the original Jumpman, and an editor. It has created 'prototypes' for all special elements, and thus in new levels it only allows for special elements similar to those already found in existing levels.

Jumpman's original programmer, Randy Glover, released a level for this Jumpman construction kit. It was the first Jumpman level he had released since "Jumpman Jr.".

In 2004, "Jumpman Jr." was re-released on the C64_Direct-to-TV.

Jumpman Levels

Jumpman "Beginner" levels (1–8)

* Easy Does It (one bullet is present, with several bombs to touch and ladders/ropes to get the player acquainted)
* Robots I (robots that move for a few seconds when you touch a bomb)
* Bombs Away (bombs fall from the ceiling and explode at the bottom of level if they don't hit you first)
* Jumping Blocks (colorful blocks float around, that when touched force you to jump)
* Vampire (three bats fly around in a lazy homing pattern, that are able to lock onto you)
* Invasion (UFOs fly around; Jumpman can shoot a gun rather than jump)
* Grand Puzzle I (ladders must be built from loose elements, enabling access to bonus bombs worth 5x normal)
* Builder (a rather empty level, but each bomb touched adds a number of additional elements)

"Intermediate" levels (9–18)

* Look Out Below (parts of the ceiling fall down whenever you touch a bomb)
* Hot Foot (when jumping, a flame bursts from player's feet, causing part of the floor to be destroyed)
* Runaway (the bombs move around randomly)
* Robots II (robots move constantly around in a fixed pattern)
* Hailstones (bouncing stones fall from the sky)
* Dragon Slayer (two dragons chase you; Jumpman can throw spears rather than jump)
* Grand Puzzle II (four special treasures can be taken from locked rooms)
* Ride Around (a floating platform travels in a figure-eight pattern)
* The Roost (three chickens fly down at you, generally homing)
* Roll Me Over (barrels roll around up and down platforms and ropes)

"Advanced" levels (19–30)

* Ladder Challenge (a flying ladder is required to reach the bombs)
* Figurit (a dastardly puzzle involving appearing and disappearing platforms)
* Jump-N-Run (many 'smart darts' threaten you; somewhat similar to level 24, Jungle)
* Freeze (enemies walk around and paralyze you at touch; 'smart darts' are then likely to kill you)
* Follow The Leader (a number of clones follow your footsteps about two seconds behind you)
* Jungle (a screenful of ropes)
* Mystery Maze (the room starts blacked out, with only things nearby becoming visible; there are three different maps for this level)
* Gunfighter (two gunmen walk around and shoot at you; you can shoot back rather than jump)
* Robots III (robots use reasonably smart tracking to find you)
* Now You See It… (getting a bomb causes platforms, ladders, or bombs to go invisible)
* Going Down (a platform moves down in the center)
* Grand Puzzle III (after getting most bombs, a gate can be taken to a special bonus round)

"Randomizer"

* The Randomizer option allows the user to play all the levels sequenced randomly. On the Atari 800 version and Commodore 64 versions of "JumpMan", Randomizer always starts with Robots II.

Jumpman Jr. levels

* Nothing to It: Introductory level.
* Fire! Fire!: Platforms are blocked by fire whenever you touch a bomb.:*In the Atari 400/800 version, this level is replaced by Electrocution: Platforms and ladders have small electrified areas causing you to move slowly.
* Sreddal: Two ladders float up and down and must be used to reach the bombs, and they reverse direction each time a bomb is collected.:*In the Atari 400/800 version, this level is replaced by Dumbwaiter: Three horizontally-moving platforms move between different halves of a level, with a section of vertical lifts in the middle of the screen the only way to change levels.
* Hellstones: As in Jumpmans "Hailstones," bouncing stones fall from the ceiling.
* Figurit's Revenge: As in Jumpman's "Figurit," an even more dastardly puzzle involving appearing and disappearing platforms.
* Walls: Large blocks float around and push you off platforms.
* Zig Zag: Lots of 'smart darts' that fly in a not-so-easily-avoidable zig zag pattern.
* Spellbound: Collecting the bombs in correct order spells "EPYX JUMPMAN" and gives bonus points.
* Blackout: As in Jumpman's "Mystery Maze," the room starts blacked out; only things nearby become visible.
* Herethereeverywhere: When collecting a bomb, Jumpman is teleported to a wandering gate.
* Hatchlings: From the last collected bomb, an enemy hatches and homes into you.
* Hurricane: A strong gale blows you to the left, along with birds trying to fight the wind.

After level 12, the game keeps going indefinitely with a randomly selected level each time

Jumpman Zero levels

Easy

* Easy does it (from the original game)
* Followers (a number of flying sheep move in your general direction)
* Disorderly (a group of Tetris blocks have to be dropped to fill a trench)
* Hot hot hot (lava flows down from a number of nozzles)
* Flash flood (water covers most of the level, but temporarily drops when you touch a clock)
* The hive (a number of bees lazily home into the Jumpman)
* Downside up (a number of switches cause the level to flip when touched)
* Tree huggers (monkeys shimmy up and down ropes)

Moderate

* Solid ground (platforms temporarily disappear seconds after you step on them)
* No rush (turtles move back and forth over platforms)
* Clockwork (moving platforms are tied to gearworks)
* …Now you don't (as in Now You See It…, the level starts out black)
* The Great White North (penguins move in predictable patterns)
* La Garra (a moving hook drops springing enemies and new bombs in the level)
* The Gauntlet (a number of deadly traps involving rotating blades)
* Big Game (dinosaur-like monsters walk back and forth)

Advanced

* Flicker (the room is dark except for a circle around you, and a ghost homes into you)
* When it Rains (Raindrops fall from the sky, and a water level goes up and down)
* Fyodor (a large bear chases you)
* Infestation (bombs clone themselves and wander around)
* High Strung (a chain ties Jumpman to the center of the level, and lengthens with each bomb taken)
* A Difficult Assignment (a parody of the game "Impossible Mission")
* Wonkey Frog (a parody of the game "Donkey Kong")
* Jump the Shark (Jumpman has to swim in a basin and avoid an angry shark)

All levels

* Final battle (a UFO shoots laser beams at you)

ecret level

* Ninjas (ninjas walk around and add new bombs; this level is very difficult, requiring you to trick all of the ninjas into jumping off the bottom platform)

Similar games

* "Ultimate Wizard" was released in 1984 by Electronic Arts

External links

* [http://www.atarimagazines.com/compute/issue41/REVIEWS_Jumpman.php Review of Jumpman] ("COMPUTE!", October 1983)
* [http://jlounge.classicgaming.gamespy.com/ The Jumpman Lounge]
* [http://home.arcor.de/cybergoth/gamesa/jumpman.html Screenshots of Jumpman] on various platforms
* [http://www.c64sets.com/jumpman.html Images of Jumpman box, manual and screenshots]
*moby game|id=-group/jumpman-legacy|name="Jumpman Legacy"
*
* [http://www.archive.org/details/C64Gamevideoarchive24-Jumpman/ Complete video from the C64 Version] on archive.org

References


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