Jumpman

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Jumpman
64jumpman.gif
The Commodore 64 version of Jumpman
Developer(s) Epyx, Commodore Gaming
Publisher(s) Epyx, Commodore Gaming
Designer(s) Randy Glover
Platform(s) Atari 400/800, Commodore 64, Apple II, IBM PC, Virtual Console
Release date(s) 1983
Virtual Console
  • EU September 19, 2008
Genre(s) Platform, Puzzle
Mode(s) Single-player, multiplayer
Rating(s)

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, IBM PC, and Colecovision.

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 that appear in Jumpman. Randy Glover has stated that Donkey Kong was the original inspiration for Jumpman[1]. It is not clear whether the naming commonality is anything other than a coincidence.

Contents

[edit] Sequels, ports, and other versions

Randy Glover developed the initial prototype of the game in early 1983 for the Atari 400. He then sought a publisher for it and signed with Apex Computer Simulations (soon to change their name to Epyx). Afterwards, he developed a finished version on the Atari and soon began working on a port to the Commodore 64. Epyx also ported Jumpman to the Apple II, and a year later contracted Mirror Images Software for an IBM PC/PCjr port. The Atari and Commodore versions were released on disk and cassette tape, the Apple and IBM versions only on disk. Jumpman became a best-seller[quantify] for Epyx, who sold all versions of the game until 1987.

The original Atari version of Jumpman includes a number of graphics effects designed around that computer's hardware features such as its Display Line interrupts. Because of this, they were omitted from the other releases of the game.

After developing the original game, Randy Glover then produced Jumpman Jr, a cartridge title with only 12 levels. He stated[citation needed] that it wasn't really a sequel to Jumpman, but more of a "lite" version for Atari and Commodore users who didn't have disk drives. Jumpman Jr was ported to the Colecovision, but there were no Apple II or IBM releases of the game.

Much like the original, Jumpman Jr was designed around the Atari 8-bit family's hardware and Randy Glover had to modify it for the Commodore 64. Two of its levels (Dumbwaiter and Electroshock Traps) were turned into Sreddal (Ladders backwards) and Fire! Fire! on the latter (the Colecovision version used the Commodore levels)

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 (they reverted to Randy Glover in 1993).[2]

In 1994, an unofficial PC port of Jumpman, missing the level "Freeze", was released by Ingenieurbüro Franke.[3] 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 jumpman2.com (now defunct and just serving ads). The last recorded diary entry was made in 2001[4]

In 2001, Dave Campbell released Jumpman Zero, an original freeware game, for the PalmOS. A Windows beta version was released in 2003. The Windows version contains twenty-eight levels: the first level was from the original game, and all others were new, including several parodies 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 engine of the game allows new levels to be added in the form of DLLs, but this is only possible for experienced programmers.

In 2003, the first version of 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 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.

In 2005, Raptisoft released Hap Hazard, described as a tribute to Jumpman.

In 2008, the original Jumpman was released on the Wii's Virtual Console in Europe, and is stated for an American release as well.

[edit] Levels

[edit] Jumpman levels

The levels were categorized as beginner (1-8), intermediate (9-18), and advanced (19-30).

  1. "Easy Does It" (one bullet is present, with several bombs to touch and ladders/ropes to get the player acquainted)
  2. "Robots I" (robots that move for a few seconds on a fixed pattern when Jumpman touches a bomb)
  3. "Bombs Away" (bombs fall from the ceiling and explode at the bottom of level if they don't hit Jumpman first)
  4. "Jumping Blocks" (colorful blocks float around, that when touched force Jumpman to jump)
  5. "Vampire" (three bats fly around in a lazy homing pattern, that are able to lock onto Jumpman)
  6. "Invasion" (UFOs fly around; Jumpman can shoot a gun rather than jump)
  7. "Grand Puzzle I" (ladders must be built from loose elements, enabling access to bonus bombs worth 5x normal)
  8. "Builder" (a rather empty level, but each bomb touched adds a number of additional elements)
  9. "Look Out Below" (parts of the ceiling fall down whenever Jumpman touches a bomb)
  10. "Hot Foot" (when jumping, a flame bursts from Jumpman's feet, causing part of the floor to be destroyed)
  11. "Runaway" (the bombs move around randomly)
  12. "Robots II" (robots move constantly around in a fixed pattern)
  13. "Hailstones" (bouncing stones fall from the sky)
  14. "Dragon Slayer" (two dragons chase Jumpman, who can throw spears to both sides and only jump straight up)
  15. "Grand Puzzle II" (four special treasures can be taken from locked rooms)
  16. "Ride Around" (a floating platform travels in a figure-eight pattern)
  17. "The Roost" (three chickens fly down at Jumpman, generally homing)
  18. "Roll Me Over" (barrels roll around up and down platforms and ropes)
  19. "Ladder Challenge" (a flying ladder is required to reach the bombs)
  20. "Figurit" (a difficult puzzle involving appearing and disappearing platforms)
  21. "Jump-N-Run" (many "smart darts" threaten Jumpman; somewhat similar to level 24, Jungle)
  22. "Freeze" (enemies walk around and paralyze Jumpman by touching him; "smart darts" are then likely to kill him)
  23. "Follow The Leader" (a number of clones follow Jumpman's footsteps about two seconds behind him)
  24. "Jungle" (a screenful of ropes)
  25. "Mystery Maze" (the room starts blacked out, with only things nearby becoming visible; there are three different maps for this level)
  26. "Gunfighter" (two gunmen walk around and shoot at Jumpman; he can shoot back rather than jump)
  27. "Robots III" (robots use reasonably smart tracking to find Jumpman)
  28. "Now You See It..." (getting a bomb causes platforms, ladders, or bombs to go invisible)
  29. "Going Down" (a platform moves down in the center)
  30. "Grand Puzzle III" (after getting most bombs, a gate can be taken to a special bonus round)

The Randomizer option allows the user to play all the levels sequenced randomly. The Atari 800 and Commodore 64 versions of Jumpman always start the Randomizer levels on Robots II (level 12).

[edit] Jumpman Jr. levels

  1. "Nothing to It": Introductory level.
  2. "Fire! Fire!": Platforms are blocked by fire whenever Jumpman touches a bomb.
    In the Atari 400/800 version, this level is replaced by "Electrocution": Platforms and ladders have small electrified areas causing Jumpman to move slowly. The electrified areas are invisible until touched, but exist in the same places as the fires in the alternative level.
  3. "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.
  4. "Hellstones": As in Jumpman's "Hailstones", bouncing stones fall from the ceiling.
  5. "Figurit's Revenge": As in Jumpman's "Figurit", an even more dastardly puzzle involving appearing and disappearing platforms.
  6. "Walls": Large blocks float around and push Jumpman off platforms.
  7. "Zig Zag": Lots of "smart darts" that fly in a not-so-easily-avoidable zigzag pattern.
  8. "Spellbound": Collecting the bombs in correct order spells "EPYX JUMPMAN" and gives bonus points.
  9. "Blackout": As in Jumpman's "Mystery Maze", the room starts blacked out; only things nearby become visible.
  10. "Herethereeverywhere": When collecting a bomb, Jumpman is teleported to a wandering gate.
  11. "Hatchlings": From the last collected bomb, an enemy hatches and homes in on Jumpman.
  12. "Hurricane": A strong gale blows Jumpman 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.

[edit] Jumpman Zero levels

The levels are categorized as easy (1-8), moderate (9-16), and advanced (17-24).

  1. "Easy Does It" (from the original game)
  2. "Followers" (a number of flying sheep move in Jumpman's general direction)
  3. "Disorderly" (a group of Tetris blocks have to be dropped to fill a trench)
  4. "Hot Hot Hot" (lava flows down from a number of nozzles)
  5. "Flash Flood" (water covers most of the level, but temporarily drops when Jumpman touches a clock)
  6. "The Hive" (a number of bees lazily home in on Jumpman)
  7. "Downside Up" (a number of switches cause the level to flip when touched)
  8. "Tree Huggers" (monkeys shimmy up and down ropes)
  9. "Solid Ground" (platforms temporarily disappear seconds after Jumpman steps on them)
  10. "No Rush" (turtles move back and forth over platforms)
  11. "Clockwork" (moving platforms are tied to gearworks)
  12. "...Now You Don't" (as in "Now You See It...", the level starts out black)
  13. "The Great White North" (penguins move in predictable patterns)
  14. "La Garra" (a moving hook drops springing enemies and new bombs in the level)
  15. "The Gauntlet" (a number of deadly traps involving rotating blades)
  16. "Big Game" (dinosaur-like monsters walk back and forth)
  17. "Flicker" (the room is dark except for a circle around Jumpman, and a ghost homes in on him as well)
  18. "When it Rains" (Raindrops fall from the sky, and a water level goes up and down)
  19. "Fyodor" (a large bear chases Jumpman)
  20. "Infestation" (bombs clone themselves and wander around)
  21. "High Strung" (a chain ties Jumpman to the center of the level, and lengthens with each bomb taken)
  22. "A Difficult Assignment" (a parody of the game Impossible Mission)
  23. "Wonkey Frog" (a parody of the game Donkey Kong)
  24. "Jump the Shark" (Jumpman has to swim in a basin and avoid an angry shark)

There is also a "Final Battle" level, where a UFO shoots laser beams at Jumpman, and a secret level, "Ninjas", where ninjas roam the board adding new bombs.

[edit] Similar games

[edit] External links

[edit] References

  1. ^ "I talked to Randy Glover about Jumpman.". Archived from the original on 15 January 2008. http://web.archive.org/web/20080115074357/http://home.arcor.de/cybergoth/gamesa/jumpinterview1.html. Retrieved 3 June 2007. 
  2. ^ "DAVE SHARPLESS INTERVIEW". Archived from the original on 10 December 2007. http://web.archive.org/web/20071210231850/http://jlounge.classicgaming.gamespy.com/dsinterview2.html. Retrieved 3 June 2007. 
  3. ^ Classic Jumpman
  4. ^ "OLD NEWS". Archived from the original on 20 December 2007. http://web.archive.org/web/20071220212208/http://jlounge.classicgaming.gamespy.com/oldnews.html. Retrieved 10 April 3 June 2007. 
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