Jumping Flash! 2
|Jumping Flash! 2|
Jumping Flash! 2 box art featuring the protagonist Robbit and antagonist Captain Kabuki in the background, to the left
|Publisher(s)||Sony Computer Entertainment|
Jumping Flash! 2 (Japanese: ジャンピングフラッシュ! Hepburn: Janpingu Furasshu! 2?) is a first-person shooter platform video game developed by Exact Co., Ltd and published by Sony Computer Entertainment for the PlayStation in 1996. It is the direct sequel to Jumping Flash!, which was released the previous year.
The game revolves around the robotic rabbit protagonist 'Robbit' as he searches for lost Muu Muu's which are scattered throughout different levels in the game by the game's new antagonist, Captain Kabuki. As with its predecessor, the game is presented in a first-person perspective, in which Robbit must explore each expansive new world to recapture all the lost Muu Muu's. Much of the interface were transferred from its predecessor to Jumping Flash! 2 in order to save time during the development. New features include a much larger draw distance, updated enemy AI and a Jump-Meter.
Similar to its predecessor, Jumping Flash! 2 was well received from critics, who praised the game for its updated interface, advanced graphics and gameplay that "really [excelled] beyond the competition", however like its predecessor, it was criticised for its short length, lack of challenging gameplay and its virtual similarities to the first game. Despite this, Jumping Flash! 2 gained enough popularity to spawn a final sequel, Robbit Mon Dieu. It has since been re-released as a downloadable game for the PlayStation 3 and PlayStation Portable via the PlayStation Network in 2009.
The game is set after an undisclosed amount of time after the first instalment in the series, Jumping Flash!. After Robbit denounces Baron Aloha's plans to take over Crater Planet (events from the first game), Aloha flees for his life and returns to his home planet, Little Muu.
While planning his revenge, however, Aloha's turn to face the fear of having his planet attacked comes. A hostile alien invader known as Captain Kabuki (voiced by Lorelei King) descends upon Little Muu and starts taking it apart, piece by piece, contrasting on what Aloha himself had once tried to do to Crater Planet in the first game.
Aloha flees the onslaught in his space pod, and lands on an asteroid far away from Little Muu, where he swallows his pride and calls for help from his sworn enemy, Universal City Hall. Once again, Robbit is dispatched to help, and manages to free the parts of Little Muu which Kabuki has taken, and ultimately faces Kabuki one-on-one in mortal combat. Robbit defeats Kabuki, resulting in the latter escaping.
Aloha, however, is not finished. Still carrying a grudge against Robbit, he seeks Kabuki and convinces him to form a truce so that they can destroy Robbit together. In exchange, Aloha will pay Kabuki a large amount of money, and Kabuki, also desiring revenge against Robbit, agrees. Aloha and Kabuki attack Little Muu together, prompting Robbit to take action again. Eventually, Robbit and Kabuki battle each other one last time, and Robbit manages to destroy Kabuki once and for all while Aloha flees for his life once again.
At the end of the game, Aloha returns to Little Muu, but is disowned by all the Muu Muus, who now resent him for teaming with Kabuki (who had tried to destroy them all) and trying to destroy Robbit, who had saved their lives. They throw him out of the bar and tell him to never come back.
Despite the gameplay for Jumping Flash! 2 being virtually identical to its predecessor, it offered many new changes. Instead of collecting four Jet Pods, Robbit must rescue four MuuMuus in each level before exiting. Another new addition is the new interface, which displays one of Robbit's travelling AI companions, health bar, timer and a jump-meter which displays whether or not the player is eligible for a triple jump. Other new additions include the power orbs as an added power-up and the ability to obtain Performance Medals. A certain Performance Medal may be awarded depending on how the player completes a level. For example, playing through a single level without firing any weapons will reward the player with the Flower Child medal. There are a total of twelve medals to collect.
Identical to its predecessor however, the core of the gameplay is centred around the player's ability to make Robbit jump and shoot projectiles at enemies. Robbit can jump up to three times (as indicated by the new interface), allowing him to reach extreme heights in the game. As with the first instalment, Jumping Flash! 2 introduced new in-game power ups and weapons such as a powerful laser beam, missiles and trip mines. In addition to the new weapons, the player can find and use the older weapons in form of fireworks to deal massive damage to enemies. Other weapons include cherry bombs, rockets and Roman candles. The player still has the ability to shoot low-powered projectiles where a target reticle is centred in the middle of the screen.
As with the first instalment, Jumping Flash! 2 was developed by Japanese developer Exact Co., Ltd however Ultra Co., Ltd was not involved in development. The game engine and most of the interface were transferred from its predecessor to Jumping Flash! 2 in order to save time during the development. Despite the initial similarities the developers decided to give Jumping Flash! 2 a much larger draw distance, and updated enemy AI in order to give the game a more unique first-person 3D perspective. Jumping Flash! 2 was not designed to be a technology demonstrator, unlike its predecessor.
The music for both the first game and Jumping Flash! 2 was composed by Japanese video games and anime music composer Takeo Miratsu. Many of the tracks were included with tracks from the previous game (which Miratsu also composed the music for) on the Jumping Flash! 2 Original Soundtrack. The soundtrack was published by Antinos Records in Japan in 1996.
Similar to its predecessor, Jumping Flash! 2 received positive review scores after its release. IGN gave the game a score 8 out of 10 (higher than its predecessor), despite stating that despite "not significantly different from the first, Jumping Flash! 2 still delivers" and praised its expansion of its worlds and inclusion of bonus worlds which were not included in the first game. Japanese gaming magazine Famitsu awarded the game 33 out of 40, ranking it among the top 120 games reviewed by the publication in 2000. GamePro criticised the lack of the game's "challenging gameplay" and "innovation", but praised its playability and its improved graphic engine, respectively giving the game a score of four out of five stars. Other criticisms conclude that the game was too short despite Game Revolution citing that the gameplay "really excels beyond the competition". Game Revolution also noted that Jumping Flash! 2 was a "very worthy sequel with better graphics, higher jumps, and lots more levels".
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