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Jumpman is an early platform game with 30 levels, written by Randy Glover and released by Epyx in 1983. Originally developed for the Atari 400/800, versions were also freed for the Commodore 64, Apple II, and IBM PC.

Apogee introduced a backronym "Jet-controlled Upward Motion Propulsion".

the object of the game is to cod (defuse) everthing bombs within a platform-filled screen. Based in data from a story, which are actually laid on Jupiter by terrorists. Jumpman could climb higher & down ladders, & naturally go for it, & there are 2 sort of rope apiece letting of these counsel of climbing. Falling is super fatal, & virtually all levels develop 'hurt darts' - little bullets that fly slowly from either sides of the screen, however after orthagonally lined higher by owning Jumpman it speed higher & shoot straight inside his counsel. Collecting the bomb may induced more board elements to come out or even disappear, which is written by level & creates a few devious puzzles.

What makes a Jumpman games favorite is that (about) altogether levels contain an enemy, hazard or even trick unique to it level. Watch a level listing following for instance. Too, unusual for its age, the levels are non a matrix of elements, however like consist of lines & deflects of platforms etc.

Sequels
A disk-depending Jumpman was followed by Jumpman Jr. in each disk & ROM cartridge , which was available for the Commodore 64, Atari 400/800, and Colecovision.

Within 1991 Jumpman Lives!, written by Dave Sharpless, was discharged by Apogee Software. Jumpman Spends! is one of a oldest games featuring VGA graphics; all the same, it is merely utilized in the menus & introduction, & non in the game itself. Inside average Apogee formula, a game consists of little joe 'episodes', apiece using xii levels - a 1st existence loose, a rest purchasable. the game contains virtually all levels from either Jumpman & Jumpman Junior, & a total of newly levels; but, none of the newly levels contain any unique elements & so come somewhat away from atmosphere. A game besides includes an editor. Since Epyx however owned a rights to Jumpman, Apogee was forced to withdraw a game.

Around 1998 Randy Glover became aware of the numbers of fans of Jumpman & began working in Jumpman II, however many sources state that development has at present stopped-up on this design.

Around 2003 Dave Campbell developed Jumpman Zero[http://www.jumpmanzero.com/jmzero.htm] for both a Palm OS & Windows platforms. It contains twenty-28 levels: a number one level from either a original game, & completely others just released - many of which parodize more games. Within spirit by having the older games, to each one level has a unique hazard. Even so, a punt doesn't contain down-climbing ropes, nor even does collecting bombs trigger a adding or removing board elements (except in the number 1 level). Jumpman okay, has a ability to dive & roll, & many levels come big than a screen & scroll. the game utilizes a like unique graphics style that consists of Three-d renderings of pixelated graphics. A Windows version seems to have stalled into the "Perpetual Beta" (however entirely playable) state. A engine of the game technically allows recently levels to exist as added in the form of DLLs, however this is sole imaginable for experient coder.

Too within 2003, Chris Leathley developed Jumpman - Under Construction[http://members.iinet.net.au/~cleathley/jumpman/index.html], which also seems to become inside the "Perpetual Beta" state. A game contains virtually all of a levels from either the original Jumpman, & an editor. It has created 'image' for everthing favorite elements, & so inside newly levels it exclusively provide favorite elements similar to people already discovered around existent levels.

Levels
Jumpman "Beginner" Levels (1-8)
Real life Does It (none) Golem We (automaton that move for two or three seconds when you touch the bomb) Bombs Away (bombs fall from either a ceiling) Jumping Interferes (colorful obstructs float about, that after touched click wise shoppers to go for it) Lamithe (leash bats fly about inside a sleeping psych up pattern) Invasion (UFOs fly in the area of; Jumpman potty shoot like than go for it) Grand Puzzle I personally (ladders must exist as built from either free elements) Builder (the like empty level, however every bomb touched adds the total of extra elements)

"Intermediate" Levels (9-18)
Look Out Beneath (arethe of the ceiling fall down when we touch a bomb) Hot Foot (after jumping, a share of the floor is flushed) Runaway (a bombs move in the area of at random) golem II (robots move as much as constantly) Hailstones (bouncing stones fall from either a sky) Dragon Slayer (ii dragons chase your family; Jumpman potty throw spears like than go for it) Grand Puzzle II (quaternion favorite treasures may be taken from either barred rooms) Ride Around (the swimming platform travels inside the figure-eight pattern) A Roost (ternion chickens fly down at smart shoppers, typically hype up) Roll Us Across (barrels roll about higher & down platforms & ropes)

"Advanced" Levels (19-30)
Ladder Challenge (a flying ladder is involved to email the bombs) Figurit (the dastard puzzle involving appearing & disappearing platforms) Go for it-North-Run Freeze (enemies hike in the area of & paralyze that professional people at touch; hurt darts come so in all likelihood to stamp out you) Watch the Leader (a total of clones watch the footsteps astir deuce seconds behind wise shoppers) Jungle (the screenful of ropes) Mystery Maze (a room starts blacked out; sole items nearby get seeable) Gunfighter (2 gunmen hike about & shoot at your family; we could shoot back like than go for it) automaton III (robots have reasonably smartness tracking to buy wise shoppers) At present Your family Watch It... (experiencing the bomb is the causal agent of platforms, ladders or even bombs to last invisible) Running Down (the platform moves down in the center) Grand Puzzle III (fallowing receiving virtually all bombs, the gate may be taken to the favorite bonus around)

"Randomizer"
A Randomizer guide allows a user to play all the levels inside random choose. On the Atari 800 version & Commodore 64 versions of JumpMan, Randomizer universally starts by owning Automaton Deuce.

Jumpman Junior levels
Nothing thereto (real life level) Fire! Fire! (platforms come blocked by fire when we touch the bomb) Sreddal (deuce laders float higher & down & must become utilized to email a bombs) Hellstones (when around Hailstones, bouncing stones fall from either a ceiling) Figurit's Retaliation (when within Figurit, an potentially supplementary dastard puzzle involving appearing & disappearing platforms) Bulwarks (big deflects float in & click professional people off platforms) zig Zag (lots of hurt darts that fly inside the does'nt-therefore-well-avoidable zig zag pattern) Transfixed (collecting a bombs inside right sequentially spells 'Epyx Jumpman' & gives bonus points) Blackout (when around Mystery Maze, a room starts blacked out; sole items nearby turn into seeable) Herethereeverywhere (while collecting the bomb, Jumpman is teleported to the willy-nilly mobile gate) Hatchlings (from either a previous collected bomb, an enemy hatches & homes into professional people) Hurricane (heavy gale blows busy people to the left, & fatal clouds fly in the area of) * Fallowing level Twelve, the game keeps running indefinitely by owning a willy-nilly selected level every time

Jumpman Zero levels
Easy
Convenient does it (from either a original game) Followers (the total of flying sheep move for your general counsel) Disorderly (the class action of Tetris bars stand to exist as dropped to fill the trench) Hot hot hot (lavthe flows down from either a total of nozzles) Flash player flood (h2o covers virtually all of the level, however temporarily drops when you touch the clock) a hive (a total of bees lazily residence into the Jumpman) Downside higher (a total of switches induce the level to flip after touched) Tree huggers (monkeys shimmy higher & down ropes)

Moderate
Firm ground (platforms temporarily disappear seconds when your family step in the two) There are no rush (turtles move backward and forward across platforms) Clockwork (moving platforms come attached to gearworks) …Now wise shoppers don't (when inside At present That you Look at It..., a level starts out black) A Wonderful White Northerly (penguins move around predictable system) Lthe Garra (a moving hook drops springing enemies & fresh bombs in the level) the Gauntlet (a total of fatal traps involving rotating blades) Large Game (dinosaur-such as monsters hike back & forth)

Advanced
Flicker (the room is dark except for the revolve around that professional people, & a ghost homes into you) After it Rains (Raindrops fall from either the sky, & a water supply level goes higher & down) Fyodor (the big bear chases smart shoppers) Infestation (bombs clone themselves & wander as much as) High Strung (the chain ties Jumpman to the center of the level, & lengthens by owning both bomb taken) The Hard Assignment (the parody of the gage Impossible Mission) Wonkey Frog (the parody of the bet on Donkey Kong) Go for it the Shark (Jumpman has to swim inside a basin & stay away from an angry shark)

All levels
Final battle (the UFO shoots laser beams at wise shoppers)

Secret level
Ninjas (ninjas hike about & add recently bombs; this level international relations and security network't actually conceivable)

The Jumpman Project
The goal behind the jumpman project is to convert this self booting game from 1983 to a DOS application which can be run under windows.

Jumpman Lounge
Contains news for the many games from the series.

Underdogs - Jumpman
Screenshots, brief review and links to downloads of this classic game.


Games: Video Games: Computer Platforms: Windows
Games: Video Games: Developers and Publishers: E: Epyx





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