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Indie Nation #52: Jumpman

3:40 PM on 02.27.2009   |   Anthony Burch

Indie Nation #52: Jumpman photo

It takes some serious balls to call your game Jumpman. Such a title mentally conjures a significant amount of videogame history, beginning with Donkey Kong and ending with this pretentiously-titled little indie title. It compares itself to every platformer ever made, and claims to somehow exhibit a purer form of platforming than most games do today.

It's comforting, then, that Jumpman is really quite good.

Combining simple graphics and initially accessible gameplay with trippy, imaginative scenarios, Jumpman takes the simple joy of difficult (but not punishing) platforming and mixes it with some really damned clever levels.

You can download the game here, or hit the jump as I blather on about how good it is.

At its best, Jumpman combines really unusual physics-based jumping puzzles with visuals that will bring to mind the "I DIVIDED BY ZERO OH SHI--" meme. My favorite levels take the whole world-wrapping thing from Pac Man (where, if you move off the right side of the screen you reappear in the same place on the left side of the screen) except you can't see the wrap boundaries. You'll see literally dozens of mirrored images of yourself and the level onscreen, so that when you press a single button that movement suddenly moves a hundred different Jumpmen at the exact same time. Even when these little visual treats don't affect gameplay (trying to find which way is up, and which exit is the "real" exit, can be a lot of fun), they're just really goddamned pleasing to look at.

Even at the very beginning of the game, the levels are structured such that your current level is the most immediately visible thing in the foreground, but you can see the levels you will be playing deep in the background. Once you reach the exit of your current level, the camera zooms in to the next level, and so on and so forth. It's a graceful, cool way to transition from stage to stage.

In addition to the runny-jumpy-have-a-visual-mindfucky experience, most of the levels (as in, the levels themselves, not just the camera) can be rotated with a single button press, leading to some neat, Echochrome-ish moments where you'll find yourself falling through the air headed toward a seemingly inevitable death, until you frantically hit the "rotate" button a few times and a platform slides into place beneath you, as if by magic. 

Jumpman thankfully belongs to the "introduce something new every ten minutes" school of game design, which means that while every series of levels is united by the same basic design principles -- jumping, rotating the levels, seeing cool shit --  each stage collection is driven by a new and different mechanic. These typically aren't anything mindblowing: one path makes the platforms invisible, another introduces greyed out areas that prevent you from rotating the level, and so on. Still, they change up the gameplay enough that you'll probably end up actually wanting to play the game all the way to the end, even if the last few worlds unfortunately smack of a "hard just for the sake of hard" vibe that the rest of the game so pleasingly avoids through very short stages and instant respawn after death. 

Jumpman also includes a bare-bones (but intuitive and fun) level editor, a "playground" (which is an even more bare-bones level editor, I guess), and even the main menu allows you to play around with Jumpman and draw platforms and enemies by using the mouse. For a game that really just revolves around jumping and rotating levels, Jumpman is remarkably polished, to the point where (like Spelunky) I feel guilty playing it for free.

You should feel that guilt, too.








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27 comments | showing # 1 to 27
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Valter's Avatar - Comment posted on 02/27/2009 15:45
Valter
Aw, man, I beat this about a week ago. It was ace.
Chronic Logic's Avatar - Comment posted on 02/27/2009 15:46
Chronic Logic
Sounds a little like Fez.
brimtastic's Avatar - Comment posted on 02/27/2009 16:02
brimtastic
Pretty nifty. I was surprised when all of a sudden I needed to rotate the levels. Pleasantly surprised.
everybodyruns's Avatar - Comment posted on 02/27/2009 16:06
everybodyruns
That was awesome. brb, gonna go throw up.
Zero Atma's Avatar - Comment posted on 02/27/2009 16:18
Zero Atma
Actually, there was a game called Jumpman for the Commodore64, Apple II, and IBM that came out in 1983. It was one of the original platforming games, and I recommend people check it out however possible.

http://en.wikipedia.org/wiki/Jumpman

I have an accurate remake on a 3+ year old Palm Pilot, it's hard to play on that, but still a great game.

Also, Mario in Donkey Kong was originally named Jumpman, according to NOA.

I don't mean to disparage this game, I played it a bit and it's not bad. I just want to give a VG history lesson to all the young folks.

God, that makes me sound old.

Now get off my lawn.
Chad Concelmo's Avatar - Comment posted on 02/27/2009 16:18
Chad Concelmo
@Valter,
Your avatar makes me happy. :)
sickNasty's Avatar - Comment posted on 02/27/2009 16:20
sickNasty
@Zero:

Yes I played the hell out of that original Jumpman.
peachboy's Avatar - Comment posted on 02/27/2009 16:26
peachboy
hooray cross-platform platformer!
great pick
AgentMOO's Avatar - Comment posted on 02/27/2009 16:37
AgentMOO
If you like jumpman, check out Ultimate Wizard - mentioned on my C65 Start of the affair
AgentMOO's Avatar - Comment posted on 02/27/2009 16:38
AgentMOO
yeesh, I just called the C64 the C65
John B's Avatar - Comment posted on 02/27/2009 16:41
John B
I can't even think about how many hours I spent playing "Jumpman" on my Commodore 64. In fact, it was one of the first games that I ... er ... "acquired" the day that I bought my C64 back in 1984.

LOVE LIVE EPYX!!! Just about any game that Epyx, Activision, and EA made back in those days was golden.
J03yyz's Avatar - Comment posted on 02/27/2009 17:13
J03yyz
@Zero Atma

i came here to post that
Darren Nakamura's Avatar - Comment posted on 02/27/2009 17:24
Darren Nakamura
@Chronic: this isn't really anything like Fez.

I played through the first four sets of stages. How many are there?
Holyetheline's Avatar - Comment posted on 02/27/2009 17:51
Holyetheline
This looks really fun. I'll have to download it when I go home.
Zero Atma's Avatar - Comment posted on 02/27/2009 18:43
Zero Atma
yay, it's so cool that there are other people who remember Jumpman on the C64 ^__^
007's Avatar - Comment posted on 02/27/2009 19:30
007
Oh god, just got through set 6, and I'm already confused as hell. his is some weird shit.
welkstar's Avatar - Comment posted on 02/27/2009 19:36
welkstar
I didn't even own a C64 and I remember Jumpman!

This sounds really neat, I'm gonna give it a go this weekend when I'm taking a break between studying.
monkeyspoon5's Avatar - Comment posted on 02/28/2009 02:24
monkeyspoon5
So damned slippery. I admit the game is good, but I'd like friction to come into effect a bit more.
Requeim's Avatar - Comment posted on 02/28/2009 06:19
Requeim
Some of the last colour levels were frustrating.. I spent the most time on that level, where you start in a white area with a purple exit, and must navigate through red, green, yellow and blue, only to make a leap of faith (basically) back through the level hoping to avoid the purple bats

that said, the colour level where you navigate between all the colours within a big square was really cool

i also really loved that effect after the last level, where it cycles really fast back through all the levels in reverse

awesome game
Four08Style's Avatar - Comment posted on 02/28/2009 13:40
Four08Style
I'm sitting in the rocking chair right next to you Zero Atma. I used to play Jumpman on my Dad's Atari 1200XL with the 5" disk drive add-on.

As for this game, I think I'll check it out. I like games that make me think "WTF?"
Intruder's Avatar - Comment posted on 03/01/2009 18:06
Intruder
Unfortunately, I couldn't get into this one. I've never enjoyed floaty movement like this.
Nubc4kes's Avatar - Comment posted on 03/01/2009 21:10
Nubc4kes
@Intruder

Yeah, the fact I could drift all the way across a level after holding down run for less than a second was really annoying. It made it unnecessarily difficult on the stages that really demanded precise platforming.

Also, the invisible platform bit was annoying, but I've always found invisible platform to be counter-intuitive to the whole platforming thing.

All criticism aside, there were some really neat moments. Specifically, the ones Anthony mentioned in his review.
Conrad Zimmerman's Avatar - Comment posted on 03/03/2009 00:34
Conrad Zimmerman
I'm so glad so many of you remember the C64 Jumpman.
Excel-2011's Avatar - Comment posted on 03/03/2009 12:59
Excel-2011
Those last three fields in Path 3 will f you up.
tagslebgade12's Avatar - Comment posted on 06/14/2011 17:40
tagslebgade12
approaching his white-gloved hand to the region of his heart, vented a order panadol
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