Jumpman
I made a video game.
DOWNLOAD (Version 1.0.2)
- Windows 2.1 MB
- Macintosh 3.3 MB (Universal Binary)
- Linux 0.3 MB (x86 binary, requires SDL and Freetype)
GAMEPLAY VIDEO
FEATURES
- Old-school puzzle platforming with some twists
- Low-definition graphics
- Gamepad support
- Full level editor
PLOT
- Guide Jumpman to the exit.
————————————————————————————————————————
(OTHER STUFF)
- There is a collection of user-created levels for Jumpman here.
- In 2010 I released an iPhone/iPad version of Jumpman.
- You can find the source code for this game on Bitbucket.
February 19th, 2009 at 11:15 am
Damn, the character is too slippery. Its too annoying 🙁 you should try changing that…
February 19th, 2009 at 12:40 pm
Desktop gaming is the way of the past. You need to publish this in a browser or to consoles to get anywhere.
February 19th, 2009 at 2:18 pm
This game is brilliant, I love the way you see each of the future levels in the background
What did you make this with?
February 19th, 2009 at 2:42 pm
Well done! This one’s a real mindbender at times, especially the creatively mirrored levels.
I’m getting awful times because I’m having a lot of fun dicking around with anything that repeats like that.
February 19th, 2009 at 2:52 pm
Super great job. This is a wonderful, simple and challenging game with great presentation. The plot is great. 😀
In a word : radnormous.
February 19th, 2009 at 2:53 pm
Great game! It’s fun and pretty challenging too. I love rotating the levels around.
February 20th, 2009 at 2:07 am
You should switch to developing flash games 😀
February 20th, 2009 at 9:23 am
Very nice idea!
February 20th, 2009 at 12:15 pm
It’s great, but does it autosave when you quit?
February 20th, 2009 at 12:24 pm
I have only one word for you xept the sentence : Wii-Ware!!!
February 20th, 2009 at 1:11 pm
One session
77:17
313 lost
Finished, and going mental
February 20th, 2009 at 1:30 pm
Hi people,
Lalo: The “slipperiness” is on purpose, I think once you get used to it it makes sense. It’s sort of so that you can control Jumpman with just the “rotate” keys and he moves the same as if he were running…
Sam: The game was made in C++ using SDL, OpenGL and a physics library called Chipmunk.
Bowser: It does autosave when you quit, you should occasionally get “progress saved” messages as you play.
Maisnon, congrats 😀
February 20th, 2009 at 1:49 pm
You might wanna state that it works perfectly on Linux with Wine, too. As a bonus, that gets you on a sweet list in Wine’s wiki (:
February 20th, 2009 at 1:55 pm
ega, good to know! I’m still trying to find a way to actually create a linux build…
February 20th, 2009 at 2:50 pm
I love it, it’s really great. It’s another example that fun games don’t require to over processed gameplaymechanics and how a simple question can spawn something really cool.
February 20th, 2009 at 2:53 pm
Would also make a fun iPhone game.
February 20th, 2009 at 3:19 pm
iPhones are for homos. This game is better than the dorks who own iPhones. They wouldn’t get it.
February 20th, 2009 at 3:34 pm
lots of fun indeed 😀
February 20th, 2009 at 3:49 pm
This game is fucking fantastic! Great job mcc! This game is almost perfect. Ideas that are really pretty ingenious IMO:
1.) The levels in the background
2.) The rotation
3.) The “wrap around” levels where you can see yourself multiple times, and sometimes at different rotations
This game is nearly perfect, I can only think of two criticisms:
1.) Some of the later level designs are pretty frustrating. I don’t like having to try over and over again to time my jump so that I can squeeze just between the wall and the green thing. But maybe that’s just me.
2.) I wish the collision radius of the player was a little bit more forgiving (i.e. smaller).
Really great job though!!
“Desktop gaming is the way of the past.”
Bullshit. This game was great in full screen, I would hate playing it in a stupid browser window.
February 20th, 2009 at 4:19 pm
Awesome game. I really enjoyed it.
February 20th, 2009 at 5:06 pm
An iPhone/iPod Touch version would be slick too.
February 20th, 2009 at 5:18 pm
Ugh, I got sick on the “Hope” level (dark gray platforms, rainbow death box areas, map flips 180 degrees only)
I couldn’t figure it out and I got some nasty motion sickness from it. In fact, the world is still spinning a little.
February 20th, 2009 at 6:48 pm
Woh woh woh … you are distributing the Mac binary as a zip?! This is mac you are talking about the .dmg is standard.
February 20th, 2009 at 10:22 pm
Playtime: 88mins
Lives Lost: 561
Satisfaction with game: unmeasurable
Seriously man. I couldn’t sleep, and happened to stumble across this – incredibly fun game! I was pulling my hair out, trying all sorts of crazy shit, and just generally having a good time. The only thing I would like to see, would be a full map in the corner maybe (so I can actually double check if I’m landing on a platform or lava) and *definitely* password/save options – if these exist, they need to be clearer
Otherwise – major kudos 🙂
February 20th, 2009 at 10:23 pm
Oh and to everyone going “oh noes, it should be flash” or “oh noes, should be a dmg” – just play the damn game. it’s free, only a couple of megs, and you still find time to complain? Sad state of affairs 🙁
February 20th, 2009 at 10:53 pm
Very fun! I love the minimal artwork and design.
cheers
February 20th, 2009 at 11:26 pm
Just finished it today! I was very pleased to see there was a Mac version, and let me tell you, I had more fun with this game than some overcomplicated console games I’ve played recently. And best of all, it was free! Thanks so much for such a creative and simple experience! I hope to see more from you in the future.
My score:
Time: 57:43
Lives: 385
February 21st, 2009 at 12:01 am
Oh man! I just finished the game! That was a great ending! Those “paint” levels are also very clever! You sir are a mad genious!! XD
February 21st, 2009 at 12:16 am
You beautiful masochist!
February 21st, 2009 at 1:01 am
Congratulations, sir. You’ve made a game that kept me playing it, thrilled, until the end, for 88 minutes.
February 21st, 2009 at 6:03 am
Your game? Awesome. Out of curiousity, did you design the level editor first, then the levels? or do you have your own special level editor? Regardless, I made my own world, but it’d be nice if there was someplace to share it. I haven’t been this enthralled with a game since… well, Flywrench, I guess. I’m glad you didn’t dumb down the difficulty of your game, unlike the current trend of “casual gaming”. Congrats, and looking forward to any future games you make make!
February 21st, 2009 at 6:35 am
Great game, but the second to last level of path 3 where you can’t rotate the level and there are half a dozen platforms each containing a hunter is way too frustrating for me. Even though I really really like this game I have to stop because its infuriating.
February 21st, 2009 at 7:57 am
You should change the name to avoid confusion with the original Jumpman (http://en.wikipedia.org/wiki/Jumpman), to which this bears only a passing resemblance.
February 21st, 2009 at 9:53 am
Do not listen to anybody, the game is perfect. The only thing you may add is more levels.
Perfect. 100/100
February 21st, 2009 at 9:57 am
Dude, this looks great. DOwnloading it for Mac now.
Hmm…I’d really like to know what inspired you and how you put this whole thing together. Some more info! Although I MADE A VIDEO GAME is kind of funny and dry and simple and to the point, maybe you could post something about how you put it together, your 8-bit inspirations? I’m no programmer, but I wanna eat some more info about this 😉 Thanks for the free game. Kudos +10 to you.
February 21st, 2009 at 10:09 am
Because lack of games like this, I stopped playing years ago. Now I’m addicted again. Thank you? Oh yes.
February 21st, 2009 at 10:12 am
Linux version plz?
February 21st, 2009 at 10:42 am
wow, great job! kudos again for the mac version! would be a perfect game for the iphone 😀
February 21st, 2009 at 10:42 am
This should developed for mobile devices (not just the iPhone)…. Then I could play it right now and you could get $1.99
Everyone wins!
February 21st, 2009 at 12:23 pm
Please fix:
Friction physics, player is WAY too slippery
Collision detection, only trigger on active pixels of player and enemies, NOT bounding box.
February 21st, 2009 at 12:54 pm
[…] Jumpman (via Superlevel) Tags: Games, Jump, Jumpman, Remix, Retrogames […]
February 21st, 2009 at 1:22 pm
agreed too slippy, looks amazing though.
February 21st, 2009 at 1:28 pm
awesome. i dont see what all the complaining is about. the physics have to work that way so you can move smoothly while rotating the screen. anyway, i love this. there should be a place to upload or share levels.
February 21st, 2009 at 1:49 pm
Really enjoying this, thanks for producing it.
How many paths are there in it? I am just finished path 9.
February 21st, 2009 at 2:14 pm
Okay there are 10 paths. Really enjoyed playing this.
February 21st, 2009 at 2:57 pm
level 1 of path 6 is a PAIN in the ass. until there i really loved the game 😀
February 21st, 2009 at 3:29 pm
[…] euch selbst und klickt hier (Windows und Mac […]
February 21st, 2009 at 4:43 pm
I noticed a few things about the level editor:
1) adding a second layer results in some items (the two alternative superballs – the orange and green ones) disappearing from the tool menu.
2) Why do we not have ready access to the restart point trigger (the one that’s in the “hope” level)? I honestly would have liked to be able to use it without resorting to image editing programs.
really, that’s my only complaint about the game. flawless (in my opinion) game otherwise.
February 21st, 2009 at 6:27 pm
awesome, but honestly, how the heck do you pass the level in path 2 with the hunter on the top platform? maybe i’m just not clever enough to figure this out. is it really a matter of timing your jump from the left?
February 21st, 2009 at 6:33 pm
Hi Kitsune,
When you turn on layering, the editor does disable the three tools that make use of color.
About the “Checkpoint”, actually that is in there, but it is hidden. If you hold down the “control” key and select the button for either the entry point, the invisible block, or the shrapnel block, there are alternate versions of each of those tools. The checkpoint is the control-key version of the entry point…
Hm, now that I think about it maybe I should have made the orange and green superballs accessible via the control key as well.
February 21st, 2009 at 8:44 pm
Sweet! Takes me back to those 2600/Vic-20/Apple II days… good job! (and forget consoles, think cell phones)
February 21st, 2009 at 10:22 pm
I just played through your game. It’s the best platformer I’ve seen in a while. Thanks a lot.
February 21st, 2009 at 11:09 pm
after beating it and messing with the editor, im convinced that this could be the next big thing – the replay value would be endless if we could share custom stages.
February 22nd, 2009 at 1:42 am
Brilliant game! Original, slick, one of the best platformers out there easily!
Finished it in just under an hour. All I could think of during some of the levels was “This guy is a bloody masochist!”
February 22nd, 2009 at 3:16 am
Would you like to upload this game to our content extranet? Millions would see it and could play it.
http://extranet.gamestreamer.net – register if you are interested.
Thanks
James DiMeo
February 22nd, 2009 at 4:26 am
Cool game, but eats my CPU on osx :(.
February 22nd, 2009 at 10:49 am
This was amazing, such a blast, true retro-future. Complaints about the physics are valid, although once you get used to them they allow you to do some great stuff (sliding backwards while umping forwards, etc.)…and yes there are a couple of killer levels as mentioned above, but for some reason I was so addicted it gave me that “I’ve…almost…got…it…” desire to go at it again and again and again and the thrill when I finally made it was huge.
Kudos. A fantastic xp.
February 22nd, 2009 at 12:40 pm
mcc – one word for this game: ADDICTIVE! Well done, very well done.
February 22nd, 2009 at 12:57 pm
It’s awesome!! I feel like playing Pickaxe Pete on the Odyssey2 once again…
February 22nd, 2009 at 2:13 pm
Need a Nintendo DS Version, pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease!
February 22nd, 2009 at 5:26 pm
Hey, I love the game – just one idea I’d like to mention.
I think the level editor could be even more awesome if you offered the option to upload your levels to a server where all the other users could download the levels for free. I know I’d use that for sure, and I think some of the levels I’ve designed could be enjoyed by others if they had the chance.
February 22nd, 2009 at 7:58 pm
i agree with andrew. i’ve made some levels i’d like to share, but not sure how to go about it.
February 22nd, 2009 at 10:03 pm
Absolutely mind-bending, frustrating, and fantastic. Perfect for playing while listening to DEVO. I’m glad this is downloadable, and not a flash game, because I can discreetly play this between lectures. (:
Looking forward to future games from you.
February 23rd, 2009 at 12:10 am
This is awesome, those paint brush levels are freaking awesome. Really starts tripping out my vision after a while. I would agree with that comment about the hit box, could be more forgiving as some time you hit enemies and it looks like you have plenty of space between you and it. Also, one of the best endings in a game ever, very cool 😀
February 23rd, 2009 at 1:01 am
Yeah, always a great idea to mix slippery movement with levels that require exact timing and unfair hitboxes. What’s even cooler are levels, where you die 3 out of 5 respawns and that don’t really restart when you die, because this way you could actually adapt yourself to movement patterns of enemies.
The feature where you see through the next few levels annoyed me for several levels as well when it gets almost indistinguishable.
Apart from these major annoyances, I like the retro graphics combined with smooth movement and proper physics.
February 23rd, 2009 at 2:11 am
Shut the hell up Bob.
February 23rd, 2009 at 4:31 am
Having a rad time so far, except Level 1 of Path 6 and the “Hope” level of path 7 moved past being challenging and into just frustrating for me. Obviously, wonderful concept and innovative design overall, but if I die 100 times on a level, that’s it. Eventually beat L1P6, but now I’m really stuck and I’ve given up on hope. Maybe I just don’t get it. Wish I could just skip to the next level instead of abandoning such an otherwise engrossing game in sadness.
February 23rd, 2009 at 4:52 am
This is the most awesomely, awesomest thing ever. Don’t change a thing, I loved that I got stuck and it took me frustratingly forever to conquer some levels.
Just brilliant.
February 23rd, 2009 at 7:19 am
Where is the GNU/Linux version? 😉
February 23rd, 2009 at 9:50 am
Thanks! =)
February 23rd, 2009 at 10:15 am
Good Game, I wish someone had revived the Original Jumpman much sooner
http://en.wikipedia.org/wiki/Jumpman
February 23rd, 2009 at 11:18 am
brillant! I am in love with your game.
r
February 23rd, 2009 at 11:57 am
because i want to jumpstart this sharing levels idea, i compressed my .jmp file into winrar and uploaded it to mediafire. if this works right, all you need to do is extract the farik.jmp file into the folder with the jumpman.exe … so maybe that will work? could someone try it?
here’s the link, if it works, have fun. http://www.mediafire.com/download.php?tzywczg50lz
February 23rd, 2009 at 12:41 pm
I installed it on my daughter’s pc & it plays slow as all hell, is there any way to speed up the gameplay?
February 23rd, 2009 at 12:41 pm
Wow! Mr. mcc this is a great, great game! My first run through took forever like 2:30 and 1500 lives, but it was so worth it. I love how once one is accustomed to the initial concept, new concepts are slowly introduced which bring unforeseen challenges, which gives rise to new ways of thinking about platformers in general. In some levels I would just shake the monsters down to the bottom and float to the exit, instead of even jumping once. (Like one of those ball-in-a-plastic-maze toys.) My second run was 45:00 and 300+ lives. Very psychedelic and I do like drugs so why not I think. I’ve found at least one or two easter eggs as well! Thank you! It is elegant and minimal and a work of art.
February 23rd, 2009 at 1:03 pm
[…] in un gioco sembra estremamente difficile di questi tempi, ma alle volte spuntano titoli come Jumpman, che sembrano nati a posta per stroncare sul nascere pensieri del genere. Celato da una componente […]
February 23rd, 2009 at 3:34 pm
[…] revisión, también hecha con cariño y muy original de aquel añejo Jumpman. Se puede descargar desde la siguiente página, versión Mac y PC. Trae hasta editor de […]
February 23rd, 2009 at 3:42 pm
[…] Jumpman (via Superlevel) […]
February 23rd, 2009 at 6:21 pm
A very interesting experience. While i think that the friction is part of the game, i think that it is slightly too high. But besides of that very well done and a unique experiece.
Also, thank you for providing this as a NON-online, NON-flash, NON-frameworkbloatcrap, NON-consoleonly plain good old win32 download 🙂
February 23rd, 2009 at 8:11 pm
Oh hai 🙂
Jumpman is cool, I thought about my old nice ZX Spectrum while playing this 🙂 Unfortunately, it was not able to do such physics.
Everything is perfect, BUT. What “Splatter mode” does? I can’t feel difference with it enabled and disabled and it looks like there no new obvious keys available. What does it change?
February 24th, 2009 at 12:15 am
The music in the demo video is wonderful! Could someone provide the artist/track title?
February 24th, 2009 at 12:17 am
Love it! My message as passed around at work:
Wow, that was a good game. It starts off kind of tame with the gimic that the user can rotate the world (and therefore gravity). But then it starts adding continuous/mirrored worlds, and gravity effects on other objects, and exploding walls, and colored dimensions. The levels just kept going… Path 5 is a good glimpse at game design with mirrored levels (a level where each quarter of the world is the first quarter * 90 degrees? Awesome!). Path 9 it introduces colored dimensions where you start having to think strategy…
I love it, much more than some of the other free downloadable games I’ve played (and I play a lot).
February 24th, 2009 at 8:07 am
Also, the level on path 3 where you die like 200 times in 5 minutes because you keep spawning on top of a blob – that’s not clever, nor does it inspire me to double down until I finally figure out the trick (if there even is one). I see some other commenters here excited about the levels that were frustrating – but to me that’s just nonsense. If I took pleasure in being frustrated, I’d be playing Desert Bus or arguing with my phone company’s customer service representative. No, I take pleasure in being challenged, which is a much more delicate design process. When I think about my favorite games of yore, I think of Bubble Bobble – not E.T. – And right now I feel like a small number of maddening levels are detracting from my user-experience in this otherwise quite awesome game.
February 24th, 2009 at 9:20 am
That was an awesome game, too bad it’s too short. Will you release level packs or something else that’ll keep us playing?
February 24th, 2009 at 12:18 pm
This is the most awesomenauticalretrotastic game I’ve ever played, but it’s pissing me off. The level that starts at 1:13 in the youtube clip is impossible. Yeah, I know the demo clearly shows it’s not but I believe that to be trickery. I want to play more of this game but this level is preventing me from going further. Please help?
February 24th, 2009 at 1:12 pm
This game is brilliant! Thank you for sharing it with us.
February 24th, 2009 at 2:22 pm
G-R-E-A-T
February 24th, 2009 at 3:52 pm
Hey, the game is awesome, but it didn’t work well on my PC? I have Windows XP (that’s all I know to be mildly relevant). The graphics were all fucked up and the game crashed once, now I get a C++ error on a few programs after the game crashed, do you have any idea as to what the hell is wrong with my pc?
February 25th, 2009 at 3:09 am
An awesome game. I beat it two days ago, and spent much of today honing my scores to 16:03, 0 lives for the entire game (0 lives on every path, but not sequentially, of course). Now that I’ve perfected lives, I’ll think about getting my times down… I really like almost every aspect of the game, including the slippery physics, etc. I also like how you have to learn to use clever combinations of jumping and rotating to get perfects on some of the levels. Also: I’ve never been so glad to have read “Ender’s Game”. Remembering that “the enemy gate is down” helped immensely on many levels. Oh, and don’t take the comments about how it’s “too hard” to heart… of course some people are going to be frustrated, but as is, the game is a combination platformer/puzzle game, and some people probably don’t realize this. They think “if I jump better, I’ll be able to do this” when what they need to think is “hmmm… a puzzle. What haven’t I tried yet”.
February 25th, 2009 at 7:58 am
The simplest & most addictive way to kill time since Jumper!!!
February 25th, 2009 at 12:19 pm
Excellent piece of work. The slippery physics took some getting used to, but after a while you learn to love it, and after that, you start exploiting it to make some pretty neat jumps.
I got pretty frustrated by the collision detection at some points, but having fought through all the levels I’ve decided it’s part of the charm of the game. It’s got all the abusive old-school behaviors, with a dash of modern thinking to keep the idea going.
February 25th, 2009 at 3:09 pm
I’m really frustrated because it seems like I won’t ever be able to master the ‘hope’ level in path 7.
And it’s not that I haven’t already tried EVERY possible jump/rotation. There is simply no exit in this level…at least none, I could find yet.
February 25th, 2009 at 5:08 pm
Skelettor: there’s an exit in the level (in fact, the level is just a tunnel), but it’s possible you got confused with the rotations and are going back and forth over the same area.
February 25th, 2009 at 10:02 pm
nice music, very relaxing game it looks like.
February 25th, 2009 at 10:04 pm
I wonder how many console developers feel the anguish that they just can’t beat that
certain cool that belongs to the Atari 2600.
But you sir
had the sense to not beat a good thing,
and make a cooler Atari 2600.
February 26th, 2009 at 12:15 am
Great game. Keep producing, you’re destined for this.
February 26th, 2009 at 1:54 am
Just a small suggestion, on a Mac it’d be nice if the .sav file were either:
1. Inside the app’s package.
2. In a /Library location.
Then it wouldn’t clutter up my applications folder.
February 26th, 2009 at 4:43 am
Awesome game. But I can’t figure out what splatter mode is either…
February 26th, 2009 at 9:01 am
splatter mode smears all the colors when you move or rotate the level. it’s weird.
also, if anyone has been messing with the editor and share their level, all you have to do is compress your .jmp folder with your name or whatever and upload it someplace others can get to it. i posted mine awhile back, does anyone else want to post theirs?
February 26th, 2009 at 10:34 am
I hope that a native linux version comes out 🙂
February 26th, 2009 at 1:23 pm
If I could hug you mcc I would. This game is sooo addictive that it took me back to my gaming roots and I was playing space invaders for nearly 2 hours. 😀
February 26th, 2009 at 1:43 pm
hi! very cool game. what about music? i would make a little soundtrack if you want me to. cheers kaerf
February 26th, 2009 at 2:50 pm
[…] Jumpman Home (Alternate URL) […]
February 26th, 2009 at 7:37 pm
@Farik>>While it’s not really important for short levelsets (1~4 short levels), please remember to flag the first level (settings->Flag) so that records can be kept. (3:10 on your levelset, BTW. second level was cruel – no rotation at all, even outside of the no-rotate section >.<) Flagging a level in the editor makes it the first level of a path.
Also, as a bit of a trivial levelset “hack” (so to speak), to add a second (or third or fourth or twentieth) message to a level, open up the index.xml file in the levelset, find the level in question, and add an additional message item to the level. note that all messages WILL be played in order, regardless of how fast you clear the level (so really fast speedrunners could have messages from 2 paths ago if every level has 5 messages in them. I am not kidding, either). This functionality is semi-limited with the editor, but some other possible stuff (like the zoom-out levelset complete ending – not to be confused with the zoom-out-and-roll-credits levelset complete ending which unlocks Splatter mode) is not done by the editor. to prevent people from cheating (yeah, like that’s gonna be possible, right?), I’m holding off on detailing how to set the ending up, but it’s fairly easy to do and anyone with basic experience in modifying XML files will probably figure it out anyways.
and as one more piece of trivial information, try spinning the mouse wheel or clicking mouse buttons during the main game’s ending sequence. nice easter egg there.
February 26th, 2009 at 7:58 pm
[…] You can get Jumpman from here (which is effectively a blind redirect to here). […]
February 27th, 2009 at 2:33 am
Okay, here’s my first attempt at a level: http://subjunctive.net/jumpman/jumppac.jmp.zip
February 27th, 2009 at 2:40 am
How does the “twisted” setting work? I’m assuming that controls the tesselation, but it’s not very clear how it operates?
February 27th, 2009 at 5:52 am
Okay I went a little crazy and made 5 more levels. Same file. These levels may seem a little familiar… Give it a shot! 🙂
February 27th, 2009 at 7:41 pm
This looks pretty awesome, but my Xbox 360 controller for Windows has trouble with the configuration – maybe you could change the controller configuration to not instantly move to the next action? I think double-clicking and then hitting the button would be a little more intuitive, and work a LOT better (it ended up mapping every action to “left”, and even after some really sensitive touches my little dude kept running to the right).
I’d say more but I WANNA PLAY WITH MY CONTROLLER ;_;
February 27th, 2009 at 8:04 pm
I hope that the influx of comments doesn’t scare you away from posting here. I enjoy the game and the blog even moreso.
February 28th, 2009 at 12:06 am
“Twisted” setting?
February 28th, 2009 at 12:46 am
Great!
It reminds me of Portal in a way. The mechanics of the game and all the variations are fun and interesting to experience. I had to beat the whole thing in one sitting 🙂
106:37
605 lives
Here’s a message to you by the way: http://imgur.com/33PPK
February 28th, 2009 at 1:07 am
Hi man.
I think Jumpman is awesome and would like to extend an invitation to join an indie game development team. We are trying to make something new and different that captures the charm of old 2D action games, particularly of the 16-bit/SNES era. Let me know if this sounds interesting to you so far and we can talk more. I’d prefer MSN messenger if you have that, as that is the team’s main line of communication; I can easily show you art and introduce you to other team members through that. If you don’t want to use MSN let me know and we’ll figure something else out.
Hope to hear from you soon!
Sam
February 28th, 2009 at 4:10 am
I figured out the twist setting. (It’s in the setup section of the level editor, GreenGhost21.)
Well, I figured out how to use it by trial and error anyway, by drawing some stuff on the level and just seeing what happens when I adjust it with the mousewheel.
February 28th, 2009 at 5:09 am
I think that, in a way, my favorite are the levels of path 5, which are typically very easy, but they seem more like art than like a game. In my second run through, I would deliberately not win, and just jump around in them to see the effects!
February 28th, 2009 at 5:48 am
Great game! But a little bit too hard for some levels.
February 28th, 2009 at 9:20 am
Hi there,
Would you like me to make some 8-bit music for your game? – or something completely different? I’m an electro acoustic composer and I love Jumpman. Listen to some sound(no popmusic there but whatever): http://www.myspace.com/andreasbusk. Cheers
February 28th, 2009 at 11:21 pm
@bob: you can only get so far with browser-side scripting…do you see games like WoW or Battlefield being played in browsers? I didn’t think so
March 1st, 2009 at 2:28 am
Great game and great idea. Thanks!! Mead
March 1st, 2009 at 8:57 am
Very very cool. Maybe some day you’ll release map pack? I can only hope.
March 1st, 2009 at 2:57 pm
Honestly, Greg, I think the best “map packs” (levelsets are a more accurate term) would not be the ones released/distributed by mcc but by people willing to take the engine and push it to it’s limitations (which is to say… 3rd parties such as me, you, and anyone who downloads this game.) so mcc isn’t the one we should be asking as much as we should be asking those that are experimenting with the map editor.
that said, I’ve got an idea for a map pack that can serve as a replacement main levelset (and be much, much longer, too) that I am working towards slowly but surely and would serve as a “step ranking” levelset (your progress in the levelset would be an approximation of your skill at the game). It would start off painfully easy, then slowly ramp up the difficulty until it gets to be ridiculously hard (more difficult than HOPE is)
March 1st, 2009 at 3:12 pm
Some responses:
– Nathan, I originally had the .sav inside the package, then I decided putting it in the directory along with Jumpman.app would make it easier for people to copy it to new versions of Jumpman or other computers. Putting it in ~/Library however would work too and actually is something I should have thought of, do you think people will be able to find it there though?
– Steve: Mwahaha, thanks!
– To anyone asking about splatter mode: Splatter mode is just a silly little thing where the game skips erasing the screen between frames, so that every frame is drawn “on top of” the previous one and all the enemies, levels etc leave sort of slug trails. It looks bizarre and kind of interesting. The problem is that it appears to really piss off some video cards. So depending on what video card you have, and whether you are running in full screen mode or not, Splatter mode will actually do one of the following three things:
1. What it’s supposed to;
2. What it’s supposed to, but large sections of the screen will flicker in a horrendous, eye-searing fashion;
3. Nothing whatsoever.
I did find a couple techniques that would make it behave better on machines where where it flickers/does nothing, but those techniques made the game slow down to like 1 FPS on other computers so I didn’t include them into the final game. It seems to be kind of hard sometimes to tell when it is or isn’t safe to use certain OpenGL features. I think if I ever learn to use FBOs that would be the “correct” way to make this work, but I don’t know how to do that…
In the meantime you *may* be able to get splatter mode to do something different if you play with the “run in a window” setting.
– How the heck are all these people getting avatars inside my internal blog control panel? WordPress is very mysterious…
March 1st, 2009 at 3:14 pm
So, if you look up near the top of this post, the “Jumpman” zip files linked have been upgraded to version 1.0.1. Differences include:
– No longer takes 100% of the CPU for no reason (will still take 100% of the CPU at those times when it has a reason)
– Support for analog joysticks and joystick “hats” (translation: 360 gamepad now works)
– Fixed some glitches with the high score board (occasionally incorrect “totals”; high score board not displaying for one-path user levels)
– Fixed some visual glitches with the controls screen
– Fixed some visual glitches with colorblind mode
– Added more “hidden” tools, per Kitsune’s complaint above
If anyone seems to have framerate or responsiveness issues with this build they didn’t have before, let me know.
I should have another post up about “map packs” later today.
March 1st, 2009 at 6:30 pm
“- Added more “hidden†tools, per Kitsune [Zeta]’s complaint above”
“Complaint?” it was just an observation, really. I personally haven’t used the tools you probably are referring to once yet.
also, for reference, on an nVidia GeForce 8200 card (onboard), Splatter mode works just fine.
and it seems like an obscure physics bug/glitch has disappeared in 1.0.1 (where running would cause Jumpman to stop suddenly – which really made ONE of my difficult levels borderline impossible. and it always occured in the exact same spot on the exact same level.)
March 1st, 2009 at 7:33 pm
Kitsune Zeta: Heh, sorry. I was referring to your comment earlier in the thread about the happy/angry balls going away when you enter layered mode.
As for the bug with Jumpman suddenly stopping while running, that occurs when Jumpman hits a seam between two blocks and gets an edge caught. That problem was present in 1.0 and I don’t think it would have gotten any better or worse in 1.0.1. Whether it occurs seems to be random but depend on how fast you’re running.
—-
People who were asking about places to put level packs, I’ve set something up here. Farik and ToastyKen, I included your levels. I hope that’s OK!
March 1st, 2009 at 7:43 pm
[…] Week: Jumpman Published March 1, 2009 Uncategorized This week we’re playing Jumpman from Mechanically Separated Meat This looks like a wild […]
March 1st, 2009 at 7:46 pm
[…] Published February 28, 2009 Uncategorized This week we’re playing Jumpman from Mechanically Separated Meat This looks like a wild […]
March 1st, 2009 at 7:53 pm
@mcc – cool! this is really gonna take off, i can feel it my bones man. people are gonna make some really crazy stuff. and again, love the game.
March 2nd, 2009 at 3:41 pm
Just found a bug while working on a rather large levelset…
…it appears that the “Dupe” (Duplicate Level) button doesn’t work properly (it creates two blank 6kb png files and makes them the “duplicate” level). It’s not something I plan on using a lot (and I can probably work around it with some creative XML editing), but it is somewhat inconvenient when I want to have a pair of very similar levels.
March 2nd, 2009 at 4:18 pm
How come you have only 128 replies? It’s the best game ever.
March 3rd, 2009 at 12:34 pm
gosh, i feel drained, but i’d do it all again. AWESOME! xxxxxx
March 4th, 2009 at 4:02 pm
MAN, YOU’RE AWESOME!!!
And sick!!!, splatter mode is death incarnate.
March 5th, 2009 at 8:10 pm
I love this game!
I think it would be interesting to give the sprites a tracer effect, so Jumpman and his enemies have a strobing trail that traces out their path. This effect would be especially interesting in levels that are in the dark. How cool would it be to use rotation to trace out the level so you could try to memorize the platforms? I also like how slippery the surface is. You can practically skate through the game!
March 5th, 2009 at 9:29 pm
Haha, I just beat it and unlocked Splatter mode… Not exactly what I was describing, but very awesome.
March 6th, 2009 at 9:36 pm
Hi,
I’ve composed and recorded a song for Jumpman. I kinda like it, too. If you wanna hear it write me on oevboev@gmail.com and I’ll mail it to you.
Andreas
March 7th, 2009 at 8:20 am
I’m probably dumb, I can’t find a way to save my game.
If do Esc then ‘Yes, quit the game’ I just lose my game.
What to do?
March 7th, 2009 at 1:25 pm
Fundstücke #2…
Elf Funde, darunter vier Videos.
……
March 8th, 2009 at 11:24 pm
This game won me over.
I spent the last few days writing this review.
http://critical-gaming.squarespace.com/blog/2009/3/9/jumpman-review.html
Well done!
March 9th, 2009 at 5:08 pm
Hey, love the game! My friend who I introduced to it is working on a 0-death speedrun (he’s down to like 14 minutes on a segmented-by-path 0-death run).
I’ve been playing around with the level editor. One thing that took me a long time to figure out is that you can rotate it with the rotate buttons from the game. It would be good if the help text about zooming mentioned that.
Also, stickies are terribly broken. I have seen them move vertically and diagonally without being near a wall, seen them move extremely slowly for no reason, and seen them pretend to be attached to a wall and move back and forth in the air.
Also, occasionally fliers seem to randomly die in levels where nothing can kill them. I don’t really know under what circumstances.
March 10th, 2009 at 10:57 pm
Sick game, great concept, still not done :\
March 12th, 2009 at 8:10 pm
i am selling to kidz at my school, they love it and so do i
March 18th, 2009 at 5:27 pm
I love this game but there are 2 things i would really like to have as part of the game.
1. I noticed after you create a custom set of levels you can’t rename the set. Like If i call is \custom\ I can’t rename it to anything else. The only way i figured out how to do this is by changing the folder named \[insert set name here].jmp\ to something else. so i would like a renaming tool added to this game.
and 2. Maybe add a uploading service so people can upload their creations to have other peers try them.
just a thought. 🙂
March 22nd, 2009 at 8:25 pm
The version of Jumpman linked at the top of this post has been updated to version 1.0.2.
In this update:
Windows version: The “dupe” button in the level editor works now. Also fixed a bug with adding levels which could have lead to losing data.
Macintosh version: No changes you would notice, however I recompiled with GCC 4 so if the new version behaves weird in any way let me know.
Linux version: Exists now!
The Linux version requires Freetype and SDL to be installed, and currently is missing the “run in a window” feature the Windows and Mac versions have. Please let me know if you have any problems with it– it has been tested and worked for several people, but as far as I know everyone who tested it was using Ubuntu. I’m very curious whether it runs on non-Ubuntu systems.
I’ve incidentally made some updates to the extra levels database, including adding a level pack I made called “Freefall”.
March 23rd, 2009 at 6:26 pm
I bet if you present this game to valve they’d hire you in a heartbeat.
This game was great man, Loved the rainbow 360 level.
Only gripes:
He is just a little too slippery.
Hitboxes are funky.
STORY LINE. I can imagine so many options you’d have with it. The level that started out white, but then painted red you fall for a decent amount of time, I felt like I was escaping from the level, it was cool.
March 25th, 2009 at 8:49 am
Don’t you change a thing. And to Daftmuffin: You don’t need Valve’s job proposal to know you’re nothing sort of a genius by making this game 🙂
March 27th, 2009 at 8:59 am
Possible to get the source of the game? I’d like to have it packaged for a .deb installer
Also, doesn’t seem to run on my 64bit ubuntu with 32bit compatibility installed:
vadi@ubuntu:~/Desktop/Jumpman$ ‘/home/vadi/Desktop/Jumpman/Jumpman’
E: shm.c: Invalid shared memory segment size
E: shm.c: Invalid shared memory segment size
I: caps.c: Limited capabilities successfully to CAP_SYS_NICE.
I: caps.c: Dropping root privileges.
I: caps.c: Limited capabilities successfully to CAP_SYS_NICE.
ALSA lib ../../../src/pcm/pcm_dmix.c:1008:(snd_pcm_dmix_open) unable to open slave
Couldn’t open audio: No available audio device
vadi@ubuntu:~/Desktop/Jumpman$
March 28th, 2009 at 12:49 am
I’ll second the request for source code.
April 2nd, 2009 at 10:07 am
I’ll third the request for sources – this way it can be run on *BSD systems (like OpenBSD on my Zaurus) and many many other platforms (Pandora, for example).
April 3rd, 2009 at 3:20 pm
mcc,
Don’t listen to the “too frustrating” comments.
It’s very refreshing to see gamers challenged once again as games of today are starting to take the patch of least resistance in order to boost sales, and as such, have lost of a lot of their “hardcore-ness”.
I am glad that people find certain levels frustrating. It should be that way and it should be just as gratifying when you beat said level. Great work mcc, very impressive.
I think you should continue making games in this style, only if you do, put a twist on the next one. For example, make the levels somewhat larger and the characters somewhat smaller and implement more platforming in an individual level.
Also, although I understand that the “slipperyness” (as others have referred to it) was on purpose, (and to be fair, it works fine), I prefer having a weightier character physics. The reason being is because I don’t really like the blending of physics and platforming, it kind of takes away from the platforming element because precision should be such a large part in any platforming game. Littlebigplanet is a perfect example of a game that blends platforming and character physics, and as such, it doesn’t really feel like a good platformer per se, although it is a great game on other merits. That is how I feel about your game. It’s not a great platformer necessarily, but it is very creative, flows well, and provides a satisfying amount of frustration vs. reward (beating the level). This is a game at it’s simplest, how it’s meant to be. I really wish games would get back to their roots!
Anyways, maybe you should experiment with a physics-less player character for your next game, and make platforming more of a focus. Of course, this is just what I WANT to see, and I shouldn’t be looking a gift horse in the mouth, but hey, I”m just giving you some feedback on what I personally liked, didn’t like, and would like to see.
Needless to say, I liked it a lot. Furthermore, I really like the fact that it’s an executable that you run locally instead of from a browser, because browser-based games have somewhat of a “cheap” stigma attached to them. All of them remotely feel similar (probably because many are programmed in java or flash), and I just like having the actual “game” on my hard drive. I would say don’t stop doing that if you make another game. I’m the same way with movies — many people just download and burn them, but I like owning the actual media that I purchased because it gives a greater sense of ownership to me, and in turn, it feels a little bit more special to me.
April 3rd, 2009 at 3:21 pm
*path
April 5th, 2009 at 11:50 pm
For some reason it won’t let me play the game. Sukz. also WATCH MAH YOUTUBE REPTILE SLAYER!!!!!
April 6th, 2009 at 3:29 pm
great game! very stylish and professionally looking. you definitely got the gift. i beat the game, unlocked splatter mode.
keep on doing such a great work, man!
April 11th, 2009 at 5:55 pm
Just finished the game and it was totally awesome. I’m sure we’ll be hearing about this game soon …
April 11th, 2009 at 10:03 pm
When are you going to publish this for the iPhone?
(Notice how I didn’t ask you IF you are going to publish it for the iPhone).
April 12th, 2009 at 3:37 pm
I just finished Jumpman, and I loved it.
The level design was great and it brought back that retro look that reminded me of the NES. I especially liked the paint brush levels because they were unique, and also brought quite a bit of challange.
Great job, man. I cant wait for another game from you.
April 13th, 2009 at 6:23 pm
Very good game. Friendly difficulty. Clever level design (that allows player’s to feel a bit clever too). Enjoyable character physics. Perfect esthetics. The only thing that sucks is my english… (end credits are nice too, with an out-of-the-box feel). Thanks.
O, and i just got to finish it. I liked the chaos too, from the bombs (like in one of the last level) or from falling through mirrored mazes or into void (like the white/red level)…
Now i’m going to check if you’ve done anything else 😉
April 21st, 2009 at 1:01 pm
[…] Jumpman […]
April 22nd, 2009 at 3:44 pm
[…] Jumpman […]
May 9th, 2009 at 4:54 pm
This is an incredibly fun and novel game!
May 12th, 2009 at 6:18 am
Wow! That was hard! and I beat the game…! IT’S AWESOME!!!!!!
May 20th, 2009 at 1:01 am
too good. like the mechanics, like the physics, like everything.
May 25th, 2009 at 1:50 pm
Such an awsome game, but i get stuck for like a hundred deaths on certain levels… path 7, possibly the final section… Pain the in asp.
May 26th, 2009 at 12:39 pm
ı don’t pass a level. who want’s to help me?
I’m ın path6 to second level.
In this level have a ball and 4 enemy and shape of octagon
please help me!!!
serdarsaygi88@hotmail.com
May 29th, 2009 at 4:28 am
fucking amazing game.
my mind exploded once i got to paintbrushes, lateral thinking all the way
super addictive, too
May 29th, 2009 at 11:25 pm
Wicked game…
0 lives 17:38
MORE LEVELS… MOAR
June 4th, 2009 at 5:56 pm
This game is a masterpiece.
It needs to be advertised more though.
(How far from the end at phase 9 (paitbrush)?)
June 4th, 2009 at 6:32 pm
Edit:
not far 🙂
I’m done: 111:34 (671 death)
June 7th, 2009 at 6:18 pm
This would be perfect for the PSP…
Any chance of a homebrew conversion? 😉
June 8th, 2009 at 10:13 pm
I like that slippery floor…
Like skating
N the background
Damn nice
If can improve the playground
I finish all the Path
Thanks Editor
Nice game
June 19th, 2009 at 5:39 am
Really nice game
June 19th, 2009 at 8:00 am
[…] Jumpman (Free) – It’s incredibly simple (with terribly old-school graphics), but takes an aged concept and adds an interesting new twist. […]
June 19th, 2009 at 3:56 pm
[…] Jumpman (Free) – It’s incredibly simple (with terribly old-school graphics), but takes an aged concept and adds an interesting new twist. […]
June 23rd, 2009 at 12:38 am
Excellent. Who needs the blockbusters.
June 25th, 2009 at 6:49 am
This game is a bit difficult at times, but it’s a lot of fun! I may need a FAQ, though, though, since I got stuck at a certain hunter level.
June 25th, 2009 at 11:02 pm
He needs a speed limit. If you edit a level to just be flat, he goes so fast it looks like he’s stopped.
June 27th, 2009 at 10:33 pm
I FUCKED ALL UR MOMS
July 3rd, 2009 at 5:09 pm
is amazzing!!!!!!
(desde argentina)
seguà asà loco!!!!
ajaf.-
July 22nd, 2009 at 6:41 pm
Hi mcc, this is so weird!!
Me and my 2 friends made a game called Jumpman backin 2002 for a school project. We made it with Modula. Where did you get the old version of this game?
If this used to be our game, then you did a hell of a job! Because what we did was a basic plain stupid game, I mean now this is fantastic!
July 30th, 2009 at 9:29 pm
[…] descarga de Jumpan 1.0.2 es gratuita y puedes hacerla aquÃ. […]
August 15th, 2009 at 6:57 pm
Awesome game…you should make another sweet game.
September 7th, 2009 at 3:37 pm
this is the bestest game ever
October 2nd, 2009 at 4:06 am
You should add a paypal donate link on the site somewhere, its worth $10 easy!
Thanks for making this its very fun!
October 25th, 2009 at 12:49 pm
Hi, the game is brilliant, congrats!
Have you ever thought on open-source it? I was thinking on ports to the GP2X WiZ handheld or PSP for example. 🙂
October 26th, 2009 at 10:20 am
\Desktop gaming is the way of the past\
I like desktop gaming. Stupid Flash games get forgotten after a week. Games like this you can keep with you, even without internet.
November 20th, 2009 at 5:44 pm
Omg, this game sucks ass, damn!
I cleared every shitty level, and omfg, this sucks so bad!
Damn damn damn! Omg!
I hate this game so much!
btw very good game but IT SUCKS! WTF?
I hate it omg
Shitty orange 8-bit-motherfucker
omfg vergrab dich
November 20th, 2009 at 5:53 pm
FUCK YOU JUMPMAN! Worest game i ever played. Path 9 sucks cocks! Path 10 sucks cocks, too!
BTW Nice job 🙂
vergroab dich !
November 29th, 2009 at 5:43 pm
WOW great game!
really nice work!!!
December 1st, 2009 at 5:28 am
Could you release a source, pleeease? I’d like to play it on some of my ARM devices. I believe anyone will benefit from it.
December 29th, 2009 at 12:35 am
Could you release a source, pleeease? I’d like to play it on some of my ARM devices. I believe anyone will benefit from it.
January 8th, 2010 at 2:23 pm
I’d like to port it to maemo (N900), so I very much ask you to release a source.
January 12th, 2010 at 6:50 pm
Great game! Thanks for the Linux version. Of the twenty top platformers of 2009 listed on IndieGames’s website, this is the only one I could play (at least until I get back home to the dual-booting desktop).
Good work and don’t be bothered by the idiots calling for an iPhone or Wiiware version. The PC is still alive and well and I think you could get this released commercially on the PC pretty easily!
January 14th, 2010 at 12:08 pm
\I made a videogame\
\download\
\plot: go to th exit\
Gosh, I wish all websites gave their information in such a simple and clear way
–>great game
January 14th, 2010 at 2:07 pm
Amazing game!!! My record for the main game is 13:48 with 22 lost lives. Try to beat that!!!!!!
January 17th, 2010 at 12:48 am
This game is amazing.
I’m sure you’ve already considered it, but – if it would encourage you to make more – I’d definitely play money games like this.
It’s much better than VVVVVV and N in my book, both of which got commercial releases with a lot of publicity. It would be great for more people to know of this one!
Thanks.
January 17th, 2010 at 12:49 am
erm ‘pay money’, not ‘play money’
January 24th, 2010 at 6:43 am
Amazing!
i liked the difficulty. Not to easy but not to difficult either.
IMO this game needs more publicity. 🙂
February 2nd, 2010 at 5:41 pm
I can’t get it! 🙁
February 23rd, 2010 at 12:48 pm
on some map packs, when the rotate buttons are pressed the map continually rotates. anyone explain how to do that?
February 24th, 2010 at 4:57 pm
This game is great.
I played it more often than any other game, but there are two things which you could have made better:
1. The lower the screen resolution, the faster Jumpman moves!! Whyy??
2. On Windows XP the game works pretty good, but since I installed Windows 7, the game speed slows down in the \endless levels\ Why is this so? Could you publish a patch to fix this? Would be great.
–> On our school computers Windows XP is installed, but the game stalls just the same by playing Jumpman on them, so maybe the problem is not Windows 7.
btw, my best time: 18min, 30sec and 0 deaths :p
March 17th, 2010 at 11:01 am
[…] ich mal über Jumpman berichtet. Ich hätte schwören können, dass ich irgendwann schonmal über Jumpman berichtet habe. Ein futuristisches Retro-Jump’n'Run würd ich einfach mal sagen. Sollte man […]
March 18th, 2010 at 7:26 am
[…] 10 MB groß und kann sowohl auf Windows-Rechnern als auch auf dem Mac angetestet werden. Das Spiel steht auf runhello zum Download bereit und lässt sich am besten mit diesem – auch im Anschluss hinterlegten – Youtube-Video […]
March 18th, 2010 at 5:01 pm
[…] version of the game, Jumpman, is available as a free download for PC, Mac, and Linux platforms here. A gameplay video is below. Warning: there’s a kitty at the […]
March 22nd, 2010 at 1:47 pm
[…] platformer, part tilt/rotation game, iJumpman actually started life as a PC/Mac game and remains available as a free download for those platforms. The iPhone version is said to have all the content of the PC/Mac version and […]
March 22nd, 2010 at 2:36 pm
[…] Jumpman, (no, not Jumpman), is a new game for Mac/PC/Linux/iPhone with the look and feel of an Atari-era puzzle-platformer but with a few interesting twists thrown in. It’s fun! You can download it for *free* and give it a whirl. If you like it, consider shelling out a mere $2.99 for the iPhone version to support the creator. Speaking of the creator, who seems to go by Mechanically Separated Meat, he sounds like a very smart and interesting fellow whose blog posts include lengthy discussions on Quantum Physics. His hacked SNES9X code for rendering multiple attempts on Super Mario World is particularly interesting. I found this guy via TouchArcade. (Bit Pilot is good too!) […]
March 22nd, 2010 at 5:05 pm
[…] platformer, part tilt/rotation game, iJumpman actually started life as a PC/Mac game and remains available as a free download for those platforms. The iPhone version is said to have all the content of the PC/Mac version and […]
March 23rd, 2010 at 4:12 am
[…] Mechanically Separated Meat » Blog Archive » Jumpman22 March 2010 – Beroendeframkallande plattformare med retrovibb. […]
May 21st, 2010 at 7:26 am
[…] The 2D platformer genre is one of the most common among indie games. And lo-fi graphics seem to be all the rage these days, So why should you play Jumpman? […]
August 11th, 2010 at 2:17 pm
[…] Other Side is a moody flashgame, somewhere between N and Jumpman. The style is basically about shadow-shapes, the aim about collecting glowing stuff to enter the […]
August 23rd, 2010 at 2:45 am
[…] already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be […]
September 4th, 2010 at 11:00 pm
[…] already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be […]
September 10th, 2010 at 2:23 am
[…] already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be […]
September 11th, 2010 at 12:55 am
[…] already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be […]
September 11th, 2010 at 10:01 am
[…] already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be […]
September 18th, 2010 at 4:55 am
[…] already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be […]
September 18th, 2010 at 5:39 am
[…] already a bit older puzzle game (Jumpman) has come to my attention since the neat (but closed source) indi hit And Yet It Moves seems to be […]
October 19th, 2010 at 3:40 am
[…] Otro hombre que salta 13/11/2009 megadriver Un nuevo Jumpman (hay que decir que sin relación con los anteriores) saltó (jeje) a la palestra en febrero de […]
October 19th, 2010 at 8:03 am
[…] Classics: Jumpman (2009) October 19, 2010 megadriver A new Jumpman (not related to earlier jumping men, by the way) sprang (heh) into action on February 19, 2009. […]
August 24th, 2011 at 6:21 am
electronic lock lock…
Mechanically Separated Meat » Blog Archive » Jumpman…
September 16th, 2011 at 5:49 am
[…] Jumpman is an awesome futuristic multidimensional retro platformer. Guide Jumpman to the exit and turn the level clockwise (or counterclockwise! its your choice!). A fantastic mindbending take on the platformer genre… slide through the levels and don’t get caught by the baddies. Turn the world in a circular fashion and zoom in! Download (2 MB) There is also a version for the iPhone called iJumpman (Gameplay Video) December 6, 2009 Free, Indie Games, Platformer No Comments custom enginefreelinuxmacphysicsplatformerwindows […]
November 30th, 2011 at 11:15 am
Nice. Looks like a mix between Bubble Bobble and the first Donkey Kong 🙂
February 1st, 2012 at 9:36 pm
jabon artesano…
[…]Mechanically Separated Meat » Blog Archive » Jumpman[…]…
April 3rd, 2013 at 5:56 am
Well done on a really fun game, its great to hear it doing so well… is there a sequel in the pipeline?
January 16th, 2014 at 2:33 am
Not sure if you’re still reading these, but I just recorded a speedrun of Jumpman:
http://www.twitch.tv/solsword/c/3556698
It’ll take me a while to get a good run on camera but I should be able to beat that time by 2 minutes or so eventually.
February 28th, 2023 at 4:07 am
Finally found this again. “Jumpman” is a rather difficult name to search for, thanks to the Epyx game and Mario’s original name. Still fun after all these years.