You got I Wanna Be the Guy'd, dude.
This
was what a friend said as I demoed Jumpman for the Atari 400, and got
brained by a falling girder within the first few seconds of starting
intermediate difficulty. A pretty apt comparison, actually, even if the
later fangame is much more fully realized of what TV Tropes calls Platform Hell. It's got unfairly difficult deathtraps. It's got emergent slapstick comedy. It's got constantly changing rules. It's got almost unrelenting difficulty. It's got homages to classic arcade games like Donkey Kong and Space Invaders. In one level, Jumpman even pulls a very IWBTG-like move of having Donkey Kong barrels rolling around the stage and occasionally rolling up the ladders.
Being
released in 1983 well before Super Mario Bros. and its followers
codified the (often unfairly) difficult 8-bit platformer, Jumpman
nevertheless parodies, deconstructs, abuses, and subverts conventions of
the nascent genre in astonishingly creative ways, featuring 30 levels
and a new gimmick in most of them.
Although
Jumpman obviously invites comparisons to Donkey Kong - the title itself
a reference to Mario's initial moniker in its NA regional release - it
even more strongly recalls Miner 2049er, almost to the point where I am
certain this was a major influence. When I reviewed that game for the
1982 phase, I noted its greater emphasis on platforming, puzzles,
gimmicks, gadgets, and its ten levels, greatly expanded from Donkey
Kong's four. Jumpman has all this but even more so.
Rather
than having an end goal to reach, Jumpman places bombs everywhere for
you to collect before moving onto the next, often changing the landscape
or triggering events as you gather them, sometimes in ways that can
strand you or render the level state nonviable if collected in the wrong
order. There's both a big puzzle element and a harsh trial and error
one as you gradually discover and perfect the solution to each level.
Thankfully,
Jumpman doesn't expect you to beat all 30 levels in a sitting. They are
divided into three tiers of difficulty, each of which may be tackled
and completed independently. The first eight constitute beginner, the
next ten intermediate, and the final twelve advanced. For the truly
masochistic, a "grand loop" mode does indeed challenge you to finish the
entire game on a single set of lives.
I
was able to beat beginner and intermediate modes fairly, although
intermediate tested my resolve. Jumpman gives you a seemingly generous
seven lives, with the potential
to earn a few extras by scoring points, but they don't last long. With
each new level that I reached for the first time, I effectively had up
to seven chances to figure it out, minus one for each screw-up or
unlucky pratfall suffered along the way in the previously conquered
ones. I had to restart to the level with the falling girders dozens of
times. And yet with each replay, I got better at the levels I had
beaten, was able to beat once baffling stages more and more
consistently, and kept getting further and further into the campaign
until eventually I finished level 18.
Level 1 serves its purpose as an introductory stage with all of the basic mechanics that will be seen throughout the game.
The innocuous looking girder on the bottom floor illustrates two of Jumpman's idiosyncrasies.
The
first is that platforms can be climbed. This is crucial to quite a few
levels, as simply touching a girder, even in mid-air, will cause Jumpman
to hoist himself up, and mastering this will allow you to reach
platforms that seem out of his reach.
The second is that Jumpman has no tolerance for ledge drops at all. He can survive a reasonable fall when jumping,
but the lemming march will kill at an altitude of more than a pixel.
It's distressingly easy to die by accident this way, either by
forgetting about this limitation, or by slipping off an edge after a
narrow jump or maneuver.
This
first level also introduces the recurring hazard of stray bullets,
which are slow and infrequent here, but become a real nuisance later on.
Among Jumpman's most unfair deaths are when bullets strike you from
offscreen with barely any warning - you can hear the bang, but have no
time to react or perhaps nowhere safe to move to quickly enough.
Level
2 has killer robots, who mercifully stay put until you collect a bomb.
Each one collected causes them to move to a new location and stay there
until the next is retrieved. Nothing terribly difficult as long as you
stay out of their way - they will not pursue you deliberately. Yet.
Level
3 has randomly falling bombs (do not collect these), but more
importantly, collecting the normal bombs will remove segments of the
level. For the first time, completing the level can be made easier or
more difficult depending on the order you collect them in, and the
optimal sequence is unknowable without playing through it multiple times
beforehand.
The
rope here is climbed downward rather than upward, and the distinction
can be told from the pixels that extend past the top of the girder it
hangs from.
Level
4 is fairly easy and features a unique form of stray bullet which won't
kill you instantly, but instead compels you to jump in a random
direction which may or may not become a fatal leap.
Level
5 has a roost of vampire bats who will begin to awaken once you start
collecting bombs, and flit around the level in your general direction.
They aren't fast, but evading them forever is impossible and jumping
over them is difficult. Their AI, which is slightly more intelligent
than the stray bullets, can be manipulated to make your life easier.
The
top bomb here opens a pit directly below it, making for a nasty
deathtrap should you attempt to grab it by jumping directly up from the
girder below it.
Level
6 has Space Invaders, and replaces your jump with a gun which may be
fired in eight directions. You don't need to jump, thankfully, and this
stage is very easy. I beat it multiple times without even realizing that
you could shoot.
Level
7 is dubbed "Grand Puzzle." Here, you don't need to collect all of the
bombs to finish, but will score 500 points for each of the four bombs on
the top two girders. How do you reach them? It's a puzzle. And you
probably won't solve it on your first attempt.
Level
8 concludes the beginner tier, and features an incomplete level which
populates itself with additional girders, ladders, ropes, and bombs as
you collect what's already there. Here there are both upward and
downward ropes, the former of which are a frequent cause of grief
throughout the game, as dodgy collision detection concerning them can
make Jumpman lose his grip and fall to his death.
I
didn't need to master this particular level, as when you beat it, its
set of levels is complete. Hence I could power through it once with a
stock of remaining lives and had little reason to replay it.
Cleared the easiest skyscraper. |
It took me a few tries to clear Beginner, but I managed without much overall difficulty. Intermediate is another story.
As
mentioned, the intermediate tier begins with malevolent scaffolding
that falls on you, and you can't reasonably predict where, or react
quickly enough when it does. To make matters worse, the debris on the
ground from the falling girders presents a tripping hazard of a sort, as
"dropping" from an elevation more than a pixel is deadly, and there are
stray bullets too. With enough replays - and you'll be replaying this
level a LOT if you play through the intermediate tier fairly - you'll
eventually memorize the falling patterns and find a safe path through
the level.
Level
10 just gets even more evil. The gimmick here is that jumping causes an
explosion beneath Jumpman's feet, but that's almost inconsequential
compared to the fact that collecting bombs in the wrong order can make
the stage nearly unwinnable by placing new girders in your way. In this
screenshot, the lower-right bomb is covered by one which wasn't there
previously, which can now only be removed by tediously blasting it with
your jumping explosions, a task made dangerous by the stray bullets.
Again,
with replays, you'll find an optimal bomb-collecting sequence which
avoids problems like that. That said, this is one of many levels from
now on where Jumpman has an annoying tendency to get "stuck" on ladders,
grabbing them without being right in their center and unable to climb
them or do anything but jump away, possibly to his death, or get hit by a
stray bullet.
Level
11 has bombs that randomly move away as you approach, and also stray
bullets. There's a potential for an extremely annoying experience, but
this is to be honest one of the easiest levels in this tier.
Level
12 has three robots patrolling the area who move somewhat randomly but
trend toward pursuing your location. It's difficult to just jump over
one, and with bad luck and/or bad planning they may box you into a
nigh-inescapable situation. Unpredictable behavior may also cause you to
jump right into a robot instead of over it. They can't cross gaps,
fortunately. I've replayed this one quite a few times, and usually lost a
life or two, but on occasion everything would go perfectly, the robots
would stay out of my way, and I'd clear the level without a hitch.
Level
13 features falling hailstones which bounce left or right randomly as
they land on platforms and ladders. Climbing the ladders on the sides
isn't much of a problem when you realize that once a hailstone bounces
to its side, it will stay in its downward trajectory until it hits the
bottom, making the ladders fairly safe except near the top. Negotiating
the central area is dicier - you'll just have to play with Gaussian
distribution to figure out where you're most likely to be safe, and even
if you play the odds right there's no guarantee of survival.
Level 14 gave me so
much trouble, for so long. The joystick button now, instead of jumping,
hurls javelins, which is a cool change of pace. There's only one bomb,
one linear winding path downward to reach it, and dragons, which run the
path in the opposite direction, must be slain with perfectly thrown
javelins. Throw one too late, though, and it will sail right over the
dragon's head, and now you're wyrm food because the dragons move just as
fast as you and you can't possibly retreat far enough to make the
requisite distance.
Even
when I got the timing down, I ran into a problem on the platform second
from the bottom - the dragons just respawn so quickly that there's
barely enough time to reach and descend the last ladder, and when you
do, no way to reach the bomb!
I
noticed that after killing several dragons, the terrain started to
level a bit. Was this a sign that the dragons are finite, and perhaps
that once the girders are totally flat, they'll stop spawning? Nope, it
wasn't. They keep coming.
I stumbled on the solution by accident. You can
jump here after all. Just hold up and hit the fire button to jump
straight up. With correct timing, you'll jump over a charging dragon,
and can proceed onward to the bomb.
Level
15 is another "Grand Puzzle," and here, to score maximum points, you
must figure out how to pilfer each of the valuable treasures without
being killed by the trap walls. Once again, the solution is deduced from
careful observation and trial and error The level can also be finished
by ignoring the treasures and collecting bombs, but that's no fun.
Moving
platforms and stray bullets await you in level 16. This one's a bit of a
breather, but you can still be killed by unlucky bullets while climbing
ladders. Or by forgetting that Jumpman can't fall, or realizing too
late that he doesn't move with the platforms automatically.
Level
17 has three dragons that hone in on your direction right from the
start. The manual claims that every stage can be beaten without dying
once, but I can't see how that's possible here, even with save states.
Climb up the ladder and they ascend and kill you. Don't climb up the
ladder and they swoop right at you and kill you. The dragons can't
descend at all, except for wrapping around from the top of the screen to
the bottom. Thankfully, there are only two levels left in the
intermediate tier, and I was able to eventually reach this with enough
lives left to power through it and the last one.
Finally,
level 18 brings on the barrels and lots of ropes. Jumpman's troubled
relationship with rope collision detection is among the greatest hazard
here. The barrels and bullets are unpredictable, but so is whether or
not Jumpman climbs up the ropes he touches, or slips from them and dies.
As with levels 8 and 17, beating this one was mainly a matter of
reaching it with enough lives to spare.
As
of this post, I've beaten more than half of the twelve advanced levels,
but not entirely without the use of save states. My next post will
cover them and summarize my thoughts on this game.
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