I
did it! I've beaten Jumpman's final and toughest skyscraper. I can't
say I completed it quite fairly - I used five save states here in
accordance with my rule on one save per half hour of earnest play - but
with all of Jumpman's nasty tricks and occasionally broken platforming
mechanics, I can't say its challenge was totally fair either.
The
advanced tier spans levels 19 through 30, and I noted that my save
states were on levels 21, 22, 23, 24, and 26. I refused to save unless I
had just beaten a level without losing any lives, expecting I'd need as
many as I could stockpile, and I was right. Only levels 20, 25, and 26
were easy enough to beat on a single life immediately following a
perfect run of the previous one. Once I had reached 26 with a full set
of lives, plus one bonus life from scoring points, I was able to finish
the remaining five on that set, concluding with an ultimate "Grand
Puzzle" which I survived on my last life, but didn't exactly solve.
Prior
to this posting, there were no complete playthroughs of Jumpman in its
original Atari incarnation, only of the Commodore 64 port. And so, I
decided to record a playthrough of the full 30 floor Grand Loop, using
save states freely, and with no attempt to conceal them.
Here's
commentary on each of the advanced levels, which are all over the place
difficulty-wise. For each level, I've also counted the number of tries
it took me to complete it during this grand loop run. Note that during
the grand loop run, I had already beaten all of the levels at least once
before, and levels 19-26 several times each, so this count does not
reflect all the failures sustained figuring out each level for the first
time.
Level
19's gimmick is a moving ladder. Nothing terribly tricky here - stray
bullets make your life a bit more dangerous, and to be honest you're
much safer on the ladder than you are near the edges of the screen.
Tries: 1
Level
20 is a cruel puzzle where the terrain shifts and reshapes as you pick
up the bombs. Getting them in the wrong order can easily render the
level impossible, and the right order can only be learned through trial
and error.
The ropes hanging from the center-right girder are a source of much peril too.
Tries: 2
Level
21 is a pretty standard affair of ropes, ladders, bullets, and
disappearing girders. A lot of action near the edges of the screen makes
the offscreen bullets especially dangerous, and ropes so close together
mean trouble for Jumpman's collision detection.
Tries: 1
I hate
level 22. You are dogged by freezing projectiles which can't be outran
or outmaneuvered. Getting hit by one is practically inevitable, and the
most common outcome is death by homing bullet. The second most common
outcome is that you get re-frozen by another one, prolonging your
paralysis, and then death by homing bullet. Sometimes you thaw in time
to survive.
I
attribute my eventual victory here to luck. The frost projectiles were
very cooperative in taking avoidable trajectories. On my thirty first
attempt.
Tries: 31
Level
23 is fun. As soon as you collect a bomb, an evil Jumpman starts
following, and shadows every move you make until he catches up and kills
you. The next two bombs spawn more evil Jumpmen, until a line of three
follow in pursuit. Bombs also tend to destroy your way up, though
Jumpman's hoist ability is not to be forgotten or underestimated.
Once
again, this is not a level you can expect to beat on your first
attempt, but once you understand what's going on here there are several
solutions. Ultimately you need to traverse the whole level without
backtracking too much. One trick is to spend the first several seconds
pacing back and forth to buy time before touching the first bomb, but
don't do this too long or they'll spawn right behind you. The Atari only
has so much RAM available to keep track of your moves, after all.
Another solution is to go for the top bombs first and work your way
downward, but you'll need to plan carefully so that you don't touch
anyone going up on your way down.
Arggh!
So many ropes! So many bullets! So many chances to slip and die! During
my first advanced run, level 24 gave me even more trouble than 22 did.
And yet somehow, during my grand loop run, I beat it on my second
attempt. I doubt I could repeat this miracle if I tried, and I don't
intend to.
Tries: 2
Level
25 has a fog of war concealing everything, so tread lightly. There are
at least three possible layouts here, and all of them will force you to
make a few leaps of faith, but once you know the layouts, this one isn't
too bad. At least there aren't any moving elements here.
Tries: 1
Level
26 is another combat zone, but this time it's a cinch. Evil Jumpmen
patrol the ladders haphazardly and shoot at you. You can shoot back too,
but it's better if you don't, because they'll just respawn right where
the bomb is, and you don't want that.
Tries: 1
Ultimate
fun time with killer robots in level 27! They're aggressive. They're
unpredictable. And they're faster than you. For extra fun, try jumping
over an approaching robot, only to have it halt or reverse its direction
as it passes under you and kills you on landing!
By
some miracle, I managed to beat this without losing a life, which
wasn't really necessary at this late stage of the game. It took quite a
few tries, and some very fortunate cooperation on the part of the robots
during the successful attempt.
Tries: 9
Level 28 alternates between making the bombs invisible and making the level invisible each time you collect a bomb. It's not too difficult as long as you follow this rule: before collecting any bomb, have a plan to collect the next one.
From
here on, the try counts will be higher. Being so close to the end of
the game, I didn't need to keep replaying these levels again and again
as I did the earlier ones, and therefore was less familiar with them
during my grand loop run.
Tries: 6
Level
29 has a downward elevator, and a design that encourages you to collect
bombs at the bottom first and work your way upward. Bombs on the bottom
floor can only be reached by the elevator. Aggressive bullets and very
little maneuvering room make for a difficult stage.
Tries: 7
Finally,
one last grand puzzle! By now you probably don't care about scoring the
jackpot and just want to finish the game, as I did when I reached this
for the first time, in which case beating the level isn't hard at all.
But with a save state to fall back on, I tried to see if I could
discover Jumpman's final mystery.
Playing
it normally, you may notice that the rectangle moving around the stage,
which normally kills you, changes color at a point. Touch it when it
does - and you must be standing in a very specific part of the stage to survive what happens next, and you're teleported to the real final stage.
And
this last stage is the ultimate in trial and error. As if it didn't
take enough trial and error to figure out how to reach this secret zone,
being in the wrong spot while teleported will kill you, and death here
means the end of the game. And if that wasn't bad enough, only four of
the bombs here can be taken safely. The rest just destroy the girder
below you, killing Jumpman and ending the game. Trial and error is the
only way to deduce which ones to take, and each error, be it teleporting
into the stage wrong, collecting one of the wrong bombs, or getting hit
by a bullet means ending the game and re-completing the whole advanced
tier of stages again if you want to try again (and aren't using save
states).
Tries: 12
GAB rating: Above average.
It pains me to deny Jumpman entry to the ivory deck. A far cry from the
sluggish, monochrome BASIC Dunjonquests from the Freeman/Connelley era
of Epyx, Jumpman is fast, colorful, challenging, endlessly inventive,
and controls responsively and almost perfectly. But almost isn't good
enough in a game so unforgiving.
I
didn't mind the merciless deathtraps, the trial and error gameplay, the
cheap deaths from stray bullets, or even the occasional unreasonably
difficult level. That's what extra lives are for, and Jumpman is
generous enough with them that you could overcome all that through
determination and skill - at first the lives mean seven chances to
figure out each level, and as you gradually master each of them, they
come to mean seven allowances for slip-ups and otherwise unpreventable
deaths.
But
the tipping point came from death by control hiccups, by far the most
common one being of those damned ropes that Jumpman keeps slipping from.
I feel my level by level commentary critically understates just how bad
it is - with so many deaths caused by collision detection problems on
ropes and ladders, I spent far too much time having to restart and
replay previously beaten levels, which quickly got unenjoyable. I think
that without these control problems and everything else being the same, I
could have finished intermediate in half the time it took, and possibly
even beaten the advanced tier fairly (that final secret room
notwithstanding).
For
what it's worth, I played the cartridge-based sequel Jumpman Junior for
a bit, and found that it did not have the rope problems of its
predecessor.
I
also played the more popular Commodore 64 port briefly, playing the
advanced levels as far as I could, and found these differences:
- Loading takes nearly two minutes, compared to the 20 seconds needed on Atari.
- The title screen animation is completely different.
- Sprites are multi-colored.
- Animated level transitions are missing, and replaced instead with a brief loading screen showing the level's name.
- The moving ladder in level 19 is shorter and has a wild zig-zagging pattern.
- Bullets sometimes fly diagonally at you from the corners.
- Level 20 has some tweaks to make it a bit fairer, such as girders that disappear in front of you rather than underneath you.
- Jumpman's hoisting hitbox is a bit tighter, which renders some level solutions nonviable.
- When getting frozen in level 22, you thaw out MUCH faster. I beat it on my first try.
- There can be up to seven evil Jumpmen following you in level 23.
- Level 25 does not have a fog of war, and instead simply makes everything invisible until you touch it, making things much more difficult.
- The cool game over animation where the level collapses around you is missing.
Perhaps
the biggest thing, though, is that like Jumpman Junior, the rope issues
are mostly fixed. It's still possible to fall from them by touching the
joystick too soon, but those deaths felt like my fault rather than a
fault of the engine. Would I have rated Jumpman better if I had played
the Commodore 64 version instead? I suspect I would, but can't say for
certain. I generally play the most original incarnation available, and
in Jumpman's case, that was the Atari version, whose rope collision
detection soured me just enough that I can't quite say I enjoyed my time
here.
There's
also a beta version called Jumpman #1, which I tried. It's obviously an
unfinished game - there's a high score board that you can't ever put
your own score on, the visuals and controls are unpolished, Jumpman's
falling intolerance is somehow even worse, and his wild pratfall isn't
programmed yet; he just falls to the bottom of the screen and turns into
a stone cross.
But the set of levels, of which there are six, are for the most part quite different from anything you see in the final product.
Level
1 feels like an early version of Jumpman's introductory stage. Getting
bombs in the wrong order will destroy the ladders and leave you stranded
in the upper half, which wasn't a possibility in the final version.
Level
2 has no obvious analog to the final product. Here, bombs will destroy
ladder segments and even girders, making it necessary to find a sequence
that allows collecting them all.
Level
3 is where things start to get hilariously unfair. Bombs will radically
alter the layout of the stage, and it's very easy to make things
impossible. An early version of the freezing projectile appears here as
well, but instead of freezing you it just slows you down, and only while
you're inside its hitbox.
Level
4 bears some resemblance to Jumpman's penultimate stage with the
descending elevator, but the final product has been heavily modified if
it is indeed based on this. As with other stages, the bombs can really
screw you up. Jumpman's shortened fall tolerance hurts you a lot here
too.
Level
5 is obviously the basis of that intermediate stage with the exploding
jumps, which are seen here too. Once again, the stage is more
unforgiving than the final product (which itself was one of the least
forgiving stages in the final game) thanks to even more bomb effects on
the landscape.
Finally, level 6 is a combat stage, and seems like it may be a very early concept of what would become the dragon level.
I haven't seen any footage on Youtube of a complete playthrough, so I made one. Save states were used liberally here.
Same thing.
ReplyDeletehttps://giantbomb1.cbsistatic.com/uploads/original/0/329/1149519-mameuifx32_2009_09_27_13_36_32_95.jpg
I thought of Mortal Kombat 3's towers when I saw Jumpman's skyscrapers.
I (and my family) played the c64 version to death back in the day. One mechanic I didn't see mentioned is that Jumpman is still "alive" when falling/bouncing through the level after death, which means you can collect bombs by hitting them.
ReplyDeleteThis can lead both to amazing escapes (hitting the last bomb wins the level and avoids death) and brutal failures (hitting an out-of-sequence bomb on a changeable level, putting it in an "unwinnable" state).
Yep, that happens in the Atari version too. Won the dragon stage quite a few times this way until I realized you can jump, and I did it deliberately in my video (see the 14:15 mark). One time I "beat" a level after getting hit by an offscreen bullet by crashing into three or four bombs on the way down, and I'm kind of mad I didn't record that!
Delete