Jumpman is a platform/action game first released by Epyx for Atari 8-bit computers in 1983 and later ported to the Apple II, Commodore 64, and IBM PC/PCjr. The game takes place in Jupiter Headquarters where players need to defuse all of the bombs left by an enemy in the given time limit.
Jupiter Headquarters has been infiltrated by an enemy known as the Alienators! They have sabotaged the Jupiter systems by planting bombs throughout three buildings; as Jumpman, players need to locate and defuse them all.
Player's control Jumpman with the goal of defusing all of the bombs on each of 30 levels. To defuse a bomb, Jumpman simply needs to touch it. Each level represents a floor in a building and consists of a series of platforms, ladders, and ropes. Jumpman can walk, climb ladders, and jump to reach the bombs; there are also two kinds of ropes which Jumpman can climb, one which only allows Jumpman to climb down and another where Jumpman can only climb up. If Jumpman falls to great a distance or is hit by any of the obstacles, he will tumble to the bottom of the screen and a life is lost (players begin the game with 7 lives).
Each level in the game has a different layout of platforms, ladders, and ropes. Also found on each level are "smart darts"; these bullet-like dots appear often and move slowly either horizontally or vertically across the screen; when it is lined up with Jumpman, it will greatly increase in speed and shift direction directly towards Jumpman. Players need to dodge these, or a life is lost. Most levels also have an additional and unique obstacle to overcome. In many levels, every time a bomb is defused a part of the platform somewhere on the screen disappears (or in some cases, reappears). This can often require players to devise a strategy for defusing the bombs as doing so in the wrong order can either make reaching the remaining ones more difficult (or even impossible) or certain bombs can't be reached until another is defused first. Some levels have additional objects to dodge which include falling bombs, robots, alien spaceships, rolling balls, jumping blocks, and many more. Each level has a unique title which provides hints as to what type of challenge might be present.
Jumpman provides several options for the order the 30 levels are encountered. They are broken up into one of three skill levels, and players can choose to start with the beginner, intermediate, or advanced levels. The Grand Loop option cycles through all 30 levels in order, and finally the Randomizer will present all 30 levels in a random order.
Platform: Atari 8-bit
|Game Design, Program, & Music:||Randy Glover|
MarketingProduct catalogs, magazines, flyers, or other documentation Jumpman has appeared in.
*Note: If you are unable to see any images in this section, you may have an ad blocker installed that is blocking the thumbnails and/or images.