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jumpman

jumpman

not the jumpman of old (either of them), the name of this game suggests the same as its blocky, platonic sprites do: that the author has taken the most basic jumping game, circa 1983, and refracted it (in some cases mirrored it) through the lens of a quarter century of computers learning new tricks. this is something of a trend – this is braid’s and fez’s hook too, among others’ – because the rules and assumptions of these simple jumping games still have all the resonance they’ve ever had. “hold the joystick right to move to the right” is as straightforward as “hold the yellow button to rewind time,” we just havn’t had the capability of exploring one of these two rules until recently.

Like, every old game had something where you could walk off one side of the screen and suddenly appear on the other, right? What was actually happening there? Did space in the world where Pac-Man lives just happen to loop back on itself every ten feet? What would happen if you just took the camera and turned it a little bit to the right, would you see Pac-Man duplicated every 10 feet stretching off into the distance forever…?

jumpman’s levels are, at their best, perfect and mathematically beautiful things, spiralling away into the background like some kind of sprite fractal. each level is an idea, and the presentation of these ideas is unfortunately weakened by the fact that the game can often be frustrating, usually due to unclear hitboxes and the protagonist’s slow decceleration, which makes moving in the game feel like rollerskating. if the game is a series of ideas, then getting hung up on a jumping puzzle derails the game’s train of thought, is an undue interruption of the often-fascinating conversation between player and author, which is why it can be so taxing when it happens.

via derek yu.

6 comments

  1. kat kent wrote:

    You know, I only just figured out that you don’t use capitals. Huh.

    2/21/2009 at 2:02 am | permalink
  2. auntie wrote:

    i’m anticapitalist.

    2/21/2009 at 2:13 am | permalink
  3. Blind_In_Texas wrote:

    Does the game really need that slippery player movement? I really enjoy this idea but I can’t fully enjoy it with the lack of inertia to reign in the player.

    2/21/2009 at 5:32 am | permalink
  4. GirlFlash wrote:

    The conversation between the player and the author is like any other, only its tricky to get past the accent unless you too grew up in tricky-ville

    2/21/2009 at 7:07 pm | permalink
  5. Ben wrote:

    Wow, this was a blast! So neat.

    2/22/2009 at 1:56 am | permalink
  6. beylita wrote:

    have not hated a game this much since twilight princess.

    2/22/2009 at 10:59 pm | permalink

One trackback/pingback

  1. Ludus Novus » Blog Archive » Jumpman on Wednesday, February 25, 2009 at 4:16 pm

    [...] ranks of Karoshi 2.0 and Braid is Jumpman, a new game by Andrew McClure that’s been making the rounds lately. It’s got mechanics and aesthetics from the Atari 2600 era, but it’s [...]

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