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| How To
Play |
- Cobra1 has made a FAQ/walkthrough
for the game. If you're having problems getting
through the game, look there for some great
advice.
- If you don't defeat the Alienators (and their
variety of hench-animals) by removing all of the
bombs from Jupiter station, Jupiter is toast!
- Your task is to collect the little brownish-red
diamond-squarey things. (This is what bombs
looked like in 1983). The default controls are
the arrow keys to move around, and 'space' or
'ctrl' to jump. You can fiddle with these on the
options screen.
- To jump to the right, hold right and press jump.
This isn't Super Mario Brothers - there will be
no turning around in the air, jumping 30 feet
high, squishing goombas, or bouncing on turtles.
Well, there will be bouncing on turtles, but it
will be only for one level and my turtles are
much more crudely drawn.
- Jumpman can shimmy up any platform he can touch,
even if you can only touch the bottom of it (you'll
get the feel of this quick). You don't need to be
all the way up a ladder to get off, just hold the
direction you want to go (and maybe try jumping)
and Jumpman will do his best to go that way.
- You can't jump straight down through a platform.
You also can't fall very far, so don't go running
off edges. Jumpman is much more resilient when
moving down if he is jumping or rolling. If you
do accidentally walk off an edge, let go of the
direction key quick - and maybe Jumpman will be
able to catch himself.
- To roll, press down while you are in the air
jumping left or right. You will continue rolling
after landing as long as you continue holding
left or right. If you're feeling fancy, you can
go straight into a roll by holding down while
jumping left or right. Rolling is faster than
walking, makes you a smaller target, and when
done during a jump gives you some control as to
where you'll land.
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| System
Requirements |
- 500 MHz PC
- Windows 98/2k/ME/XP
- DirectX 8.1
- 3d video card (with hardware texturing)
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Version
History
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Beta
6
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- Added ability to hang off ledges, save
self from falls
- Modified a few levels to tone down
difficulty
- Fixed death bug on "Jump the Shark"
- Made game open in a window when level is
specified on command line (for easier
debugging of possibly problematic levels)
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| Beta 5 |
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| Known
Issues |
- If you download the "Full Game and Tools"
version, I believe there's a problem on the shark
level, and a few other bugs that aren't present
in the normal download. You may want to download
the normal version and use it to patch the full
one (ie, unpack it overtop) if you are using the
game editors and such. A new beta should be
coming soon (ie. March/April 2004) that should
fix all the bugs I've heard reported.
- There are considerable texture problems on some
older ATI cards (eg. Xpert 98 RXL). If you have
one of these cards and it's not working, I
wouldn't mind hearing from you about the nature
of the problems you're having. If you know what
I'm doing wrong (and can tell me) that would be
even better.
- The game will go slow on slower machines. The
game doesn't skip frames when things bog down (as
this makes the game really bad), so things might
move frustratingly slow. You can get the current
FPS by holding down the "~" key.
Normally, it will remain locked at right around
40 (the game's cap - it has nothing to show past
this framerate). I'm sure I'll get around to
looking at performance again sometime..
- The game graphics can be painfully aliased.
They're also real simple. If you stick with it, I
think you'll find it's still a fun game. If your
video card will do it, you may want to turn on
"force anti-aliasing". If you really
want, I'll compile up a version that runs in 1600x1200.
You'll find it looks exactly the same.
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| Using the Game Editors |
- If the game can still be thought of as a beta,
the game editors are in pre-alpha-don't-get-near-this
stage. That said, they worked well enough for me
to write all the game levels. I'm letting them
out now because I don't want to have to answer e-mail
asking for them, and I don't know that I'll have
the time to clean them up much more myself.
- To use the game editors, you need to have the .NET
framework installed. This should be fairly easy
to get from Microsoft. To be clear, the .NET
framework is not needed to run the game, which is
written in plain old C++ (with not very much ++).
- Some of the directories are hardcoded. You should
install Jumpman directly to c:\Jumpman, and the
level editor to c:\JumpmanLevels (if you just
unpack the whole tools/source to c:\, it should
come up in the right place). I know this may be a
bother - and you are welcome to change these and
recompile (assuming you have a copy of Visual
Studio.NET). This is far from the last thing you
will notice that isn't ideal about these editors.
- I don't have any documentation to offer about how
things work. You should be able to learn the
basics by playing around with the level and
script editors. I recommend starting off by
editing the current levels - you'll get a feel
for the basics of what has to go into a level.
Many of the files in \Source\ are just text
files, so feel free to edit them directly if you
create (for example) a level that will not load
correctly in the editor.
- The .jmg files in the Jumpman\Data directory are
just text files. They control what levels make up
a mode (ie. 1-A.jmg lists the levels in Beginner).
- To start a level in Debug mode (which is not to
be confused with a safe mode, your infinite
script loops will still hang the game), include
the name of the level on the command line. For
example, to debug Easy Does It, start the game
with "Jumpman Level1".
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| Using
the Source |
- The name "Jumpman", his likeness, and
related ideas are not public domain. They belong
now to Randy Glover, the man who brought us the
original game, and my use of them is with his
permission. While the code is yours to do with as
you see fit, the actual "Jumpman" part
of the game content is still owned by Randy and
any use of it will have to be approved by him. If
you have any questions in this regard, feel free
to contact me but bear in mind that any decisions
about the "Jumpman" name/franchise are
100% not mine to make.
- You'll need to have the DirectX 8.1 SDK installed.
Will it work with a later SDK? If you find out,
let me know.
- The project files are in Visual Studio .NET
format, but the actual game should be fairly easy
to compile in VC++ 6.
- To make your own levels, you do not need any
other software than the included game tools and
your imagination. You do not need to edit the
actual C source to create your own fancy objects,
or edit the game objects. Indeed, you cannot
really do this kind of thing in the C source -
this is all in game script (use the script
editor, the language is kind of like Basic).
- The source was written in small increments of
time and is double plus not pretty. Lots of
things are not only not optimized, but humorously
not optimized (eg. the list-of-ifs in the script
handling functions). If you are looking at the
source and noticing this, feel free to fix stuff.
One of the reasons people like me release source
is so that improvements will be made. I'm also
very willing to answer questions, and would love
to help anyone considering porting this to
another OS. I don't know a thing about OpenGL/SDL/etc,
but I'm guessing this wouldn't be a hard port.
- If you know your way around DirectX, you'll
likely get a good laugh at how I've done things.
Of particular amusement will be the function
Reset3d in Basic3d.cpp. That said, I've used this
code a few times since I started writing it, and
it works fairly well for uncomplicated 3d apps (as
Jumpman Zero is).
- I may not keep the source up to date with the
game version posted here - at least not while the
game is still beta. I'll try to keep the source/tools
fairly up to date, though.
- Have fun! -Dave
Campbell
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| Credits |
- Randy Glover, for writing a true classic of a
game.
- Andrew Doss, for producing quite the quality
music. Hopefully by the time the game is done it
is worthy of its great score.
- Jon Hadidi, for helping with sound effects.
- A whole bunch of other people (GNU folk, Dave
Eccleston, lots more) for advice, for great free
software, and play testing.
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