If using USB Joystick/Gamepad, you can plug the controller in the USB port once the game is loaded for best results.

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How to play Jumpman

The game is primarily controlled with a joystick plugged into Port #2 on the Commodore 64.

  • Left/Right: Move Jumpman left or right.
     
  • Up/Down: Climb ladders.
     
  • Fire Button: Jump (combine with a direction for angled jumps).
     

Keyboard Functions:

  • Used to select game variations and player settings at the start.
     

Adjust Jumpman’s speed: press number keys 1 (fastest) through 8 (slowest). Each game uses different controls, most Amiga games use both mouse and keyboard.

Jumpman Description

Jumpman is an early platform game with 30 levels, written by Randy Glover and released by Epyx in 1983. Originally developed for the Atari 400/800, versions were later released for the Commodore 64, Apple II, and IBM PC.

Apogee later introduced the humorous backronym: "Jet-controlled Upward Motion Propulsion".

Gameplay Overview

The main objective is to defuse all bombs placed across each platform-filled level. According to the story, terrorists have planted these bombs on Jupiter, and Jumpman must clear them to restore safety.

Jumpman can:

  • Climb up and down ladders.
     
  • Jump across platforms.
     
  • Use ropes (green ropes only allow climbing upward, while blue ropes only allow climbing downward).
     

Jumpman dies if he falls from a height greater than his own size.

Hazards and Puzzles

Each level introduces unique obstacles or enemies, adding variety and difficulty:

  • Smart darts: Small bullets that drift slowly but shoot rapidly when aligned with Jumpman.
     
  • Dynamic platforms: Collecting a bomb can cause new platforms or ladders to appear—or existing ones to vanish—forcing players to adapt mid-level.
     
  • Unique mechanics: Nearly every level contains a trick, hazard, or challenge found nowhere else in the game.
     

Unlike many titles of its time, Jumpman’s levels are not simple grids of repeating tiles but instead consist of custom lines and blocks, making the design stand out.
 

Modern Adaptations

  • 2008: The original Jumpman was re-released on the Wii Virtual Console.
     
  • 2014: An official sequel, Jumpman Forever, was developed for the OUYA micro-console, with plans for broader distribution.
     

Though not widely available today, Jumpman’s influence echoes in many modern puzzle-platformers:

  • Toby: The Secret Mine – A dark, puzzle-driven platformer with precision challenges.
     
  • Semblance – A creative title where platforms themselves can be deformed to solve puzzles.

Why Jumpman Still Matters

Jumpman remains a foundational platformer, notable for its unique level design, creative hazards, and reliance on careful planning over brute reflexes. It stands as a bridge between early arcade action and the more puzzle-driven platformers that followed.

Cheats/Hints/Walkthroughs for Jumpman

Learning the Game Since Jumpman includes 30 levels, each with unique mechanics, mastering the game requires patience and practice. The key loop involves learning enemy behaviors, optimizing your path, and collecting all bombs without dying. Tips for Success Practice at Slower Speeds: Start at speed settings 4–6 to get comfortable with hazards. Increase speed for higher scores once patterns are memorized. Watch Hazards Closely: Smart darts and bullets speed up when aligned with Jumpman. Stay unpredictable and change direction often. Use Ropes Wisely: Remember, green = climb up only, blue = climb down only. Plan your route accordingly. Level-Specific Tricks: Some levels feature platforms or ladders that vanish when touched. In certain cases, grabbing a bomb can trigger a quick level completion—even if Jumpman falls immediately after. Study Patterns: Every level is built with intentional design. Observe how platforms shift after collecting bombs and map out the most efficient path.

Jumpman - additional information

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Jumpman - Cover Art Commodore 64