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Jumping Flash, basic and advanced information
Contents: I. Key features in each level II. Special features III. Enemies IV. Other information I. Key features in each level There are a total of 11 regular levels, and 7 boss levels. In each regular level, there are 4 jetpods with the letters E, X, I, and T on the top. Jetpods look like "carrots". Robbit, the character you control, in which is a high jumping robo- bunny. In each world, there are 2 levels in which you collect 4 jetpods. The third level is a boss level. World 6, has a second boss level on the second stage, as well as the third. Each pixel in the main levels is roughly 2 feet in length (judging by the buildings, and logical sense), thus each jump is about 140 feet high (What a view!) 1. Rundown of each world World 1 is more of a scene natural things like trees, hills, houses, buildings, mountains, picket fences, lava, volcanoes, and water wells. Stage one is simple with a layer of clouds above and below. There are tall buildings (about 400-500 feet high), a few houses all connected by a pathway. As you start the level, there is a sign that says "Aloha V." which probably means "Aloha Village" because the scene is like a village. There are blimps floating around, and yes, even floating land. Stage two is an unfriendly area with rivers of lava everywhere. The ground tends to "fog" (in games, a ground that fogs up means that the pixels fade to a certain color, or blend in to speed up data processing) up very quickly, thus getting up high would result in difficulty seeing the main ground. Note the eggs in the frying pans (!) hovering over volcanoes. Stage three is where you come face to face with a fire breathing dragon. This dragon both flies and breaths out fire. Whenever it breathes out fire, take cover behind one of the four hills, or keep high above him to deal more damage. After taking out the dragon, you proceed to the next world while receiving 20,000 points. If you didn't get hurt, nor used a single shot, the extra bonus will be 140,000 and the HP bonus as 20,000 (a main total of 180,000). World 2 takes Egyptian history. There are pyramids, on the ground, and floating, a sphinx that has Baron Aloha's face on it, and floating platforms outside the main ground below. Stage one is over a large desert that takes the shape of a star. When up high above, the ground looks like it has shapes like the moon, birds, etc (noted by orangish colored lines). The part I find interesting (other than the heights) is the sphinx with Baron Aloha's head on it. Stage two is like Robbit takes a trip inside a very dark pyramid (perhaps raising the brightness on your monitor will make it easier to see the details). There are a few holes in the ground to look through along with sand that carries Robbit like a conveyor belt. Walls with Baron Aloha's picture are doors. Either use fireworks (like the cherry bomb) or use bullets to open them. Sometimes, especially in the extra series you'll need to open these to get the jetpods. Basically, stage two is more of a straight forward type level. Stage three is where a giant scorpion comes to stop you. Don't let such a simple robotic creature over power Robbit. Usually staying up high is the best way to avoid danger, and stock up on fireworks before hand if possible. Worth 35,000 points (?) World 3 is fun land (offically called "playland"). There are chess pieces scattered all over the 4 connected blocks as well as fans that blow up up above, checker board type land all over, a castle, several colorful balloons that you slide off of unless you jump of course, a large trampoline that throws Robbit a thousand feet above (nice view!), "roller coaster" rides marked by rainbows, a ferris wheel that goes slow (I mean like 30 pixels per second slow) and signs saying "sky park" floating all over. Stage one is a brillant playful area, and quite decorative. As you start the level, straight forward is a nice castle with a bluish flag on top. You can use the fans to get to extreme heights, but when using them, don't jump your last two or five times until you've reached the top to get the most out of it. There are several chess pieces like the knights, rooks, etc. scattered all over. Stage two is more like a theme park with the notable ferris wheel you can jump on and ride. The trampoline is my favorite because of the heights involved, but useful to get to high spots. Stage three has a tea party like situation with a part of a "cracked clown". Each cup destroyed (after a part of the clown appears) is worth 5000 points, and the last cup with the whole clown is 25,000 points for a grand total of 60,000 points (excluding coins and other things picked up after a destroyed cup). World 4 is in the cold arctic. There are igloos, houses, a very high lookout tower (probably 900 feet or so), fires, road signs (slippery road) on large rotating snowflakes near the entrance, and a sunken ship. When traveling on ice on stage one, the easiest way to have good control is by jumping a lot. When you jump, Robbit automatically stops, and is the fastest way to move. Beware of the fires though, they hurt! Stage two is like an under water cavern sealed to keep out water. There are so many tunnels, and can be confusing, and often get lost. There are also a large amount of enemies all over too, so using fireworks in dense areas can be useful. There are elevators scattered all over to access different areas. Using these elevators stops the game clock for the time you're in one. There is one elevator that takes you directly underwater. You'll notice that everything turns bluish here. Note the sunken ship in this area, as well as the jetpod. Getting the jetpods in order is no problem here, unless you skip one by not looking around. Stage three is where a missile shooting tortoise is there to defend. After taking a large amount of damage on the tortoise, the tortoise will start spinning very rapidly, thus either shooting at it from a distant, or using fireworks should simplify it. World 5 takes you to a future city known as Skermish (sp.?) with large buildings, and floating platforms. There are construction workers, a very large crane (probably 900 feet to 1000 feet high), lighted buildings with "games" on a sign near one, a floating telephone booth, city lights all over, a blimp with "funky mission" written on it, and torches. Stage one is the city during the day. This is one of my favorites because it appears the most realistic. The ground tends to fog up easily and quickly here (perhaps the fastest of all levels) due to dense smog, and other air pollution in or near the city. During stage two, you take to a different part during the night, but don't be fooled. Once you're up high enough, you can't see a thing! I mean it too. The blackness of night makes everything tend to completely disappear in Robbit's view, so when up high, be careful where you land. There are beautiful city lights, especially near 500 to 600 feet up. Stage three is where you find an interesting boss. This boss changes to three different shapes. The green colored result after the "spinning dice" means that it'll become a squid like object. This squid carries a number of small red cherry bombs, and chases you. After it uses the last one, it'll flip over and dive in an attempt to crush Robbit. The yellow one is my favorite because this form can send you up high if you know the secret (mentioned below in section II, the heights). The boss turns into a human-like robot that shoots flares. These flares can be used to get to heights never before seen, but are likely to do damage in exchange. The blue one is the worst. To keep it safe, watch the radar. The blue dots represent enemy weapons. The center is your location. When these blue dots start to come in really close, jump backwards, but get far enough back to avoid the shots, but close enough to where you can land on the building again. If you come close to the building, you will still land, but can slide off the board. If you do, don't forget to do your two jumps, or press forward (or the direction toward the building) to avoid falling off the board. The boss is worth 75,000 points. World 6 isn't of my interest much, but there are some cylendars that have a star platform in the middle of it. It can be used like the trampoline in world 3-2, but not as high. There is no main land on the first round, but always look for the closest land possible. Avoid facing a diagonal, and try to face in one exact direction (noted by straight lines on the radar, not crooked ones). This reduces the jumping distance. When jumping, use all 3 jumps available, and start your first jump at the exact time you press forward to get the most out of it. Stage two, unlike the other worlds is a boss level of world 6. This is where you meet Robbit's evil twin. Any time the smaller Robbits come, stay high, and get rid of them first, collecting any fireworks given from them. They'll come in handy for the last level. This evil Robbit is worth 80,000 points (!). Stage three is where you come face to face with Baron Aloha. He may seem tough, but has three stages. He first starts with his whole body, then turns into a machine on wheels, and finally a spinning top. I'd save one firework for the spinning top part, but you can shoot him, but miss a lot. Don't touch him while he's a top, because he'll do a lot of damage. Ever notice that the level is like the shape of a fighting ring? Well, if the rockets bother you too much, or just over uses them, hide behind the fence to avoid damage. The rockets will hit the fence, not Robbit. After completing the World series, you get to try the extra series. These are far more difficult with more changes, and half the time (instead of ten minutes, you get only five! Be quick!). II. Special features There are interesting features that isn't mentioned anywhere. I've listed some, and the difficulty. If the game mentions "sky high", how high can you really go? Can you ever get above the clouds? If not, how close can you get? Well, try to get up high and attempt to fall for 13 seconds. You can't do it can you? Wrong, you can. You may only get like 5 or 6 seconds of nonstop falling at the longest. So, how do I know it's 13? You just need to know how to do so. It is quite difficult, and can drain your health quite fast. However, using these steps below should tell you the answer. First off, you can get up to about 29 to 30 jumps (!!!) high. You can't reach the clouds (maybe two jumps short), but the pixels are nearly 8 times the size looking straight up, and appear to be moving quite fast. To get up near that high, you need to have either Super or Hyper mode active as well as level select. The levels 1-1, 3-1, 5-1, and 5-3 are all very similar. It is done in a different way on levels 4-1, and 6-1. I haven't reached the highest point on 5-3, or 6-3 yet, but I think it isn't possible.... With Super or Hyper mode on, select level 1-1 (the easiest). Face a direction that is exactly due North, east, south, or west (straight lines on radar). Find the enemy that is large, red, has a tail, and shoots missiles. Wait for the enemy to shoot missiles (it only takes one missile if done properly). If you jump just before it does, though, you should be able to get a better chance. After jumping, count four jumps while over the center of the missile. While on your fifth, fall slightly (about halfway extensions of the legs), and line Robbit's shadow to where the missile is in the top left corner, and slightly off the main shadow part. Stay clost to the missile, probably the width of the largest firework circle (ready to use one), but slightly larger After your fifth jump, hold X down, and press triangle to dive onto it. You may hear a spring sound and bounce up much higher. Count 4 jumps, wait until the legs fully extend down, and use your fifth jump while holding down X, and the triangle. If you hear the spring sound again, you have even more jumps available. Repeat this once more to get to the highest point. The same works for 3- 1 and 5-1. If you hit the missile, but destroy it, that's still okay, because you have another 5 jumps, plus if you have another missile remaining, use it to get up higher. If you see the missile coming toward you, and you are still "trying" to go "up", that means that you have reached the highest point. Becareful though, the ground below is quite small, and may be very hard to see. This goes especially for level 3-1 and 5-1, but if you look carefully, you can see the sides of the main ground. On the first level, the ground can be clearly seen behind the clouds below (ever notice how small they are?) The ground on world 1-1 shrinks down to about a quarter of the width of the screen, and if you time the exact moment from the first part of falling (legs move), to the time you hit the lowest point of the main ground, it should take you 13 seconds to hit. Meanwhile, just watch all of the shades of fog coming in as you fall to the ground. At the highest point, the ground turns solid white, as white as the clouds below, but if you looked straight, you'll see something like the clouds have been "distorted" above, and "expanded" below. If you looked straight up, you'd see that the pixels are sixteen times the size they were on the lowest point. But if you face the direction the game starts you with on the level, looking up, you'll see the "fluid" effects of 3D games, and if you look at just the right angle, you'll notice that some of the cloud details turn solid white and "disappear". If the game allowed two or three more jumps, you could just touch the clouds! According to estimates based from what is on the ground, the clouds are about 4200 feet feet down (8000 feet or so at the highest). To replenish any lost health, there are two way. First, land on the enemy that shot the missiles to always receive a single carrot, or the small blue bugs on the ground. Replenish full before attempting again. This will take a lot of time and practice to do, and isn't easy. It requires a quick reaction time, good location skills, and logical thinking. To create a bigger challenge, face many random angles and try it. I currently have a 1 in 8 chance of failing, but that's after a year of practice, and it's easy to do for me, but it'll take about a week or so to master it. Be patient. World 4-1 is done differently, a lot differently, and much harder (my first level in which I found this out was 4-1). To reach the highest point, find the high lookout tower and land on top of it. Turn right 90 degrees. To help make sure you turned right 90 degrees, look straight across while jumping. If an entire row of pixels all move at one, or within the clouds themselves don't move unevenly within a row, you have turned exactly 90 degrees. To aid, look at the most distant, visible part of the clouds, and if you see a single drop with one pixel in width, you know you don't have it, and may need to turn slightly. Jump once to make sure that pixel isn't below. Then, find the robot on the high floating ledge, directly below, and straight forward with your current direction of facing. Wait for it to stop moving, and get directly in front of it. If it shoots three of those bubbly things (let's call them bubbles), you have a chance, and with any other number, it won't work. As soon as it shoots 1, 2, or 3 bubbles, land of that same platform again, but jump your six times, and land on the look out tower (the highest points, not the interior). Wait for the bubbles to line up with the dash in the aiming device. Count two seconds. Start jumping at a normal pace, but stay close (a little closer than with the missiles), fall until the legs fully extend, then use your final jump, and try to spring jump off of them. Make sure you use the highest one for the first line up, and the spring jump. If you didn't destroy it, you have a good chance if the red robot shot 3 bubbles. Count 4 jumps like the missiles, but wait until the legs fully extend. On your final jump, line up your shadow with the closest one. This time, in the center. Now, repeat this until all bubbles are used up. If you used the last one, didn't destroy the first one the first time, and didn't fall through them, you are guaranteed to reach the highest point. This one is a lot more challenging, and twice as hard with with odd angles. Since you can't see the ground, look on the sides. There are slightly darker grey dots on the sides to help you locate the land, and give you a general idea to how much it "shrank" as well. You can use the flares from the human-robot form of world 5-3 to get to these heights, but you won't reach the highest point. World 6-3 is twice as hard as the method used in 4-1. The first step is to attack Baron Aloha to get him into his second stage. The rockets he fires won't get you there, because they are destroyed within a certain time. The other attack he uses is the answer. When he first spills these yellowish things out, get on the fence posts, and land. Quickly start your six jumps at a normal pace. Then, after they are finished, the yellow things would simply come straight at you. You have to be very fast, however, otherwise, they'll cause a lot of damage. When the first one comes close, dive onto it to bounce up. Do 5 jumps rather quickly (about two to three times as fast), and try to get the bottom one of the bunch. If two batches are launched right away without him firing rockets, after the first bounce, do your 5 jumps at a normal pace. Then, after the last one of the second batch comes up, dive onto it to reach a height never before seen. I'm currently trying to find a way to ride them up, but it is very difficult. If the ride turns out successful, I can get to the highest point without problems. If you manage to master this, take the ultimate challenge of doing it at multiple angles. It's even harder because of the fact that with odd angles, chances of falling through it increase, and result with causing more damage. The other hard part is because you can't replenish your health. This challenge is about 16 times harder than that of the missiles method! III. Enemies There are about 20 to 30 different enemies all around the game. I named some myself, and most are named by the way they look. Blue bug: Worth 800 points, and always gives you a carrot to replenish your health. Rather harmless, but if close to the edge, it can push you right over without knowing it. Your shots are too high to attack, but perhaps looking down slightly would answer that. Kiwi bird: Worth 500 points, and usually spills out coins. The Kiwi bird is harmless, but like the blue bug, it can push you over the side, but the funny sound it makes when you land on it is funny. It sounds like "kiwi". Blue dragonfly: Score unknown, and usually spills coins. Very friendly, but it does get annoying when trying to jump and you hit it. All it does is follows one continuous path without stopping, usually around things. Frog: 800 points, jumps around a lot, but does damage if it lands on you and usually leaves off power ups or coins. Stay high to avoid this enemy. Because it hops, stand on a low ledge, and wait for it to hop up into you to fetch a hidden carnival ride! Missile launcher (self named): 1500 points, always gives a carrot for the first three worlds, and then half and half of all powerups and coins after that. The missiles can be used for jumps for access to the highest point (see section II). These missiles it shoots are worth 100 points, and never leave a single powerup, nor coins. Spider: 1000 points, hangs below floating platforms, or ceilings, and fires either a web, or poison. Both are deadly. Hedgehog: 600 points, doesn't attack, but landing on it hurts very badly. Diving on it causes 5 times the damage as normal enemies do! Either shoot it (3 hits) or use fireworks on it. Very likely to spill coins. Dragon: 20,000 points, flies and breathes fire, and the boss of world 1. Very easy to defeat when attacking from above, rather than shooting it or using fireworks. Desert Antelope (self named): 1200 points, moves around slowly, but sometimes for each step it takes, it makes repeated rhythmic shots. Usually spills coins. Beetle: Score unknown, makes cherry bombs out of the sand, and can blow up when you fall on them or damage them enough. Don't stand still on the ground, or get up high to avoid it. Flower: 1000 points, shoots rocks if too close, or randomly fires rocks straight up. Don't get too close, unless you are attacking the slow rock throwers from above. Usually spills coins. Scorpion: 35,000 points (?), Helicopter fly: Score unknown, rather slow, and make a sound of a helicopter. However, this fly does sting, but safe to attack from below. Bee: 1800 points, hard to hit from falling onto due to high evasion. Either shoot it from a distance, or use fireworks. The bad thing is the deadly sting! Usually spills coins. Police frog: Score unknown, like all other frogs, but whips it's tongue out as well as hop about. Usually spills coins. Giraffe: Score unknown, doesn't move, and very slow with attacking. Attacks with poison, but take a lot of shots to take it down. Usually gives powerups more than coins. Clown cup: 5000 points, but usually gives powerups rather than coins. The parts may include a fist that tosses you up (if you're on the ground), a hand that attacks with spikes as hair, and a clown face that attacks with rings (probably fire rings). Clown: 25,000 points, and spins around in circles with it's arms out while chases you. Stay high to avoid damage and finish him off. Arctic butterfly (self named): 1000 points (?), flies around slowly, but speeds up and attacks if close. The sparkles left behind are deadly, and fall slowly. Usually spills coins. Bubble robot (self named): 1300 points, and the key to the heights in world 4-1. (see section II) Attacks with bubbles, usually 1, 2, or 3 bubbles per attack, and moves quite slow. The claws are deadly, so don't plan on landing on it. Usually spills coins. Penguin: score unknown, quite fast and deadly when sliding, but rather harmless otherwise. You can land on it in any occasion. When they come to a wall, the richochet off at an identical angle and continue. Seal: score unknown, attacks only with faster missiles than the missile launcher. They turn much faster than the missile launcher as well, so it's just like another alternative, but more challenging. Usually spills coins. Infrared heater (self named): 1200 points (?) Flies around aiming rings of fire at Robbit. Moving around often is the easiest way to avoid the attacks. Usually spills coins. Tortoise: score unknown: crawls along the ground launching missiles and other explosive devices. Staying high as well as using fireworks wisely is the key to defeating the tortoise. Construction worker: score unknown, rides on a jack hammer all the time, and when close, it jumps, or when you bounce on it, it jumps. Cannot be destroyed from landing on it, but only can be by either fireworks, or shooting it. Usually spills coins (?). Red dragonfly: score unknown, flies around and attacks whenever you're too close. They can dodge attempts of landing on them, so don't attempt to when you're over the edge of the main land. Usually spills coins. Bird: score unknown, flies around, but if you get close, it'll fly toward you and attempt to attack. It can be used to get slightly higher than what you normally could reach (1/2 jump or so). Form changer (self named): 75,000 points, changes forms from a dice to a human robot, to a dice to a squid, to a dice, to a spiked ball that goes crazy, to a dice, and, you never know what it'll be next.... Fish: score unknown, "flies" around in the sky, and attacks with missiles. These missiles don't work with the high jump method (wished it would though...). Who's ever heard of a fish swimming in air, not water? Weird! Eel: score unknown, "flies" around in the sky as well, but attacks with sharp "rocks". However, who's ever heard that an eel can swim in air instead of water? Strange! Robbit's Evil Twin: 80,000 points, acts like Robbit, but similar to Baron Aloha. Easy to defeat if you are fast and land on it from high above. Turns invincible when the miniature versions come in. Mini Evil Robbits: score unknown, hop around a lot, and hurt when they stomp on you, but like to be in groups. Be careful, and stay high to avoid them and attack them with either bullets or landing on them without much worry. Baron Aloha: 1 point (!), the main boss, and has 3 forms. The first form is human form. However, when he jumps up, then lands, a large string of fire blows out in all directions. As soon as he jumps, wait 1 second, and start jumping. Take a hit on him while you have the chance, or use a firework. He also shoots electric beams in large chunks (they are very fast) as well. The second form is my favorite (the heights involved (see section II)), because of the yellow "jewels". This is where he "overuses" rockets, and chase you all over. Staying behind the fence is wise with rockets because the rockets hit the fence, not you. The third form is the top form. All he does is spins like a top. While spinning, avoid landing on him, and either use fireworks (if any remain) or shoot him until he's down. IV. Other information Q. What is the key to the extra bonus? A. There are many ways to boost your extra bonus. I have recently received an extra bonus of 9,999,999 (the highest allowed), and to do that, collect every single coin you see. After about 40 minutes to an hour, you should get this. Get all the jetpods in the order of "exit" (get it?) to get another 30,000 points. Take down bosses without using bullets (fireworks aren't considered bullets) to increase extra bonus. Don't get attacked once during a battle with a boss to get even more. The dragon is worth 140,000 points at the best. I'm currently coming up with a list of each boss' scores (maximum) under these conditions. I don't do bosses much other than the form changer in world 5, and Baron Aloha in world 6. Baron Aloha is worth an additional 2 points without using bullets, but ? without getting hurt. I think the answer is 7 times the boss' score value. The dragon is 20,000, and the highest achievable extra bonus is 140,000, 7 times 20,000. Q. I keep getting attacked too much. How do I replenish my health quickly? A. Three ways to do so. First, find the blue bug crawling on the floor and try to land on it. Second, on world 3-1, and 1-1, destroy the missile launchers to get a carrot. Make sure you get carrots when you need them. If you don't need it, don't get the carrot. You may need it later. When you're really low, get a powerup with many carrots on it to fully replenish. When you see a fully recovery powerup, save those until you are in the orange or red zones, otherwise go after a single. All health powerups are in a dark violet colored picture frame, and marked as a red dot on the radar. Q. What do the colors on the radar represent? A. There are one color not mentioned in the instructions book: blue. Here's the list of what each represent: White: an enemy Red: a powerup Orange: a jetpod (appears as a moving square if the time in the world series is at three minutes or less, and in the extra series, they appear when there is one minute remaining. Blue: the enemy's weapons (not in instruction book) Q. Is there a relationship between picture frame colors and the type of powerup? A. Yes. Red picture frames represent a firework. Dark violet as mentioned above represent a health powerup. The yellow ones are "other" powerups like "time stop", and "power pill". Q. Why can't I pause when I get a power pill? A. I'm not quite sure, but my theory is that when you pause the game, the music still plays silently, and the power pill music doesn't have the proper looping effects, thus when you pause the music may mess up. If you wait until the very end of a music track, pause it and wait about 4 minutes without unpausing, you'll hear the disc reloading the track again, and after the track ends in silent mode, you'll hear it loading again, even though you never even messed with it! Q. How fast do the clouds move if you know the length of each pixel? A. I'm not certain yet, but to what I know of, and common computer sense, they move quite fast at either 16 or 32 feet per frame. Doing the math, 16 feet per frame converts to about 1309.09091 mph. and 32 feet per frame converts to 2618.18182 mph. I think that the game is actually time-compressed knowing that clouds cannot be faster than the speed of sound, or near it. In pixels, that would mean 30 pixels per frame for the 16, and 60 pixels per frame for the 32. If you have any other questions, feel free to ask.