Jumpman Junior
platform game for Commodore 64, 1983

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SCENARIO
The ALIENATORS are back! And they have
overrun the Jupiter Command Substation.
It's up to Jumpman Junior with his speed
and jumping ability, to defuse the bombs
planted throughout the twelve levels.
Your strategy is important, analyze each
screen before you begin, but don't take
too long, the more quickly you clear the
screen the more bonus points you get.
Maneuver up and down the ladders, ropes,
and dumbwaiters. Watch out for the
electrocution traps, moving walls,
hellstones and the ever present enemy
bullets. If you think you can handle all
that, be prepared for the hurricane
winds that blow you off course every
time you jump.
Jumpman Junior, the sequel to Jumpman,
has twelve exciting and challenging
screens waiting for you. Can you master
them all?
JUMPMAN JUNIOR
On the far side of Jupiter lies the
Jupiter Command Substation, a valuable
outpost of planet Earth. The ALIENATORS,
dreaded enemies from beyond our solar
system, have already attacked Jupiter
Command Station and are now invading the
Substation! Can it be saved?
Jumpman, Jupiter's super secret agent,
is desperately trying to restore
communications at the Command Station.
As the promising apprentice to Jumpman,
you, JUMPMAN JUNIOR, have received an
emergency request to drive back the
ALIENATORS. You must defuse the bombs
planted throughout the Substation's
twelve levels before they explode,
crumbling the outpost instantly. Your
speed, jumping ability and courage are
your only weapons against the enemy.
Using your joystick, you must move
JUMPMAN JUNIOR up and down the ladders,
ropes and elevators to reach the bombs.
Push your joystick button to activate
JUMPMAN JUNIOR'S jet boosters to leap
away from electrocution traps, moving
walls and ever-present bullets.
GOOD LUCK! Jumpman - and the entire
planet - are counting on you.
ABOUT THE GAME
Jumpman Junior is a game full of variety
and suspense. There are 12 different
game levels and from 1 to 4 may play.
In addition, there are 8 speed levels -
you can choose how fast or slow you want
Jumpman Junior to move.
The object is to successfully complete
all 12 game levels, scoring as many
points as you can. You must try and
defuse every bomb on each level...
before all your lives are lost to the
many dangers delivered by the
ALIENATORS.
GETTING STARTED
Once the game has started, an
introduction screen will appear.
Select the number of players (1-4)
by pressing the desired number Key
([1]-[4]) on your computer.
If you wish to restart the game at any
time, press the [RESTORE] key.
CHOOSING JUMPMAN JUNIOR'S SPEED
To enter the desired speed for each
player, press the appropriate number on
the keyboard ([1]-[8]). The fastest
speed is 1 and the slowest is 8. Once a
player selects a speed, the speed is in
effect for the duration of the game and
cannot be changed. Experiment - play
games at different speeds until you can
successfully maneuver Jumpman Junior at
top speed. When all speeds are selected,
the game will begin.
PLAYING THE GAME
In the beginning, the game levels 1-12
are played in sequence. If the player(s)
completes all 12 levels, the game will
then select random levels and the
player(s) may continue to play until
all their Jumpmen have been defeated.
When there is more than one player,
players are prompted before their turns.
Each player starts with four Jumpmen
(or "four lives").
An additional Jumpman is awarded every
time a player scores 7,500 points. When
a player successfully completes a level
by defusing all the ALIENATOR'S bombs,
or if all of his or her Jumpman Juniors
have been wiped out, the joystick is
passed on to the next player. (The
player will begin at the same level.)
If all of a player's Jumpmen are killed
before he or she completes a level, the
player is eliminated from the game.
Players who have completed a level and
have Jumpmen remaining will move on to
the next level.
MOVING JUMPMAN JUNIOR
You move your Jumpman with your joystick
plugged in Port #2. Pushing your stick
forward makes him climb up ladders.
Pulling your stick back towards yourself
makes him climb down ladders. Push the
stick left, he moves left... to the
right, and he moves right.
Jumpman Junior leaps when you press the
red trigger button. If the stick is
pushed forward, he will jump straight up
(often a necessary maneuver when a
bullet comes your way)!
When you press the red button and
simultaneously push the stick to the
right, Jumpman Junior will leap to the
right. Press the button and push the
stick left, and Jumpman Junior will jump
left. But, beware - if Jumpman Junior
leaps short of the structure he is
trying to reach, if he jumps off the
screen of falls lower than the level
from which he started, KABAM... another
life will be lost.
SCORING
When your Jumpman Junior reaches a bomb
and defuses it, you score 100 points.
(Jumpman Junior must actually touch the
bomb in order to defuse it.)
After you have successfully completed a
level, additional BONUS points are added
to your score for each Jumpman you have
left. The number of points you win
varies from level to level. BONUSES
range from 25 points on Level 1, to 300
points on Level 12.
SPECIAL HINTS
UP ROPE (GREEN)
Jumpman Junior automatically climbs
up. He can't go down this rope.
DOWN ROPE (BLUE)
Jumpman Junior automatically climbs
down. He can't go up this rope.
INGAME KEYS
[RESTORE] quit current game.
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Some useful keyboard shortcuts
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[PAUSE] - stop/continue game
[F9] - quick load game state
[F12] - quick save game state (still stored after leaving the site)
[F11] - toggle fullscreen mode
[ScrollLock] - quick switch control ports
[PageDown] - make a screenshot (320x200)