Jumping Flash! (PS1, 1995)
Graphics-6.5 Sound-8 Control-6 Challenge-7 Story-5
Level Design-5.5 Frustration-7.5 Fun-5.5 Originality-7
Overall Score-6
+
One of the first 3D and FP 3D platformers (Alpha Waves/Continuum, Alone in the Dark finale, Ultima Underworld)
Strafing (only in mid-air though which makes it hard to dodge enemies in doors) and double jump
Can look down while jumping
Decent art style (kind of similar to Dynamite Headdy)
Bombs
Basic radar system in the GUI
Limited invincibility and time freeze power ups
Decent bosses overall (with some you can just bounce on and shoot them to death though)
Skippable cutscenes
Save feature (three slots, need to choose "retire" in the pause menu)
You can restart levels via the pause menu
+/-
Time limits (generally 9 minutes per level but sometimes less)
Respawning enemies (pretty annoying in the in doors levels)
-
Forced collecting to proceed
Control issues (slow turning controls, inconsistent jump controls (can't turn without double jumping and then letting go of the jump button), can't not look down while double jumping without also moving horizontally) - some of these could be done if the game used more buttons (l and triangle for example, somewhat sloppy hit detection near walls stopping one of your beams from firing even when it looks like you should be able to, can’t increase your falling speed)
Plenty of tedious vertical platforming (worst in the ice world)
No third person camera angle
No tutorial showing what items do
Fog in every level
Mostly basic sandbox-like level design
Somewhat short jet pod (carrot looking items you need to collect) detector and you can't zoom out the radar
It takes too many shots to activate hidden doors and such and some enemies take too long to kill considering their simple patterns
Can't skip the score countdown screens (meaning it takes ~14 seconds to start the next level including load times)
Somewhat bland colors overall
Notes:
-Hold R1/2 to look up/down
-Can't update the controls to dual stick in emulation due to how strafing works
Level Design-5.5 Frustration-7.5 Fun-5.5 Originality-7
Overall Score-6
+
One of the first 3D and FP 3D platformers (Alpha Waves/Continuum, Alone in the Dark finale, Ultima Underworld)
Strafing (only in mid-air though which makes it hard to dodge enemies in doors) and double jump
Can look down while jumping
Decent art style (kind of similar to Dynamite Headdy)
Bombs
Basic radar system in the GUI
Limited invincibility and time freeze power ups
Decent bosses overall (with some you can just bounce on and shoot them to death though)
Skippable cutscenes
Save feature (three slots, need to choose "retire" in the pause menu)
You can restart levels via the pause menu
+/-
Time limits (generally 9 minutes per level but sometimes less)
Respawning enemies (pretty annoying in the in doors levels)
-
Forced collecting to proceed
Control issues (slow turning controls, inconsistent jump controls (can't turn without double jumping and then letting go of the jump button), can't not look down while double jumping without also moving horizontally) - some of these could be done if the game used more buttons (l and triangle for example, somewhat sloppy hit detection near walls stopping one of your beams from firing even when it looks like you should be able to, can’t increase your falling speed)
Plenty of tedious vertical platforming (worst in the ice world)
No third person camera angle
No tutorial showing what items do
Fog in every level
Mostly basic sandbox-like level design
Somewhat short jet pod (carrot looking items you need to collect) detector and you can't zoom out the radar
It takes too many shots to activate hidden doors and such and some enemies take too long to kill considering their simple patterns
Can't skip the score countdown screens (meaning it takes ~14 seconds to start the next level including load times)
Somewhat bland colors overall
Notes:
-Hold R1/2 to look up/down
-Can't update the controls to dual stick in emulation due to how strafing works