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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Jumper_Level_7022.jpg]]
2[[caption-width-right:350:[[LetsPlay/{{Raocow}} Yellow hurts.]] Red (electricity) hurts not. The yellow arrows give extra {{Double Jump}}s. To unlock the exit to the right, you must push the crate onto the button.]]
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4''Jumper'' is a series of NintendoHard {{freeware|Game}} {{platform game}}s by Creator/MaddyThorson. This would introduce her style of ultra challenging platforming that would be seen in [[http://www.mattmakesgames.com/ most other games that she has made]].
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6''Jumper'' tells the story of an escaped experiment named Ogmo. In the year 1888, scientists began a project to create the ultimate soldier, Ogmo being one of those experiments. But he was unfinished as the labs were abandoned during UsefulNotes/WorldWarI. Now, in the year 2004, Ogmo awakens and must escape the lab. It was later [[UpdatedRerelease re-released]] as ''Jumper Redux'', which feature both the original levels and an entirely new (and harder) set of levels with improved graphics.
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8In the second game, Ogmo is being hunted by an unknown businessman that wants to use him to TakeOverTheWorld. This game also introduced inertia and friction, allowing for new cool tricks like {{wall jump}}ing or skid-jumping. The third game has Ogmo searching for a new home on a planet millions of miles away after leaving Earth in a rocket ship. Currently, there are plans for a fourth game in the series, but as of now it's in DevelopmentHell.
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10[[http://www.freegamearchive.com/download-games/freeware/arcades/jumper-opposing-forces/15466 There's also Maddy's favourite fangame]]: ''Jumper: [[VideoGame/HalfLifeOpposingForce The Opposing Forces]]'', about two other experiments being sent to kill Ogmo, as well as a fan-made ''[[http://www.filestube.com/dL0Uj7BRqfEqbqlx5S58mf/Jumper-Two-Redux-2-8.html Jumper 2 Redux]]'' which was going to be an AdaptationExpansion to ''Jumper Two'', but now remains incomplete.
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12Ogmo appears in ''Super VideoGame/MeatBoy'' as a playable character.
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14[[JustForFun/IThoughtThatWas Not to be confused with]] [[Literature/{{Jumper}} the 1992 book]] or [[Film/{{Jumper}} the 2008 movie]].
15----
16!!The ''Jumper'' series provides examples of:
17
18* AbandonedLaboratory: Near entirety of the first ''Jumper''.
19* AIIsACrapshoot: The Ogmobots in ''Jumper 2''. [[spoiler: They suck at world conquest, but they easily take down the more advanced Evilbots that the boss built. [[CutscenePowerToTheMax At least in cutscenes.]]]]
20* AllThereInTheManual: The only piece of information about that boss from the first game can only be found in Maddy's later colaboration, ''Dim''.
21* AlternateHistory: Experiments on creating artificial life-forms have begun in ''1888'', and there are also (somewhat) functional robots in 2004.
22* ArtEvolution: Look at ''Jumper Three'' and compare it to the first two games in the series.
23* {{Autosave}}: The games automatically save progress at a moment that varies between games. Then again, being able to undo death-count wouldn't be rather fair.
24* BenevolentArchitecture: If anything, Mt. Hap-Hazard isn't as {{malevolent|Architecture}} as it seem, as it has a lot of stuff designed to let Ogmo get through easier.
25* BigDamnFireExit: The last sector in ''Jumper Two''.
26* BossBattle: The last level of ''Jumper''. It can be surprising, considering it's also the ''only'' boss in the game. The second game had four bosses.
27* BottomlessPits: That's assuming there's nothing else lethal for Ogmo to land on.
28* BraggingRightsReward: The reward for HundredPercentCompletion in ''Jumper Two'' is... invulnerability. To obtain said percentage, you must obtain every single blue ''and'' red gem and complete all ten extremely difficult bonus stages, which require shaving off increasing amounts of time from the total time to unlock. The only thing left to do with this new ability is to run around and laugh at the death courses after all they put you through.
29* CaptainObvious: The default help-block message in ''Jumper Two Editor'':
30-->Tip: [[TryNotToDie Don't die.]]
31* CaptureAndReplicate: The sequel revolves around The Boss trying to capture Ogmo to create an army of [=OgmoBots=] with which he is going to TakeOverTheWorld.
32* CharacterSelectForcing: You won't earn HundredPercentCompletion in ''Jumper Three'' unless you use ''every'' character (except for Silver Ogmo, [[JokeCharacter for a good reason]]).
33* DamnYouMuscleMemory: The first two Jumper games had you use the up arrow key to jump, while the default key for jumping was S in ''Jumper Three''. Therefore, if you were used to the first two games controls, this might throw you for a loop.
34* DeathCourse: {{Invoked}} in this conversation in ''Jumper 2'':
35-->'''The Boss:''' "Did you fill the hallways with [[MalevolentArchitecture nonsensical, lethal]] [[BenevolentArchitecture yet vaguely passable obstacles?"]]\
36'''Lackey:''' Yes, and we have all the [[ShockAndAwe standard electricity]], {{spikes|OfDoom}} and [[KillItWithFire fireballs]] in position."
37* DirectionallySolidPlatforms: Variants of them appear in the Jumper 2 Editor. They're invisible until Ogmo passes through them. There are also platforms which can be passed from below in ''Jumper 3.''
38* DistantSequel: ''Jumper Three'' takes place millennia after ''Jumper Two'', due to Ogmo spending all that time in a spaceship. The game doesn't even provide any specific number, it just throws up a random number as a number of years that passed since Ogmo boarded the rocket in the intro.
39%%* TheDragon: Gostbot in ''Jumper Two''.
40%%* DreamLand: Sector 4 in ''Jumper Two''.
41* DoubleJump: Ogmo's primary ability. Touching arrows give him an extra mid-air jump.
42* EasyModeMockery: In ''Jumper Two'', selecting the easy difficulty will add checkpoints, but the gems and fastest times will be disabled, both of which unlock content necessary for OneHundredPercentCompletion.
43* EndGameResultsScreen: The first and third games have a screen tallying up your total death count (including the causes of death in the first game). ''Jumper Redux'' has a much more sophisticated one that shows your ranking and a jump count.
44* EnemyMine: [[spoiler: Ogmo and Gostbot at the end of Jumper Two.]]
45%%* EternalEngine: Sector 6 in ''Jumper Two''.
46%%* EscapeSequence: Stage 5-5 in ''Jumper Two''.
47* EscortMission: 10-2 in ''Jumper Two''. [[spoiler: You and Gostbot will need to work together to escape the room. However, it's not really Gostbot that's the concern, it's you, since you have to do most of the work.]]
48%%* ExactlyWhatItSaysOnTheTin
49* ExcusePlot: In the first game, escape the lab [[spoiler: and the National Science Institute when you're captured by them]]. In ''Jumper Three'', it's searching for a new home on a new planet. Averted in ''Jumper Two''.
50* FakeDifficulty:
51** There are some quirks in how ''Jumper'' works that might cause YetAnotherStupidDeath (probably the most egregious is being able to die to a fireball that you shouldn't be able to touch due to collision detection). Both ''1'' and ''2'' freeze for a while when the music loops (if you were in a middle of doing something, this probably will throw you off and kill you), but that's due to a quirk of the engine they were made in.
52** Some, ''only'' some gems in ''Jumper Two'' are cheaply hidden behind [[BehindTheBlack hidden passages]].
53* FakeTrap: One stage in ''Jumper Two'' has one.
54* FinalExamBoss: 7-3 is basically 3-4 (an earlier ThatOneLevel) made even more difficult.
55* FloatingPlatforms: Yellow blocks move back and forth mid-air.
56%%* FreeFallFight: Stage 9-5 of ''Jumper Two''.
57* FreezeFrameIntroduction: Each form of Ogmo in ''[[VideoGame/{{Jumper}} Jumper Three]]'' is introduced in a freeze-frame complete with super-imposed text, a fanfare and the screen focusing on them.
58* GainaxEnding: ''Jumper Two''. [[spoiler: After Ogmo and Gostbot defeat [[BigBad The Boss]], Ogmo will land on the ground, and the last thing you'll see is him next to an Ogmobot that's impaled on a stalagmite. An eariler version of Jumper 3 was supposed to continue from that point and explain things, but Maddy went in a different direction.]]
59* GambitPileup: In ''Jumper Two'', [[spoiler: the Conductor's kidnapping of Ogmo clashes with the Boss'.]]
60* GiantSpaceFleaFromNowhere: the FinalBoss of ''Jumper''; it's a green airplane. It's status as this is further cemented by it being the only boss to appear in the game.
61* GoombaStomp: Ogmo can bounce from cannonballs, and he will depend on it.
62** It's also how you defeat the Evilbots and other enemies in ''Jumper: Opposing Forces''.
63* GreenHillZone: The first sector in ''Jumper Three''.
64* GustyGlade: Sector 7 in ''Jumper Two''.
65* HandBlast: The Boss from ''Jumper Two'' attacks by shooting red (which you must avoid) and blue ([[TennisBoss which you must reflect]]) energy balls from his hands.
66* HaveANiceDeath: Unlocking and enabling "Taunt Mode" in ''Jumper 2'' will cause the game to insult you every time you let Ogmo die.
67* HeelFaceTurn: [[spoiler: Gostbot in ''Jumper Two''.]]
68* HeroicMime: Ogmo. When the boss tries to talk to him, he says nothing.
69* HighAltitudeBattle: the BossBattle of Sector 7 in ''Jumper'', though every stage in 7 take place in the clouds.
70* HighVoltageDeath: A common cause of death is by touching yellow sections of electricity currents.
71* AnIcePerson: Blue Ogmo in ''Jumper Three'' slips around like hell, but he can create platforms to cross pits.
72* InterfaceScrew: Purple stars in ''Jumper Redux'' and ''Jumper Two Editor'' reverse Ogmo's movement until he catches a yellow star.
73* InterfaceSpoiler: ''Jumper Two'''s unlockables menu blatantly spoils the existence of "secret" levels. Chances are that you will see said menu ''long'' before finishing the last sector (one requirement for secret stage 1. The other is getting total record time below certain threshold.)
74* ItsAllUpstairsFromHere: The last two sectors in ''Jumper Two''.
75* JobTitle: Of the ProtagonistTitle-type OneWordTitle. The game focuses on jumping.
76* JokeCharacter: Silver Ogmo in ''Jumper Three''. He has horrible abilities and stats except a really good skid jump.
77* JumpPhysics: Adding inertia and friction, you can now do Wall Jumps and Skid Jumps since ''Jumper Two''.
78* KaizoTrap:
79** 6-3 in ''Jumper Two''. [[spoiler: If you don't trigger that falling spike before climbing up to the exit, you're doomed as you won't hit the switch and escape in time.]]
80** During the FinalBoss [[spoiler: Even after you hit Gostbot with three blue balls, you need to wait a few more seconds for him to get into position while having to dodge Princess and Upside and the red energy balls. Woe to you if you die before the cutscene triggers...]]
81* LavaPit: Found in...
82* LethalLavaLand: Sector 4 in ''Jumper Three''.
83* LevelEditor: The first two games and ''Jumper: Opposing Forces'' came bundled with one.
84* LevelsTakeFlight: The final sector of ''Jumper One'' takes place on a plane ([[MalevolentArchitecture if you can call it a plane at all]]) from which Ogmo must escape, as usual.
85* LocomotiveLevel: Sector 3 in ''Jumper Two''.
86* MalevolentArchitecture: The levels in this game are very dangerous to navigate.
87%%* MeanwhileScene
88* MetaphoricallyTrue: The tutorial for Blue Ogmo in ''Jumper Three'' says he's unaffected by ice. This is true... in the sense that Blue Ogmo ''always'' moves as if he's on ice, regardless of terrain.
89* TheMole: [[spoiler:Princess and Upside]] in ''Jumper Two''. [[spoiler:They turn out to be spies sent by the Boss to catch Ogmo, but the Conductor screws up the plan.]]
90* MusicalSpoiler: 7-5's theme is much different than Sector 7's usual theme; that's because it's the FinalBoss.
91* NintendoHard: On so many levels. While it is hard, it's not an example of PlatformHell as some might call it. It is quite hard, but fair.
92%%* NoobCave: Sector 1 in the first game.
93* NostalgiaLevel: In ''Jumper Two'', Sector 8 has 5 annoying difficult levels from the first ''Jumper'' game, slightly altered with the new JumpPhysics in mind. And the final bonus level of ''Jumper Three'' does it again.
94* NumberedSequels
95%%* OneHitPointWonder
96* PictorialSpeechBubble: In ''Jumper Three'', Ogmo and the planet's natives communicate with each other using speech bubbles with pictures in them.
97* PlayingTennisWithTheBoss: Played straight and subverted in ''Jumper Two''. When you first face [[BigBad The Boss]], you'll need to dodge spikes and his red energy balls while hitting the blue energy balls at him. [[spoiler: When you face him for the second time, it's now on a platform with Princess and Upside, and when you hit a blue ball, it hits Gostbot instead so you can encourage him to attack the final boss.]]
98%%* PlatformBattle: ''Jumper'', 7-5.
99* PressurePlate: Red tiles turn green and activate something when a block is pushed over them.
100* ReplayMode: The stage select screen in ''Jumper Two'' lets you replay any cutscene you've seen in the game so far.
101%%* {{Retraux}}: ''Jumper Three''
102* SchizophrenicDifficulty: [[DownplayedTrope Downplayed]]. Sector 5 in first game is harder only when compared to the first two, due to not having a maze level.
103* ShockAndAwe: The Conductor in ''Jumper Two''. [[PunnyName He also controls a train]].
104* SignpostTutorial: The games give instructions to the player in form of unobstructing text. ''Jumper Two'', however, puts them away in blocks that Ogmo has to bump from below to read.
105* SpikeBallsOfDoom: Black spheres with spikes act as a deadly obstacle in the last set of levels.
106* SpikesOfDoom: Not very sharp-looking spikes are one of the most common hazards in this game. Deadly on touch.
107* SlippySlideyIceWorld: Sector 7 in ''Jumper Two'' and Sector 3 in ''Jumper Three''.
108* SuperSoldier: Ogmo was made with this in mind, but was abandoned halfway through developement during UsefulNotes/WorldWarI. Even then, he's very good at jumping and is TheAgeless, which the Boss wants to exploit to make his own army of Ogmo-bots.
109* TempleOfDoom: First sector in ''Jumper Two''. Sector 2 in ''Jumper Three''.
110* TemporaryPlatform: The blue ones fall shortly after Ogmo lands on top; jumping from one while it's dropping uses your DoubleJump. ''Jumper Two Editor'' also includes red ones that break right under your feet.
111* TennisBoss: In ''Jumper Two'', 9-5 which has you reflecting [[ColourCodedForYourConvenience blue fireballs]] the boss shoots at you. The boss also shoots red fireballs, which kill you.
112* TogglingSetpiecePuzzle: ''Jumper Two'' features panels which Ogmo can crouch on to toggle their colour between blue and red, changing which blocks and spikes are touchable by Ogmo and which ones are simply intangible outlines.
113* UpdatedRerelease: ''Jumper Redux'', a remake of the first ''Jumper'', released 1 year later.
114* ViolationOfCommonSense: Some gems in ''Jumper Two'' require you to have close brushes with death. For example, in 3-4, you need to collect a blue gem that's near the train tracks, and falling off the train kills you.
115* WaddlingHead: Ogmo is one himself, as is any other creature/robot based off him.
116* WhatCouldHaveBeen: ''Jumper Three'' was going to be the last game in the series, taking place at an amusement park. There where going to be more bosses, a lives system, and 20 different forms Ogmo could transform into by collecting vials.
117* WhenAllElseFailsGoRight
118* AWinnerIsYou: Beating ''Jumper'' and ''Jumper Three'' rewards you with a screen counting all your deaths throughout the game... and nothing else (except for extra stages in case of ''Jumper Three'').
119* YellowLightningBlueLightning: Yellow one is present in all games. Blue lightning is only present in the fangame ''Jumper: The Opposing Forces''.
120* YourPrincessIsInAnotherCastle: In ''Jumper'', after you escape the lab, [[spoiler:the National Science Institute captures you to administer tests and puts you onboard a plane.]]

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