Video Game / Jumping Flash!

"Robbit can do the job! Let's go Robbit! JUMP AND GO!"

Jumping Flash! is a series of games for the PlayStation and PlayStation Pocket. It follows the adventures of Robbit as he fights various villains with essentially the same plan: steal chunks of planets for their personal use.

Jumping Flash! is a First-Person Shooter that focuses on jumping physics. Or maybe it's a Platform Game in an first-person perspective. Either way, you control a robotic space rabbit sent by Universal City Hall to return the stolen pieces of the planet by collecting all the (carrot shaped) jetpods in each level so that they can fly back to the planet.


Tropes present:

  • 1-Up: Little cards with Robbit on them.
  • Adorable Evil Minions: The Muu-Muus.
  • Amazing Technicolor Battlefield: The final stage of both games is a boss stage against Robo Aloha/Kabuki in a floating boxing ring with a colorful background.
  • Amusement Park of Doom: World/Extra 3 in the first game and World/Extra 5 in the second game are amusement park levels, with the second game having a circus motif for the second half of that world and the boss fight.
  • A Space Marine Is You: Yes, you're a cartoon robot bunny fighting frogs and flowers, but he is essentially a space marine.
  • Big Bad: Baron Aloha in the first game and Captain Kabuki in the second, until Kabuki is demoted to being Aloha's Dragon in the extra mode.
  • Boss-Only Level: There are three stages in each world in both games, and the third stage is a boss fight. The last world has stage 2 as a mid-boss level in addition to the final boss fight with Baron Aloha/Captain Kabuki's robot in stage 3.
  • Bottomless Pit: You will see these in almost every level, and of course, you are treated to a scene of Robbit falling if you fall into one of these.
  • Breath Weapon: The first boss of game 1 is a dragon that breathes fire.
  • Bunnies for Cuteness: Because why else would you be a robotic space rabbit?
  • Camp Gay: Captain Kabuki.
  • Circus of Fear: The second half of World/Extra 5 in the second game is a giant circus level, with a pair of clowns as the boss.
  • Cutscene Power to the Max: Robbit's loooong jump as he returns to his spaceship after beating a level.
  • Double Jump: Robbit can triple jump. Justified, since he has jets.
  • Dual Boss: The boss of World/Extra 5 in the second game is two homicidal clowns. You fight them both together until half of their health is drained, at which point one of them dies. In the first run, you'll be left with the weaker short-hat clown, but in the Extra version, you get the top-hat military clown who has an arsenal.
  • Enemy Mine: The premise of the second game involves Robbit helping Baron Aloha rescue his Mooks and reclaiming his secret hideout from Captain Kabuki.
  • Eternal Engine: World/Extra 4 of the second game takes place in a large factory with flames and oil. The second stage of World/Extra 6 also has this theme, as it's a boss stage where Robbit has to confront a robotic Muu-Muu with drills in a silo.
  • Excuse Plot: A man in a Hawaiian shirt steals conveniently level sized chunks of a planet that happen to correspond to common level themes.
  • Expy: The final boss of the second game, Robo Kabuki, is essentially the same as the final boss of the first game, Robo Aloha, aside from some cosmetic and tactical changes.
  • Floating Platforms: Most levels are made of little else, with the main level being little more than the largest one. Of course, this is pretty well grounded in the story.
  • Giant Space Flea from Nowhere: The final boss of the third game.
  • Green Hill Zone: World 1 of Game 1.
  • Goomba Stomp: Makes up one half of your basic arsenal. It's damage increases as Robbit falls and you can shoot the enemies while you're falling toward them.
  • Goomba Springboard
  • Gotta Catch 'Em All: Robbit must find every booster carrot/Muu-Muu in each stage to be able to leave, and the second game has a medal system for completing certain goals.
  • Heel–Face Turn: The Muu-Muus in Jumping Flash 2, due to Robbit rescuing them. They completely become faces after their master starts the whole thing all over again.
  • Instant Awesome, Just Add Dragons: The first boss of the first game is a fire-breathing dragon.
  • It's All Upstairs from Here: The first stage of World/Extra 3 in the second game has a big stone tower in the middle of the map, and a ramp around the tower that the player needs to scale to complete the stage.
  • Jerk With A Heart Of Jerk: You'd think Baron Aloha would be at least a little grateful to Robbit for helping him take back his hideout and rescuing his Muu-Muus. Well, he apparently hates Robbit so much, that he makes Kabuki, the guy tearing up his planet to begin with, his Dragon and basically repeats the whole thing all over again just to get rid of him. In the end, his own Muu-Muus want nothing to do with him and tell him off.
  • Killer Rabbit: Now with lasers!
  • Lethal Lava Land[/=]Planet Heck: The second stage of World/Extra 1 in the first game is a volcanic landscape with lava rivers and a frying pan; the stage after this is a boss fight against a dragon.
  • MacGuffin: For each platforming stage, Robbit must retrieve 4 items with letters that spell "Exit" and then find the Exit spring somewhere in the stage. In the first game, it's booster carrots, and in the second, it's Muu-Muus.
  • Mascot Mook: The Muu-Muus, weird squid-like creatures with small palm trees on their heads.
  • The Maze: The second stage of Worlds/Extras 2 & 4 in both games takes place in an indoor building that is designed like a maze.
  • Mirror Boss: The black Robbit who appears in the first and third games.
  • Mission-Pack Sequel: Jumping Flash 2 works much like the first one, but Robbit Mon Dieu requires you to complete different sorts of missions in each act of a level, such as simply getting to the end or destroying all enemies.
  • Nice Hat: The clowns in Stage 3 of World/Extra 5 in the second game can pull attacks out of these hats.
  • Ninja Pirate Zombie Robot: You play as a Robot Space Marine Jet-Propelled Bunny.
  • No Export for You: The third game, Robbit Mon Dieu.
  • Palmtree Panic: Several levels including the first world of the second game, but it deserves special mention that the Big Bad is named Baron Aloha, and his sidekick creatures have palm trees growing on their heads.
  • Platform Hell: A couple of levels in Robbit Mon Dieu.
  • Playing with Fire: The first boss of the first game breathes fire.
  • Robot Me: The final bosses of the first two games are robotic versions of each game's main antagonists.
  • Random Events Plot: The plot for Robbit Mon Dieu is that people are requesting Robbit to help with their problems. As you clear each set of missions, which appear at random order, you see the endings for those sets' characters. After 30 missions, Giant Space Flea from Nowhere. Beat it and you're allowed to play the rest of the missions.
  • Ruins for Ruins' Sake: World/Extra 3 of Game 2 consists of ruins and a tower for its first two stages.
  • Shark Tunnel: The second stage of World/Extra 4 in the first game includes a transparent tunnel through an aquarium.
  • Shifting Sand Land: World 2 is an Egyptian flavor of this, despite also containing Moai and Stonehenge.
  • Shout-Out: The AI buddies in the second game are named Bill and Ted.
  • Skyscraper City: World/Extra 5 of the first game is in a bustling metropolis. The second game's first two stages in both normal and Extra mode cross this with Palmtree Panic.
  • The Spiny: Used constantly to prevent you from landing on platforms.
  • Spiritual Successor: To Geograph Seal. Not that anyone outside of Japan even knows this.
  • Temple of Doom: Stages 2 and 3 of World/Extra 2 in Game 1 take place inside a pyramid that Robbit needs to navigate, with the third stage being a boss fight against a giant scorpion in its shrine.
  • This Is a Drill: The robo Muu-Muu boss that has to be confronted before Kabuki in the second game has drills on the ends of its arms, and these drill hurt when he shoots them in your direction.
  • Threatening Shark: This is the first boss of the second game, and it's a robot shark with missiles and sharp teeth.
  • Turtle Power: The fourth boss of the first game is a giant robotic turtle with a good arsenal of bombs and missiles.
  • Under the Sea: Most of World 4.
  • Villain Exit Stage Left: Baron Aloha uses his 'keen sense of villain timing' to escape Kabuki's invasion.
  • We Help the Helpless: In Robbit Mon Dieu, the world isn't under the threat of any villains, so Robbit's job is to solve people's rather mundane requests.
  • Wutai: World/Extra 2 of the second game is a Japanese temple in winter; the first stage takes place outside, and the rest have Robbit inside the house. It comes complete with a Shogun boss.

Alternative Title(s): Jumping Flash

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/JumpingFlash