Video Game / Jumping Flash!
The box art for the original game
"Robbit can do the job! Let's go Robbit! JUMP AND GO!"
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.
Jumping Flash! provides examples of:
- 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.
- Flunky Boss:
- The black Robbit in World/Extra 6-2, after taking enough damage, will jump onto a gate at the rim of the stadium arena you are in and release four mini-Robbits that are normal enemies (you can get powerups including a possible invincibility from destroying them). He will do this twice before you defeat him.
- The shogun/samurai boss of World/Extra 2 in the second game has two floating enemies behind him that breathe fire your way; in the "Big Trouble on Little Muu" episode, they breathe spiral orange flames, but in the Extra episode, it's a sustained stream of white fire.
- The boss of World/Extra 3 in this same game, a piranha plant in a pot, will sometimes smack the ground and bring out mini-plants with pitchforks in the first phase of the fight. Once it starts raining, they stop appearing.
- The boss of World/Extra 4, a mechanical spider, can unleash baby spiders that explode.
- 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.
- 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.
- Sequel Difficulty Spike: The first game's Extra mode rearranged the collecting stages and cut the timer down, but it left the boss fight mechanics in place. The second game applies cosmic changes to the stages and alters the boss fights to make them harder (shrinking the room you have to maneuver, altering the boss's attacks. etc...
- Sequential Boss: You will find a few of these bosses will alter their game plans as the fight goes on.
- After you damage the guard scorpion of World/Extra 2 in Game 1 enough, its body will explode and it will start chasing you while walking on its claws. It can now damage you just from touching you.
- The third boss of Game 1 hides in a bunch of teacups and you have to destroy them all. Once you're down to one, the whole boss will emerge from the final teacup and start spinning in a move to push you off the platform.
- The fourth boss of Game 1, a turtle, loses his legs and starts spinning on his shell after he takes enough damage.
- The plant boss of World/Extra 3 in Game 2, after losing half his health, will make it rain, which will restore his health; he'll also alter his attacks.
- The clown duo of World/Extra 5 in Game 2 start the fight together, but after half of the boss's health is depleted, one of them will die and the other will change his attack pattern to fight you alone. In the main game, the clown with the small hat and the tuxedo will fight you, and he is easier; in Extra, the military clown will attack with rockets and whatnot.
- The robo Muu-Muu in World/Extra 6-2 in Game 2 starts chained to the floor and has three attacks: a bunch of fire pillars, rockets, and it can try to jab you with its drills (it will always do it twice in a row). After taking some damage, it drills away its chains and starts moving around; in the standard game the rockets and drill moves go away (they're replaced with laser swords), but in Extra, it will retain both attacks in the second phase, plus it can spin around (in Extra it will shoot bombs as it spins).
- Both Baron Aloha and Captain Kabuki have sequential fights; you'll start with their full bodies, then their head with take a tank form, then the head will start spinning on its own and have a force field/explosion around it. For Kabuki in Extra, a fourth phase where he takes flight is added in between the full body form and the tank form.
- 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.
- 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.
- Timed Mission: Each and every level in the first two games has a time limit. If the timer runs out, Robbit shuts down and one life is lost. This timer is cut in half in the Extra modes.
- 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/Extra 4 in Game 1.
- 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.