Yellow hurts. Red (electricity) hurts not. The yellow arrows give extra Double Jumps. To unlock the exit to the right, you must push the crate onto the button.
Jumper is a series of Nintendo Hardfreewareplatform games by Matt Thorson. This would introduce his style of ultra challenging platforming that would be seen in most other games that he could make.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 World War I. Now, in the year 2004, Ogmo awakens and must escape the lab. It was later re-released as Jumper Redux, which feature both the original levels and an entirely new (and harder) set of levels with improved graphics.In the second game, Ogmo is being hunted by an unknown businessman that wants to use him to Take Over the World. This game also introduced inertia and friction, allowing for new cool tricks like wall jumping 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 Development Hell.There's also Matt's favourite fangame: Jumper: The Opposing Forces, about two other experiments being sent to kill Ogmo, as well as a fan-made Jumper 2 Redux which was going to be an Adaptation Expansion to Jumper Two, but now remains incomplete.Ogmo appears in Super Meat Boy as a playable character.
Damn You, Muscle Memory: 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.
Easy-Mode Mockery: 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 100% Completion.
End Game Results Screen: 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.
Enemy Mine: Ogmo and Gostbot at the end of Jumper Two.
Gainax Ending: Jumper Two. After Ogmo and Gostbot defeat 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 Matt went in a different direction.
Gambit Pileup: In Jumper Two, the Conductor's kidnapping of Ogmo clashes with the Boss'.
High Voltage Death: A common cause of death is by touching yellow sections of electricity currents.
An Ice Ogmo: Blue Ogmo in Jumper Three slips around like hell, but he can create platforms to cross pits.
Interface Screw: Purple stars in Jumper Redux and Jumper Two Editor reverse Ogmo's movement until he catches a yellow star.
Interface Spoiler: 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.)
6-3 in Jumper Two. 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.
During the Final Boss 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...
Nostalgia Level: In Jumper Two, Sector 8 has 5 annoying difficult levels from the first Jumper game, slightly altered with the new Jump Physics in mind. And the final bonus level of Jumper Three does it again.
Pictorial Speech Bubble: In Jumper Three, Ogmo and the planet's natives communicate with each other using speech bubbles with pictures in them.
Playing Tennis with the Boss: Played straight and subverted in Jumper Two. When you first face The Boss, you'll need to dodge spikes and his red energy balls while hitting the blue energy balls at him. 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.
Super Soldier: Ogmo was made with this in mind, but was abandoned halfway through developement during World War I. Even then, he's very good at jumping and is The Ageless, which the Boss wants to exploit to make his own army of Ogmo-bots.
Temporary Platform: The blue ones fall shortly after Ogmo lands on top; jumping from one while it's dropping uses your Double Jump. Jumper Two Editor also includes red ones that break right under your feet.
Tennis Boss: In Jumper Two, 9-5 which has you reflecting blue fireballs the boss shoots at you. The boss also shoots red fireballs, which kill you.
Violation of Common Sense: 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.
What Could Have Been: 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.