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* UncommonTime: The song titled "Seven," which is played at the end of the first game and in a couple levels in the third, is in 7/8 time and is quite pleasing. The song "Peaks" from Jill Goes Underground, which kind of serves as bookends and an intermission, seems to be a 6/8 or 12/8 time, and the melody is extremely meandering and sort of disjointed sounding. Another song, "Moby Dick", seems to be 6/8 or 12/8 or something similar, but is darker and more menacing, with a trippy little swing section.

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* UncommonTime: UncommonTime:
**
The song titled "Seven," which is played at the end of the first game and in a couple levels in the third, is in 7/8 time and is quite pleasing. pleasing.
**
The song "Peaks" from Jill Goes Underground, which kind of serves as bookends and an intermission, seems to be a 6/8 or 12/8 time, and the melody is extremely meandering and sort of disjointed sounding. sounding.
**
Another song, "Moby Dick", seems to be 6/8 or 12/8 or something similar, but is darker and more menacing, with a trippy little swing section.
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None


* UncommonTime: The song titled "Seven," which is played at the end of the first game and in a couple levels in the third, is in 7/8 time and is quite pleasing.

to:

* UncommonTime: The song titled "Seven," which is played at the end of the first game and in a couple levels in the third, is in 7/8 time and is quite pleasing. The song "Peaks" from Jill Goes Underground, which kind of serves as bookends and an intermission, seems to be a 6/8 or 12/8 time, and the melody is extremely meandering and sort of disjointed sounding. Another song, "Moby Dick", seems to be 6/8 or 12/8 or something similar, but is darker and more menacing, with a trippy little swing section.
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None


* ActionGirl: One of the first in PC Gaming to be based on an original license, rather than come from a console-to-PC port, such as how Lara Croft of ''Franchise/TombRaider'' fame would do four years after Jill's release by leaping from UsefulNotes/PlayStation to home computers.

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* ActionGirl: One of the first in PC Gaming to be based on an original license, rather than come from a console-to-PC port, such as how Lara Croft of ''Franchise/TombRaider'' fame would do four years after Jill's release by leaping from UsefulNotes/PlayStation Platform/PlayStation to home computers.
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* AntiFrustrationFeatures: Turtle mode runs the game at half-speed, for those having trouble with some difficult jumps.


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* FlyingWeapon: The daggers are thrown, then automatically fly directly back to Jill so that they can be thrown again. They can get stopped by obstacles, causing them to sink after some time.
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ZCE


* {{Stripperiffic}}: [[BareYourMidriff Moreso]] on [[https://www.mobygames.com/game/dos/jill-of-the-jungle/cover-art/gameCoverId,15973/ the box art]].

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* %%* {{Stripperiffic}}: [[BareYourMidriff [[ Moreso]] on [[https://www.mobygames.com/game/dos/jill-of-the-jungle/cover-art/gameCoverId,15973/ the box art]].
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MOVING TO YMMV


* MemeticMutation: The sung 'YEAH!' Sound Effect is pretty popular with DOS game aficianados, especially with lets players.
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MemeticMutation: The sung 'YEAH!' Sound Effect is pretty popular with DOS game aficianados, especially with lets players.

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* MemeticMutation: The sung 'YEAH!' Sound Effect is pretty popular with DOS game aficianados, especially with lets players.
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"Yeaaah!" meme

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MemeticMutation: The sung 'YEAH!' Sound Effect is pretty popular with DOS game aficianados, especially with lets players.
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* RescueRomance: After Jill save the prince, he proposes marriage. She says "okay".
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* AmazonianBeauty: Jill is very attractive and very muscular.
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''Jill of the Jungle'', released in 1992, was one of [[Creator/EpicGames Epic Megagames]]' early games for MS-DOS. A side-scrolling platformer, the game consisted of three episodes: "Jill of the Jungle" (shareware), "Jill Goes Underground" and "Jill Saves the Prince" (Registered version only). The game's tagline was "No more 'save the princess' games!". The game had VGA graphics and Soundblaster support for effects and FM synthesis music. While nearly forgotten today, the success of the game gave Epic Megagames the money to develop the VideoGame/{{Unreal}} engine that would become the basis of so many modern video games. A sequel was planned, but Epic Megagames didn't like the overall quality of the sequel and scrapped in favor of ''VideoGame/JazzJackrabbit''. It was however rescued by Six Pound Sledge Studios and released in the form a {{spiritual successor}} as ''VideoGame/VinylGoddessFromMars''.

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''Jill of the Jungle'', released in 1992, was one of [[Creator/EpicGames Epic Megagames]]' early games for MS-DOS. A side-scrolling platformer, the game consisted of three episodes: "Jill of the Jungle" (shareware), "Jill Goes Underground" and "Jill Saves the Prince" (Registered version only). The game's tagline was "No more 'save the princess' games!". The game had VGA graphics and Soundblaster support for effects and FM synthesis music. While nearly forgotten today, the success of the game gave [[Creator/EpicGames Epic Megagames Megagames]] the money to develop the VideoGame/{{Unreal}} engine that would become the basis of so many modern video games. A sequel was planned, but Epic Megagames didn't like the its overall quality of the sequel quality, and scrapped in favor of ''VideoGame/JazzJackrabbit''. It was however rescued by Six Pound Sledge Studios and released in the form a {{spiritual successor}} as ''VideoGame/VinylGoddessFromMars''.
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* BigRedDevil: Midway through "Jill Goes Underground," around the time Jill enters Heck, she will start encountering red demons with wings and horns that can shoot fire rings at her.



* PaletteSwap: Jill's skimpy clothes have a different color in each episode, but are otherwise identical.

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* LaterInstallmentWeirdness: "Jill Saves The Prince" introduces a top-down overhead map for the overworld. The previous two installments, the first of which had a HubLevel and the second of which did not, were pure sidescrollers.
* LavaIsBoilingKoolAid: Like early Franchise/SuperMarioBros games, lava is basically shown as red water. If Jill becomes a phoenix, it's possible to swim through the lava.
* PaletteSwap: Jill's skimpy clothes have a different color in each episode, episode- green in the first, red in the second and blue in the third- but are otherwise identical.
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* {{Checkpoint}}: When you die, you return to the start of the current level (though progress through the level is usually saved). Some maps include multiple levels (denoted by the level number being displayed in blocks on the ground), essentially serving the purpose of checkpoints.


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* DisconnectedSideArea: The first level of the first game starts you off next to a wall. If you jump around on the nearby blocks you can see some apples behind the wall that you can't reach. These apples are actually accessible through level 7. Levels 2 and 14, and 11 and 12, also take place in separate parts of the same map, though it's not quite as obvious as with 1 and 7.
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* InterchangeableAntimatterKeys: Both types of doors (regular ones and gemstone barriers) follow the principle. It is even frequently used as an aspect of level design: collect all the keys scattered in a large area, then exit the level behind septuple consecutive locked doors.

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