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Nightmare Fuel / Jumanji

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WARNING: Spoilers are unmarked.


General

  • The concept of a game that makes everything the cards say happen to the player—from crazy hunters to violent animals—and the fact that you have to finish the game to escape, or potentially be stuck in that nightmare forever. Made worse by the fact that, at the end of at least the picture book, two kids who had been stated earlier to never finish games find the game...
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  • A real board game was made some time after the movie. It seems to take place in the nether-realm of Jumanji itself, and loves to find new and terrible ways to murder the players, such as spontaneous vaporization, encounters with venomous snakes and spiders, and running afoul of Van Pelt. The kicker: Under certain conditions, cards are placed on the spaces marked on one side of the board. The final space contains a carnivorous plant and the words:
    A card placed here brings dreadful news. The game is done, all players lose.

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The Film

https://static.tvtropes.org/pmwiki/pub/images/24263365_10.jpg
  • The opening of the film, with the two boys who had played the game before burying it. Most notable is one of them falls into the hole they're digging and screams that the game "is after him" when the drums start beating louder, and then when the deed is done, the boy asks the other about the possibility of someone else digging it up. The reply? "May God have mercy on his soul." Said with a thunderclap. Obviously, they've been through so much hell, the older boy doesn't worry about the nearby wolves. Life will probably be a picnic for them when compared to whatever horrors Jumanji put them through.
  • Alan getting sucked into the game.
    • This exchange before it, when Alan accidentally drops the dice, is very creepy.
      Alan: Oh, no... the game thinks I rolled.
      Sarah: ...What do you mean "the game thinks"?
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  • Alan's monologue after Peter tries Reverse Psychology to get him to play:
    Alan: You think monkeys, mosquitoes, and lions are bad? That's just the beginning. I've seen things you've only seen in your nightmares. Things you can't even imagine. Things you can't even see. There are things that hunt you in the night. Then something screams. Then you hear them eating, and you hope to God that you're not dessert. "Afraid?" You don't even know what afraid is. You will not last five minutes without me.
  • Those mosquitoes.
    • Their effect on people. We see one of their victims, the realtor who sold Alan's house. She seems catatonic and is, according to a paramedic, suffering symptoms that resemble a heart attack. Think of how much blood a mosquito that size would be able to draw.
    • Could be worse, as the realtor has what looks like an injury on her forehead akin to a mosquito bite. Meaning the mosquito put its proboscis into her skull...
    • Not to mention the diseases they could carry. At the very least, it was known then that mosquitoes carried malaria.
      • Their size is mentioned in the Junior Novel:
        Mosquitos the size of pigeons. With stingers like knives.
  • The giant yellow plant that tries to eat Peter.
    • The innocuous purple flower that shoots a barb into Judy's neck. It's so pretty and small, and it actually kills her, or at least comes close.
  • The lion's entrance. Peter senses someone—or something—in the room with him and Judy. Then the lion's massive tail menacingly trails along the keys of a piano...
  • Van Pelt. Imagine it: A very good marksman who is interested in hunting you in particular. Let your guard down for even one moment, and you die. Alan has lived through that. He should be the one in therapy. You can tell his heart is racing when he reads the description of his nemesis: "A hunter from the darkest wild. Makes you feel just like a child."
    • Van Pelt didn't just make Alan feel like a child. He was possibly hunting Alan since he (Alan) was a child. And who knows if Van Pelt ages? He could maintain that level of skill in hunting over the years, against an aging prey.
    • As if that wasn't bad enough, the hunter strongly resembles Alan's father! It helps that they are played by the same actor.
    • Also the fact that Van Pelt is indestructible. He did have a shelf of large paint tins fall on him and lived, after all.
      • The junior novel makes it even more ominous:
        As [Bentley] drove out of the store, a hand reached out from the pile of paint cans. Slowly Van Pelt clawed his way out. He was dazed and half-conscious. And he was very, very angry.
    • Maybe the true source of the threat of Van Pelt is that he's not merely a living human being at all, but a robot or fantasy concept powered by magic. He's unstoppable because nothing like him is known to the real world.
    • Van Pelt's entrance is an Establishing Character Moment for Hunting the Most Dangerous Game. The first thing that enters the scene isn't the man himself, but one of his bullets. He's trying to kill Alan before he even comes on-screen for the first time!
      Van Pelt: You miserable coward! Come back here and face me like a man!
    • After he runs out of ammunition, Van Pelt goes to a weapons store, only to be told the ammo for his Edwardian-era rifle is no longer in production. Bribing the owner with some gold coins (God knows where he got those), he's instead introduced to the wonders of modern firearms and is given a massive semiautomatic rifle. He doesn't miss a step and takes to it like a fish to water, making him even more dangerous.
  • If you have arachnophobia, spiders the size of medium-sized dogs will send you over the edge. The fact that they're rather pathetic puppets and move like wind-up toys helps surprisingly little.
  • All of the discord and turmoil Brantford goes through, just because of one roll of the dice sealing up Alan! By all accounts, the Parrish shoe factory was the major source of income in the whole town, and once Alan's father went off the deep end and let it go under, the town's economy collapsed.
    • Alan's parents came home to find their son missing without a trace, and no matter how much money they expended or how hard they searched, they were never able to find him. Even worse, people spread rumors that Alan's father murdered and dismembered him, which was surely agonizing for them.
  • Nearly all of the animals unleashed by the game are darker, scarier versions of real-life creatures. Mosquitos are enormous and their bite will make you ill very quickly. Monkeys are deliberately malicious and dangerous, throwing knives at people. Lions are larger, fiercer, and have a craving for human flesh. Even the plants try to shoot venomous barbs at you on purpose. Only the herbivores like the elephants and rhinos seem less destructive, though just like their real-life counterparts, they can be aggressive and extremely dangerous; for example, elephants and hippos kill more people in Africa than lions and crocodiles.
    • All of the animals seem slightly...off, owing mostly to the animatronics and early CGI used in their creation.
    • In the animal stampede through Brantford, some of the elephants take their sweet time in crushing the car that Peter takes shelter in.
  • And how to forget that pelican which has a very strange and disturbing appearance. Not to mention his blood red eyes.
    • The pelican was purposely trying to stop Alan from finishing the game, and it looked like it was ready to bite off his hand.
  • Peter turning into a monkey, which may seem a little funny; the riddle implied he was becoming more wild than any of the vicious monkeys we saw.
  • There are those who think the face Van Pelt makes when we last see him is hilarious. To others, it's a final bit of Nightmare Fuel the darn game couldn't resist.
  • Just imagine what poor Sarah went through. Seeing her friend get sucked into a board game, being chased by a swarm of bats, and being bounced around from therapist to therapist who kept telling her she made it all up, and the whole town treats her as an outcast well into her adulthood. Is it any wonder she tried to get the hell out of dodge when Judy and Peter pulled out the game? It ruined her whole life.
    • Then there's her reintroduction to the game. The thing she and the rest of the characters face is a man-eating plant that is trying to eat one of them. It's no wonder why she tries to run away after that. Seeing something that dangerous reawakened her memory of the game and probably caused her to have a panic attack.
  • Thoroughly lampshaded by Roger Ebert in his review of the film with Gene Siskel, who found the amount of Nightmare Fuel in this to be so much he feared for any kids who might've gone to see it.
  • In the junior novel's prologue, we have this line:
    And no one, not a single soul, has ever played [Jumanji] twice.
  • When Alan is being sucked into the game and therefore Jumanji itself, he desperately calls out for Sarah to roll the dice on the chance that she will roll a five or an eight and immediately set him free. Instead, she runs away when a group of bats envelope her, and Alan is then trapped in Jumanji for twenty-six years.
    Alan: Roooooll the diiiiice!!!
    • Even worse is the game's insistence on the rules. They were lucky enough that Sarah was still local. What if she'd left the country? Worse yet, what if she'd gone insane or died? Does the game have an exit clause if a player is essentially forced to forfeit, or does it simply mean the game remains unfinished forever?
  • It's great for Alan and Sarah that the game considers the entire timeline a consequence to be erased, but Judy and Peter are lucky they even exist in the new history. Yeah, Brantford is more prosperous, but who died or didn't even get born in the new timeline?
    • The absolutely horrifying fact that Alan and Sarah remember everything when they go back to being kids in 1969. These are 12 year olds who have 26 years worth of profoundly traumatic memories and no way to process or explain them to people. The movie makes it look like a good thing; they see enough of the future to know how to game it, make Carl's sneakers a success, save Judy and Peter's parents, and prevent Brantford from going under. But... Alan has 26 years of traumatic memories and so does Sarah. He was alone, being hunted in the jungle for three decades. She was ostracized by an entire town, forced to tell a lie she knows didn't happen. Yes, they now have each other to lean on and share the trauma but can you imagine the nightmares Alan would be having? How confusing it would be for Sarah to have all those firsts again? Her first kiss, boyfriend, whatever?
      • Fortunately, there's a line from Sarah when they dump the game that implies most of her and Alan's memories from the original timeline are disappearing.

The Cartoon Series

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  • The Stalker, as pictured on the right. A demonic Grim Reaper-like figure who is implied to be at least the avatar for whatever sentience controls Jumanji (expanded material explicitly describes him as both Jumanji's protector and a "Game Over" demon). In the episode "No Dice", he wants the titular dice and is a total Implacable Man. He continues to follow Alan, wanting to kill him and restore the game, chasing him deep into the clockwork that makes up the game.
  • While the Fridge and Headscratchers pages argue that, in the movie, Jumanji actually bends the rules to avoid killing its players and giving them a chance, that is explicitly not the case here. The very first episode has Alan explain that most of his toys are the only things left of other kids who found the game and rolled the dice.
  • Van Pelt is explicitly an Ax-Crazy psycho who lives to kill anything he can find. In one episode, the kids have to sneak around in his house to steal his hat and accidentally wake him up while he's sleeping. They initially send him back to sleep by claiming to be the maid, but then he bolts upright and reminds himself that he shot the maid yesterday.
    • In episode 4, right before Aunt Nora escapes from Van Pelt, you can see heads of children mounted on his wall. Van Pelt later tries to do the same to Nora and the kids.
    • The Reveal that the game requires that there must always be a hunter, so if you kill Van Pelt, you immediately take his place. Which means Van Pelt might not be the first, but may just be an unlucky previous player.
    • Worse in that the above nearly happens to Peter, before Alan and Judy figure a way to bring Van Pelt back.
  • Professor Ibsen is an exceptionally terrifying case of a Mad Scientist, since he creates all sorts of deadly creatures for Jumanji simply because the game tells him to and he sees himself as above any responsibility his creations do when killing the players. In his first appearance, he uses a laptop taken from the real world to take over Jumanji and essentially declare himself "Jumanji" (effectively God). He becomes more vengeful and dangerous after the kids foil his plans.
    • In Episode 7 of Season 2, he captures and replaces Alan with a robot duplicate, and does the same with Peter. He plans to send Robot Peter into the real world to lure more children into Jumanji to provide the jungle with more victims while he repopulates the real world with more of his automatons until eventually he'll replace everyone and basically kill off all the real people in favor of his automatons. He says all this with a giddy glee.
  • The show's opening is quite creepy, showing several animals with huge sharp teeth and empty blank eyes, many of which roar or even downright jump at the screen, all set to dark backgrounds and ominous music. Heck, even the antelope looks like it's about to eat you!
  • The scary theme that plays every time the Main Characters are trying to survive in Jumanji is hauntingly ominous. Especially when you consider it is the same theme that played in Courage the Cowardly Dog when King Ramses first appeared.
  • "Nothing to Fear" breaks the Never Say "Die" trope for good and has Alan worrying about growing old and dying in the game. While being subjected to Ibsen's Triangle of Terror, which can read and materialize your worst fears, he is confronted by his own tombstone (which laughs at him) and a mad version of himself in his old age.
    Old Alan: What's the hurry? You got nothing but time!
    • In one of those fears, Alan finds himself in the house, where adults Peter and Judy leave the latter's daughter with a babysitter while they visit Jumanji to try to free Alan. We see Judy's daughter looking up at the intimidating-looking babysitter. Perhaps one of the reasons Alan wants the pair to give up trying to free him is because he doesn't want them to grow up to be neglectful parents because of him or, worse, they might never come back.

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