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Video Game / Jumper

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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 Hard freeware platform games by Maddy Thorson. This would introduce her style of ultra challenging platforming that would be seen in most other games that she has made.

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 Maddy'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.

Not to be confused with the 1992 book or the 2008 movie.

The Jumper series provides examples of:

  • Abandoned Laboratory: Near entirety of the first Jumper.
  • A.I. Is a Crapshoot: The Ogmobots in Jumper 2. They suck at world conquest, but they easily take down the more advanced Evilbots that the boss built. At least in cutscenes.
  • All There in the Manual: The only piece of information about that boss from the first game can only be found in Maddy's later colaboration, Dim.
  • Alternate History: Experiments on creating artificial life-forms have begun in 1888, and there are also (somewhat) functional robots in 2004.
  • Art Evolution: Look at Jumper Three and compare it to the first two games in the series.
  • Autosave: The games automatically save progress at a moment that varies between games. Then again, being able to undo death-count wouldn't be rather fair.
  • Benevolent Architecture: If anything, Mt. Hap-Hazard isn't as malevolent as it seem, as it has a lot of stuff designed to let Ogmo get through easier.
  • Big Damn Fire Exit: The last sector in Jumper Two.
  • Boss Battle: The last level of Jumper. It can be surprising, considering it's also the only boss in the game. The second game had four bosses.
  • Bottomless Pits: That's assuming there's nothing else lethal for Ogmo to land on.
  • Bragging Rights Reward: The reward for 100% Completion in Jumper Two is... invulnerability. To obtain said percentage, you must obtain every single blue and red gem and complete all ten extremely difficult bonus stages, which require shaving off increasing amounts of time from the total time to unlock. The only thing left to do with this new ability is to run around and laugh at the death courses after all they put you through.
  • Captain Obvious: The default help-block message in Jumper Two Editor:
  • Capture and Replicate: The sequel revolves around The Boss trying to capture Ogmo to create an army of OgmoBots with which he is going to Take Over the World.
  • Character Select Forcing: You won't earn 100% Completion in Jumper Three unless you use every character (except for Silver Ogmo, for a good reason).
  • 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.
  • Death Course: Invoked in this conversation in Jumper 2:
    The Boss: "Did you fill the hallways with nonsensical, lethal yet vaguely passable obstacles?"
    Lackey: Yes, and we have all the standard electricity, spikes and fireballs in position."
  • Directionally Solid Platforms: Variants of them appear in the Jumper 2 Editor. They're invisible until Ogmo passes through them. There are also platforms which can be passed from below in Jumper 3.
  • Distant Sequel: Jumper Three takes place millennia after Jumper Two, due to Ogmo spending all that time in a spaceship. The game doesn't even provide any specific number, it just throws up a random number as a number of years that passed since Ogmo boarded the rocket in the intro.
  • Double Jump: Ogmo's primary ability. Touching arrows give him an extra mid-air jump.
  • 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.
  • Escort Mission: 10-2 in Jumper Two. You and Gostbot will need to work together to escape the room. However, it's not really Gostbot that's the concern, it's you, since you have to do most of the work.
  • Excuse Plot: In the first game, escape the lab and the National Science Institute when you're captured by them. In Jumper Three, it's searching for a new home on a new planet. Averted in Jumper Two.
  • Fake Difficulty:
    • There are some quirks in how Jumper works that might cause Yet Another Stupid Death (probably the most egregious is being able to die to a fireball that you shouldn't be able to touch due to collision detection). Both 1 and 2 freeze for a while when the music loops (if you were in a middle of doing something, this probably will throw you off and kill you), but that's due to a quirk of the engine they were made in.
    • Some, only some gems in Jumper Two are cheaply hidden behind hidden passages.
  • Fake Trap: One stage in Jumper Two has one.
  • Final-Exam Boss: 7-3 is basically 3-4 (an earlier That One Level) made even more difficult.
  • Floating Platforms: Yellow blocks move back and forth mid-air.
  • Freeze-Frame Introduction: Each form of Ogmo in Jumper Three is introduced in a freeze-frame complete with super-imposed text, a fanfare and the screen focusing on them.
  • 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 Maddy went in a different direction.
  • Gambit Pileup: In Jumper Two, the Conductor's kidnapping of Ogmo clashes with the Boss'.
  • Giant Space Flea from Nowhere: the Final Boss of Jumper; it's a green airplane. It's status as this is further cemented by it being the only boss to appear in the game.
  • Goomba Stomp: Ogmo can bounce from cannonballs, and he will depend on it.
    • It's also how you defeat the Evilbots and other enemies in Jumper: Opposing Forces.
  • Green Hill Zone: The first sector in Jumper Three.
  • Gusty Glade: Sector 7 in Jumper Two.
  • Hand Blast: The Boss from Jumper Two attacks by shooting red (which you must avoid) and blue (which you must reflect) energy balls from his hands.
  • Have a Nice Death: Unlocking and enabling "Taunt Mode" in Jumper 2 will cause the game to insult you every time you let Ogmo die.
  • Heel–Face Turn: Gostbot in Jumper Two.
  • Heroic Mime: Ogmo. When the boss tries to talk to him, he says nothing.
  • High-Altitude Battle: the Boss Battle of Sector 7 in Jumper, though every stage in 7 take place in the clouds.
  • High-Voltage Death: A common cause of death is by touching yellow sections of electricity currents.
  • An Ice Person: 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.)
  • It's All Upstairs From Here: The last two sectors in Jumper Two.
  • Job Title: Of the Protagonist Title-type One-Word Title. The game focuses on jumping.
  • Joke Character: Silver Ogmo in Jumper Three. He has horrible abilities and stats except a really good skid jump.
  • Jump Physics: Adding inertia and friction, you can now do Wall Jumps and Skid Jumps since Jumper Two.
  • Kaizo Trap:
    • 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...
  • Lava Pit: Found in...
  • Lethal Lava Land: Sector 4 in Jumper Three.
  • Level Editor: The first two games and Jumper: Opposing Forces came bundled with one.
  • Levels Take Flight: The final sector of Jumper One takes place on a plane (if you can call it a plane at all) from which Ogmo must escape, as usual.
  • Locomotive Level: Sector 3 in Jumper Two.
  • Malevolent Architecture: The levels in this game are very dangerous to navigate.
  • Metaphorically True: The tutorial for Blue Ogmo in Jumper Three says he's unaffected by ice. This is true... in the sense that Blue Ogmo always moves as if he's on ice, regardless of terrain.
  • The Mole: Princess and Upside in Jumper Two. They turn out to be spies sent by the Boss to catch Ogmo, but the Conductor screws up the plan.
  • Musical Spoiler: 7-5's theme is much different than Sector 7's usual theme; that's because it's the Final Boss.
  • Nintendo Hard: On so many levels. While it is hard, it's not an example of Platform Hell as some might call it. It is quite hard, but fair.
  • 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.
  • Numbered Sequels
  • 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.
  • Pressure Plate: Red tiles turn green and activate something when a block is pushed over them.
  • Replay Mode: The stage select screen in Jumper Two lets you replay any cutscene you've seen in the game so far.
  • Schizophrenic Difficulty: Downplayed. Sector 5 in first game is harder only when compared to the first two, due to not having a maze level.
  • Shock and Awe: The Conductor in Jumper Two. He also controls a train.
  • Signpost Tutorial: The games give instructions to the player in form of unobstructing text. Jumper Two, however, puts them away in blocks that Ogmo has to bump from below to read.
  • Spike Balls of Doom: Black spheres with spikes act as a deadly obstacle in the last set of levels.
  • Spikes of Doom: Not very sharp-looking spikes are one of the most common hazards in this game. Deadly on touch.
  • Slippy-Slidey Ice World: Sector 7 in Jumper Two and Sector 3 in Jumper Three.
  • 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.
  • Temple of Doom: First sector in Jumper Two. Sector 2 in Jumper Three.
  • 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.
  • Toggling Setpiece Puzzle: Jumper Two features panels which Ogmo can crouch on to toggle their colour between blue and red, changing which blocks and spikes are touchable by Ogmo and which ones are simply intangible outlines.
  • Updated Re-release: Jumper Redux, a remake of the first Jumper, released 1 year later.
  • 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.
  • Waddling Head: Ogmo is one himself, as is any other creature/robot based off him.
  • 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.
  • When All Else Fails, Go Right
  • A Winner Is You: Beating Jumper and Jumper Three rewards you with a screen counting all your deaths throughout the game... and nothing else (except for extra stages in case of Jumper Three).
  • Yellow Lightning, Blue Lightning: Yellow one is present in all games. Blue lightning is only present in the fangame Jumper: The Opposing Forces.
  • Your Princess Is in Another Castle!: In Jumper, after you escape the lab, the National Science Institute captures you to administer tests and puts you onboard a plane.