Jumping Flash! 2
Robbit returns to rescue MuuMuus in a first-person platformer.
Jumping Flash! 2: Big Trouble in Little Muu is a 1996 platform game developed by Exact and MuuMuu and published by Sony Computer Entertainment for the PlayStation. It is the direct sequel to Jumping Flash!, released the previous year, and follows the robotic rabbit Robbit as he searches for lost MuuMuus scattered by Captain Kabuki. The game is notable for its first-person perspective and was later re-released for the PlayStation 3 and PlayStation Portable via the PlayStation Network in 2009.
Quick Facts
- Publisher
- Sony Computer Entertainment
- Director
- Koji Tada
- Producer
- Tetsuji Yamamoto
- Junichiro Ueno
- Yukihito Morikawa
- Programmer
- Takashi Katano
- Designer
- Toshimitsu Odaira; Shuji Nomaguchi
- Writer
- Shuji Nomaguchi; Kazuya Sakamoto
- Composer
- Takeo Miratsu
- Artist
- Kazuma Shirasaki; Yoshiaki Toratani
Facts from the source article.
Gameplay
The gameplay is virtually identical to its predecessor, presented in a first-person perspective with free movement in a three-dimensional world and rotatable camera. The user interface resembles the first game, showing time remaining, score, and one of four AI sidekicks offering warnings and hints. The player shoots low-powered projectiles from a target reticle. Instead of collecting Jet Pods, the player must rescue four MuuMuus in each level before exiting. New additions include a health bar, a timer, and a jump-meter indicating eligibility for a triple jump. Power orbs and Performance Medals are new; medals are awarded based on level completion, such as the Flower Child medal for not firing weapons. There are twelve medals total. The core gameplay centers on jumping up to three times to reach extreme heights and shooting projectiles. New power-ups and weapons include a laser beam, missiles, trip mines, and older weapons like fireworks, cherry bombs, rockets, and Roman candles.
Development and release
Jumping Flash! 2 was built by Japanese studios Exact and MuuMuu (previously known as Ultra), with help from Sony Computer Entertainment Japan. To speed up production, the team reused the game engine and most of the interface from the first game. The sequel improved on its predecessor with a noticeably larger draw distance, sharper textures, and smarter enemy AI, all meant to strengthen the first-person 3D experience. Unlike the original, this game was not created as a technology showcase. It launched in Japan on April 26, 1996, followed by North America on August 21 and the United Kingdom on November 1. The soundtrack was handled by Takeo Miratsu, who also scored the first game. Many of his tracks appeared alongside music from the original on the Jumping Flash! 2 Original Soundtrack, released by Antinos Records in Japan in 1996. In 2009, the game returned as a downloadable title for PlayStation 3 and PlayStation Portable via the PlayStation Network, keeping the same controls and interface from the 1996 release.
Reception
Jumping Flash! 2 received mostly positive reviews upon release. A reviewer for Next Generation commented that while a sequel cannot have the same impact as the original, the game recreates the magic and adds creative details and fresh ideas, though it is far too easy and bosses are defeated too quickly. The levels are much larger and include hidden bonuses, giving greater longevity. Dan Hsu and Sushi-X of Electronic Gaming Monthly criticized it as more of an expansion pack than a new game, while Shawn Smith and Crispin Boyer praised the better graphics and larger levels. GamePro's Major Mike found it a satisfying sequel, noting additions like underwater travel and riding objects, and praised the lack of pixelization and full motion video cutscenes, but agreed it is too short and too easy. IGN staff were impressed by the expanded worlds and bonus worlds, stating it still delivers. Famitsu awarded the game among the top 120 games reviewed by the publication in 2000. In 1997, Electronic Gaming Monthly ranked it number 82 on their 100 Best Games of All Time, calling it innovative and enjoyable but too short and easy. Shawn Sackenheim of Allgame found the main downfall to be its short length and ease, but noted the Time Attack mode and expanded storyline extend playability, calling it essentially a technical update. Game Revolution cited 32 levels including a repetitive epilogue, and called it a very worthy sequel with better graphics, higher jumps, and more levels.
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