Jump Bug

Jump Bug

released on Jun 19, 1981
by Hoei

,

Sega

Jump Bug

released on Jun 19, 1981
by Hoei

,

Sega

The player controls a constantly bouncing car while driving through various environments including a city, pyramid, and underwater. The height of the jump and speed of a fall can be controlled with the joystick. The player can shoot various enemies that appear. Points are gained by collecting treasure, killing enemies and jumping on clouds.


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One of the earliest examples for a forced scrolling shooter with some platforming elements. It has a nice variety of levels and enemies on screen to keep you occupied, and the graphics are pretty detailed, but I just personally dislike the fever dream art style here.

It is a very beautiful game and with innovative mechanics for the genre and the time. But it is equally boring. Maybe you will have more fun than me.

SCP-JUMPBUG-LOGGDHerbie Hopperheap

Object Class: Safe

Standard Containment Procedures: SCP-JUMPBUG-LOGGD is to be contained within a regular MAME installation or period-appropriate arcade video game cabinet and PCB board. This housing must always be enclosed in a small human-sized room, with all surveillance from beyond one-way mirrors to prevent radiation of vibes onto observers. All personnel must interact with and stimulate the entity via a digital-to-physical interface such as a keyboard, joystick, console controller, etc. Familiarity with similar arcade-based media from the 1970s and early 1980s is advisable. Please use remote robot arm to insert coins and otherwise tamper with specimen. As ever, we enforce these rules to protect you from dangerous hazards—even those cloaked behind the façade of an appealing interactive media apparatus like this.

[NOTICE FROM THE FOUNDATION RECORDS AND INFORMATION SECURITY ADMINISTRATION: ALL NEURO-LUDOLOGICAL EXPOSURE TO THE VEHICULAR CREATURE RISKS PERMANENT MENTAL TRANSFORMATION WITH SYMPTOMS INCLUDING ADDICTION, EYE STRAIN, KINNING, MANUFACTURED NOSTALGIA, ETC. — REFRAIN FROM EXCESSIVE DURATION OF TESTING, OR "HOPPING" DURING SESSIONS, UNLESS PROPER O5 COUNCIL CLEARANCE AND SUPERVISION GRANTED]

Temporary "lives" structure of play can be bypassed for purposes of experimentation via preserving machine states in memory, but is advised against following past anomalies and accidents. Researchers and security must wear quote-unquote "Cool '80s VR Shades" when in presence of SCP-JUMPBUG-LOGGD at any time to prevent sensory damage. Using on-site equipment ensures safety of multiple tests upon subject without damage or evidence tampering for personnel. Bear in mind that these measures are not fool-proof and remain subject to review and risk evaluation as we continue to study the subject. A prior outbreak, SCP-4163 [Not unlike the fabled "Tetris Effect", but worse — Ed.], and its transmission of sub-anomalies to similar interfaces sets precedent here, hence the supervision of all control devices and, if needed, isolation and disintegration of them.

Description: Sales sheet refers to initial development contractor, Hoei Sangyo. Creator attribution is yet unknown, but the subject was born from multiple minicomputer environments operated by Alpha Denshi Corporation on behalf of Hoei Sangyo and distributor SEGA Enterprises. This electronic printed circuit board (PCB), plus accompanying means of human interaction and presentation, was first sold to game centers, movie theaters, and other recreational venues sometime in 1981, starting in Japan. Ever since, dwindling units of "Jump Bug" have appeared in the hands of collectors, or idling and decaying within landfills or warehouses. Wherever found, the entity's reported to occasionally entice, entrance, haunt, and finally consume its players' faculties through processes still undetermined.

Upon receiving power, subject board device activates and transmits binary-encoded signals to cabinet housing and attached monitor, displaying series of vibrant, colorful animated worlds on black background. Inserting coinage of proper weight (ex. Standard U.S. quarter) into designated slot one or more times to prepare subject for testing. So far, all our tests conclude with a "Game Over" prompt on-screen, after which one can feed the thing more cupronickel currency or proceed to power it down. Successful adherence to procedures and methodology have so far spared our rotating teams from falling into purported existential traps laid out by the software and its means of conveyance.

Addendum [author's subtitle: THE ACTUAL DAMN REVIEW] The following journal from Dr. [REDACTED] is a useful summary of knowledge gained from "1CC"-ing the provided experience:

"March 26, 2023, 1732 hours: I've finished a few so-called "loops" of this odd video game, a demon in disguise if I may conjecture. The side-scrolling progression mostly resembles Konami's Scramble from earlier that year, at least until one reaches the dungeon section which doesn't auto-scroll. Because the eponymous Herbie-like vehicle can't stop bounding, the driver has to control its air velocity and direction, all while shooting down various monsters and collecting money bags for score and extra chances. In short, it's got a devilish game loop, hooking me whenever I let down my guard and haven't any TPS reports or other busywork to distract me.”

"…Wait a minute, this thing's what's been distracting me! Excuse my irreverence towards Foundation duties, but that's just one side-effect the subject can displace upon its witnesses. Other phenomena this machine expresses, like its psychedelic graphical changes demarcating new sections of the game world, threatens to overcome me with delight, a microprocessor prescribing desertion of my daily worries. Come to think of it, I don't understand why the Council keeps putting me on this project every time I politely back out and work elsewhere. Do they want me to let my guard down and become a true victim of something this fun, replayable, and unique among all those innocuous arcade pastimes?"

"Never mind that I can truly see the appeal here. It's a deft fusion of Donkey Kong and Scramble which could attain a cult-classic reputation where it re-released to market at the level of those games. This was Alpha Denshi's most notable early product, which I can both respect and disfavor given its tantalizing qualities. Reigning in this spirited VW Beetle across cityscapes, wastelands, castles, and seas takes a lot of dexterity and memorization, but gives players much reward as they uncover hidden tricks and strategies for skillful play. There's an anarchy here which dares you to get as high on life as it does, albeit a seductive, ultimately slight and repetitive reality limited by ROM storage."

"In their later ADK years, Alpha Denshi would remake a couple vintage hits like Crush Roller, but not this for some reason. Damn shame, really. The DNA of something as formative as Pac-Land or even Super Mario Bros. goes back to clever genre hybrids like this, a known quantity and charting arcade release in its era. Jump Bug is also more transparent with its challenge and means of mastery than almost all of its competitors in '81, with the bags-for-1ups system and ability to brake and reposition mid-air making this very fair for the era. Anyone prone to deeming these Golden Age cabinets as "coin-munchers" ought to give this a try and see if that generalization holds up. Well, only if they take all necessary preventative measures—I'm not suggesting one should expose their minds to this subject with such fervor as I've contemplated."

A couple days later, Dr. [REDACTED] was nowhere to be found on the containment facility premises. Our preliminary search-and-rescue operation turned up no trace of his body, belongings, or other data. CCTV facility at the site was also corrupt and unreadable, and a forensic autopsy of the entity revealed its contents had been copied to external storage. Until further notice, we are taking even stricter precautions regarding access to and use of SCP-JUMPBUG-LOGGD, so as to prevent losses of human resources. In the subject site manager's words: "That darn Herbie Hopperheap whatchamacallit really bugged him out, 's all I can gather."

Se Space Panic servia como uma excelente ponte entre o gênero de maze e plataforma, Jump Bug é um dos elos entre plataforma e shmup. Ele é basicamente um scrolling shooter horizontal, mas com a peculiaridade de que sua nave, ou melhor, seu carro, não consegue se manter fixamente numa posição vertical, pulando constantemente como se tivesse molas em vez de rodas. Você pode controlar a altura do pulo e velocidade da descida ao chão, algo necessário para cair nas plataformas certas e desviar dos inimigos, mas o movimento pendular é constante. É uma premissa simples e bem bacana de se jogar, mesmo sei lá quantos anos depois.

Interessantemente, Jump Bug foi tecnologicamente inovador para os dois gêneros a que pertence em igual medida. Ele é um dos primeiros jogos comerciais com parallax scrolling, tecnologia que seria essencial para platformers e shmups futuros.

No mais, não consigo não deixar de fazer paralelos entre o visual e premissas meio psicodélicos de Jump Bug e Jet Set Willy. Será só coincidência? (Sim)