Ludography
70/100
Players7 ratings
80/100
Critics1 review
Jumping Flash! 2 cover

1996 · Japan Studio · First-person shooter · Platformer

Jumping Flash! 2

PlayStation exclusive

Need an Action Fix? Get Sky High!

Released
26 April 1996
Platforms
PlayStationPlayStation 3PlayStation Portable
Genres
First-person shooterPlatformerShooter
Developers
Japan Studio
Publishers
Sony Interactive Entertainment
Modes
Single-player
Perspective
First person
Themes
Action
Country
Japan
Age ratings
ESRB ECERO AACB GUSK 6
Languages
English, Japanese
Composers
Takeo Miratsu

About

Jumping Flash! 2: Big Trouble in Little Muu, known in Japan as Jumping Flash! 2: The Tale of the Greatly Troubled Baron Aloha, is a 1996 platform video game developed by Exact and MuuMuu and published by Sony Computer Entertainment for the PlayStation. It is the direct sequel to Jumping Flash!, which was released the previous year. It was later re-released for the PlayStation 3 and PlayStation Portable via the PlayStation Network in 2009.

The game revolves around the robotic rabbit Robbit as he searches for lost MuuMuus, which are scattered throughout different levels in the game by Captain Kabuki. Robbit must explore each expansive new world to recapture all the lost MuuMuus. As with its predecessor, the game is presented in a first-person perspective. Much of the interface was transferred from the first Jumping Flash!

›Story

The game is set an undisclosed amount of time after the first installment in the series, Jumping Flash!. After Robbit thwarted Baron Aloha's plans to take over Crater Planet (events from the first game), Aloha flees for his life and returns to his home planet, Little Muu. While planning his revenge, however, Aloha's turn to face the fear of having his planet attacked comes. A hostile alien invader known as Captain Kabuki (voiced by Lorelei King) descends upon Little Muu and starts taking it apart, piece by piece, contrasting on what Aloha himself had once tried to do to Crater Planet in the first game.

Aloha flees the onslaught in his space pod, and lands on an asteroid far away from Little Muu, where he calls for help from his sworn enemy, Universal City Hall. Once again, Robbit is dispatched to help, and manages to free the parts of Little Muu which Kabuki has taken, and ultimately faces Kabuki one-on-one in mortal combat. Robbit defeats Kabuki, resulting in the latter escaping.

Keywords

  • robots
  • 3d platformer
  • playstation network
  • boss fight
  • digital distribution
  • psone classics
  • robot protagonist
  • playstation tv support
  • verticality
  • backwards compatibility

Media

The articlegameplay, story, development, reception

Gameplay

The gameplay of Jumping Flash! 2 is virtually identical to its predecessor; the game is presented in a first-person perspective, and the player can move freely in three-dimensional world and rotate the camera in any direction. The user interface resembles much of the characteristics of its predecessor; the top part of the screen shows the time remaining, the player's score, and one of four of Robbit's AI sidekicks who offers the player warnings, reminders and hints. The player retains the ability to shoot low-powered projectiles where a target reticle is centred in the middle of the screen.

Jumping Flash! 2 offers new changes and features. Instead of collecting four Jet Pods, the player-character must rescue four creatures known as MuuMuus in each level before exiting. Another new addition is the new interface, which displays one of Robbit's travelling AI companions, a health bar, a timer and a jump-meter that displays whether or not the player is eligible for a triple jump.

Story

The game is set an undisclosed amount of time after the first installment in the series, Jumping Flash!. After Robbit thwarted Baron Aloha's plans to take over Crater Planet (events from the first game), Aloha flees for his life and returns to his home planet, Little Muu. While planning his revenge, however, Aloha's turn to face the fear of having his planet attacked comes. A hostile alien invader known as Captain Kabuki (voiced by Lorelei King) descends upon Little Muu and starts taking it apart, piece by piece, contrasting on what Aloha himself had once tried to do to Crater Planet in the first game.

Aloha flees the onslaught in his space pod, and lands on an asteroid far away from Little Muu, where he calls for help from his sworn enemy, Universal City Hall. Once again, Robbit is dispatched to help, and manages to free the parts of Little Muu which Kabuki has taken, and ultimately faces Kabuki one-on-one in mortal combat. Robbit defeats Kabuki, resulting in the latter escaping.

Development

As with the first installment, Jumping Flash! 2 was developed by Japanese developers Exact and MuuMuu, formerly known as Ultra, with Sony Computer Entertainment Japan assisting on development. The game engine and most of the interface were transferred from its predecessor to Jumping Flash! 2 in order to save time during the development.

Improving on its predecessor, the developers decided to give Jumping Flash! 2 a much larger draw distance, higher quality textures, and updated enemy AI in order to give the game a more memorable first-person 3D perspective. Jumping Flash! 2 was not designed to be a technology demonstrator, unlike its predecessor.

Reception

Upon release, Jumping Flash! 2 received mostly positive reviews. A reviewer for Next Generation commented that "while it's nearly impossible for any sequel to have the same impact as an original, JF2 does an excellent job of recreating the magic of the first game, yet still adds creative details and fresh ideas throughout". He found that like the original, the game is far too easy, and in particular that the impressive visual presence of the bosses is lost when the player defeats them in a matter of seconds.

In positive side, he noted that the levels are much larger than the original's and include hidden bonuses, giving it greater longevity. Dan Hsu and Sushi-X of Electronic Gaming Monthly criticized that the game is more of an expansion pack of the original Jumping Flash! than a new game, while Shawn Smith and Crispin Boyer applauded it for having much better graphics and larger levels than the original. GamePro's Major Mike found it made a satisfying sequel, noting additions such as underwater travel and the ability to ride objects.

Releases by platformdates and regions as published

PlatformReleasedRegions
PlayStation26 April 1996Japan · North America 21 August 1996 · Europe 1 October 1996
PlayStation 3Digital Compatibility Release28 June 2007Japan
PlayStation PortableDigital Compatibility Release28 June 2007Japan

Editions and related releases

Follows
Q3189970Jumping Flash!

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Collections6 collections

Description adapted from its source, CC BY-SA 4.0.