13 jet pods are necessary to finish a level in jumping flash.
13 jet pods are necessary to finish a level in jumping flash.
how many jet pods are necessary to finish a level in jumping flash?
13
despite its similarities however, the gameplay offered many new changes. instead of collecting four jet pods, the player-character must rescue four 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. other new additions include the power orbs as an added power-up and the ability to obtain performance medals. a certain performance medal may be awarded depending on how the player completes a level. for example, playing through a single level without firing any weapons will reward the player with the flower child medal. there are a total of twelve medals to collect.
jumping flash! 2
presented in a first-person perspective, the game follows a robotic rabbit named "robbit" as he searches for missing jet pods scattered by the game's astrophysicist antagonist character baron aloha. robbit must explore each section of crater planet to retrieve all of the jet pods, stop aloha and save the world from being destroyed. the game was designed as a technology demonstrator for the playstation console and was revealed in early 1994 under the provisional title of "spring man". "jumping flash!" utilises much of the game engine used in "geograph seal", an earlier game by exact for the sharp x68000 home computer.
jumping flash!