Jumpman (Sniper)
Format: Floppy
Genre: 2d platformer
Developer: Epyx
Publisher: Epyx

Graphics
Jumpman is implemented in the Commodore 64's high resolution text mode, with a fully custom character set. The flat, black background with green foreground platforms plus blue ladders may look basic, but they are highly readable and tastefully done. Many of the enemies are animated, and accurately convey what they represent. The menus are likewise extremely clean, and for being constructed of nothing but PETSCII symbols, they are very aesthetically pleasing.

Sound
Just like the visuals, Jumpman's sound effects are extremely communicative. As the player moves so do the footstep noises happen; when a bullet changes trajectory, the sound it makes is unmistakable; and so forth. In between deaths or stage progressions, basic classic melodies play; while they never use more than a couple of channels, they give a nice "endorphin hit"-style sensation.

Gameplay
Jumpman has the "Lode Runner" movement, except-- as the namesake implies-- the player can also jump. The player is committed to the jump once it's made, but there is a lot of forgiveness as to how the player catches the destination of the jump, leading to a rather lot of nuance. The stage designs are very clever; each one has its own "gimmick", and the levels steadily ramp up in difficulty. The levels can be played in order, randomly, or in "chunks". Up to four players can play in round-robin format.

Overall
As one of those very earliest, most foundational of 2d platformers, Jumpman is a cool twist on something like "Donkey Kong", with its own unique flavor, challenges, and idiosyncrasies. The player movement speed can even be adjusted, adding challenge but making it more easy to collect all of the bombs with bonus time points remaining. Its high resolution graphics and readable design make it easy to learn, difficult to master.

Sniper's verdict: