I don't know what to be more surprised by: that a 3D game released in early 1995 had such good camera work, or that said camera work didn't go on to define the genre and spawn numerous copycats! Having a traditional FPS-style camera view that then flips downwards to aim at the ground whenever you double or triple jump is absolute genius; it allows for fair precision platforming elements in an early 3D game, and is also a really smooth way of giving the player their bearings in a large 3D space.

I guess what works against Jumping Flash! is that it feels very much like a proof-of-concept rather than a fully fleshed out game. The camerawork is brilliant, but the poor draw distance and less-than-helpful radar system turn the collectathon levels into a bit of a chore. Very often I would find myself wandering aimlessly around looking for the final jetpack to progress to the exit; and while it would eventually reveal itself on my minimap once the timer got too low, the time spent in the interim didn't feel that interesting thanks to the level design.

I feel like Jumping Flash!'s levels suffer, on a very micro scale, from what people complain about in open-world games nowadays. As sprawling and open-ended as they are, they would obviously lack the kind of carefully-curated thrills that a more linear experience would bring, but there's not enough going on in them to make up for it. In other words, the stages feel large but otherwise empty; not helped by a majority of enemies that simply frolic around and fart in your general direction.

Mind you, I find it impossible to dislike Jumping Flash - it's a cute, pleasant, comfortable experience with a game engine that perhaps would be better suited to a game with more high-voltage pacing. If anyone knows of other games with a similar engine to this, let me know!

Reviewed on Oct 30, 2022


1 Comment


1 year ago

"If anyone knows of other games with a similar engine to this, let me know!"
Jumping Flash 2~
Also I guess Alpha Waves?