Software:Jumping Flash! 2
| Jumping Flash! 2 | |
|---|---|
North American box art featuring Robbit and Captain Kabuki in the background, to the left | |
| Developer(s) | Exact MuuMuu[lower-alpha 1] |
| Publisher(s) | Sony Computer Entertainment |
| Director(s) | Koji Tada |
| Producer(s) | Tetsuji Yamamoto Junichiro Ueno Yukihito Morikawa |
| Designer(s) | Toshimitsu Odaira Shuji Nomaguchi |
| Programmer(s) | Takashi Katano |
| Artist(s) | Kazuma Shirasaki Yoshiaki Toratani |
| Writer(s) | Shuji Nomaguchi Kazuya Sakamoto |
| Composer(s) | Takeo Miratsu |
| Platform(s) | PlayStation |
| Release | |
| Genre(s) | Platform |
| Mode(s) | Single player |
Jumping Flash! 2: Big Trouble in Little Muu, known in Japan as Script error: The function "nihongo_foot" does not exist., 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! to the second in order to save time during development. New features include a much longer draw distance, updated enemy AI and a meter displaying whether or not Robbit can triple-jump.
Similar to its predecessor, Jumping Flash! 2 was well received by critics, who praised the game for its updated interface, advanced graphics and gameplay. However, also like its predecessor, it was criticised for its short length, lack of challenging gameplay and close similarities to the first game. It was followed up by a sequel, Robbit Mon Dieu and a spin-off, Pocket MuuMuu.
Plot
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.
Still carrying a grudge against Robbit, Aloha seeks Kabuki and convinces him to form an alliance so that they can destroy Robbit together. In exchange, Aloha will pay Kabuki a large amount of money, and Kabuki, also desiring revenge against Robbit, agrees. Aloha and Kabuki attack Little Muu together, prompting Robbit to take action again. Eventually, Robbit and Kabuki battle each other one last time, and Robbit manages to destroy Kabuki once and for all while Aloha flees for his life once again. At the end of the game, Aloha returns to Little Muu, but is disowned by all the MuuMuus, who now resent him for teaming with Kabuki, who had tried to destroy them all, and trying to destroy Robbit, who had saved their lives. They throw him out of the bar and tell him to never come back.[1]
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.[1] The player retains the ability to shoot low-powered projectiles where a target reticle is centred in the middle of the screen.[2]
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.[1] 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.[1] 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.[1]
Identical to its predecessor, the core of the gameplay is centred on the player's ability to make Robbit jump and shoot projectiles at enemies. Robbit can jump up to three times (as indicated by the new interface), allowing him to reach extreme heights in the game.[3] As with the first installment, Jumping Flash! 2 introduced new in-game power ups and weapons such as a powerful laser beam, missiles, and trip mines.[2] In addition to the new weapons, the player can find and use the older weapons in form of fireworks to deal massive damage to enemies. Other weapons include cherry bombs, rockets and Roman candles.[2]
Development and release
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.[4][5] 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.[6][7] Improving on its predecessor, the developers decided to give Jumping Flash! 2 a much larger draw distance,[6] 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.[8] The game was released in Japan on 26 April 1996, in North America on 21 August,[9] and in the United Kingdom on 1 November.[10]
The music for both the first game and Jumping Flash! 2 was composed by Japanese video games and anime music composer Takeo Miratsu. Many of the tracks were included with tracks from the previous game (which Miratsu also composed the music for) on the Jumping Flash! 2 Original Soundtrack.[11] The soundtrack was published by Antinos Records in Japan in 1996.[12] Jumping Flash! 2 was re-released as a downloadable game for the PlayStation 3 and PlayStation Portable via the PlayStation Network in 2009, with the same controls and interface as the 1996 release.[13]
Reception
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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.[23] 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.[18] GamePro's Major Mike found it made a satisfying sequel, noting additions such as underwater travel and the ability to ride objects. He also praised the lack of pixelization and the full motion video cutscenes, but agreed with Next Generation that the game is both too short and too easy.[27] IGN staff were impressed by the game's newly expanded worlds and the inclusion of bonus worlds, and noted that despite not significantly differing from the first Jumping Flash!, the game "still delivers".[21] Japanese gaming magazine Famitsu awarded the game as among the top 120 games reviewed by the publication in 2000.[20]
In 1997 Electronic Gaming Monthly editors ranked Jumping Flash! 2 number 82 on their "100 Best Games of All Time", saying that while it is too short and too easy, it is an overall innovative and enjoyable game which is just slightly superior to the original.[28]
In a retrospective review, Shawn Sackenheim of Allgame also found the main downfall of the game to be that it is too short and too easy. However, he found the new Time Attack mode and the expanded storyline to be interesting new features that extend playability. Sackenheim stated that despite the minor add-ons and overhauled textures, Jumping Flash! 2 was essentially a technical update of the 1995 original.[15] Other criticisms include that the game is too short despite Game Revolution citing that the game offered a total of 32 levels if including the "repetitive" epilogue. Game Revolution also said that Jumping Flash! 2 was a "very worthy sequel with better graphics, higher jumps, and lots more levels", and that upon release the game "really [excelled] beyond the competition".[6]
Notes
References
- ↑ 1.0 1.1 1.2 1.3 1.4 "Jumping Flash! 2 Review". IGN. IGN UK. http://uk.ign.com/games/jumping-flash-2/ps-577.
- ↑ 2.0 2.1 2.2 "Jumping Flash! Review". GameRevolution. GameRevolution. http://www.gamerevolution.com/review/jumping-flash.
- ↑ "Jumping Flash! - PlayStation". GameSpy. IGN. http://ps3.gamespy.com/playstation-3/jumping-flash/.
- ↑ "MuuMuu". GameSpy. IGN. http://www.gamespy.com/company/706/706005.html.
- ↑ "JAPANスタジオ作品一覧 1998年~1994年" (in ja). Sony Interactive Entertainment. 2021. https://www.playstation.com/ja-jp/corporate/playstation-studios/japan-studio/history-1994-1998/.
- ↑ 6.0 6.1 6.2 6.3 "Jumping Flash 2 Review". Game Revolution. GR. http://www.gamerevolution.com/review/jumping-flash-2.
- ↑ "Exact Games - IGN". IGN. IGN UK. http://uk.ign.com/companies/exact.
- ↑ "Jumping Flash! 2 levels". IGN. IGN UK. http://uk.ign.com/games/jumping-flash-2/ps-577.
- ↑ "Sony PlayStation Available Software sorted by Release Date @ www.vidgames.com". http://www.vidgames.com/ps/software/release.html#1995.
- ↑ "New In Stock". Staffordshire Newsletter: p. 54. 1 November 1996. Archived from the original on 15 January 2024. https://web.archive.org/web/20240115092108/https://www.newspapers.com/article/staffordshire-newsletter/138782126/.
- ↑ Martin, Ben. "Jumping Flash!2 Original Game Soundtrack (Featured Review)". AltPop.com (Soundtrack Central). http://www.altpop.com/stc/reviews/jf2.htm.
- ↑ Darktetsuya (2006). "Takeo Miratsu passes away". OrangeLoungeRadio. http://orangeloungeradio.com/phpnuke/modules.php?name=News&file=article&sid=622.
- ↑ "Jumping Flash! on PlayStation Network". PlayStation US. Sony US. http://us.playstation.com/games/jumping-flash-ps3-psp.html.
- ↑ "Jumping Flash! 2 for PlayStation". CBS Interactive. https://www.gamerankings.com/ps/197700-jumping-flash-2/index.html.
- ↑ 15.0 15.1 Sackenheim, Shawn. "Jumping Flash! 2 review". Allgame. AllGame. http://www.allgame.com/game.php?id=2155&tab=review.
- ↑ Lomas, Ed (July 1996). "Jumping Flash 2". Computer and Video Games (176): 78. https://archive.org/details/Computer_and_Video_Games_Issue_176_1996-07_EMAP_Images_GB/page/n77/mode/2up. Retrieved 11 July 2021.
- ↑ "Testscreen: Jumping Flash 2". Edge (34): 86–87. July 1996. https://retrocdn.net/images/8/89/Edge_UK_034.pdf.
- ↑ 18.0 18.1 Smith, Shawn; Hsu, Dan; Boyer, Crispin; Sushi-X (September 1996). "Review Crew: Jumping Flash! 2". Electronic Gaming Monthly (Ziff Davis) (86): 26.
- ↑ Jian, Honda; Pinnu, Mizu; Watanabe, Miki; Yoshida, Ranbu (May 3, 1996). "New Game Cross Review Part 2" (in Japanese). Weekly Famitsu (ASCII Corporation) (385).
- ↑ 20.0 20.1 Chinn, Marty (June 2000). "Top 120 Famitsu". Gaming-Age.com. http://www.gaming-age.com/news/2000/6/23-151.
- ↑ 21.0 21.1 "Jumping Flash 2 review". IGN. IGN UK. 25 November 1996. http://uk.ign.com/articles/1996/11/25/jumping-flash-2.
- ↑ "Jumping Flash! 2" (in fr). Joypad (57): 94–95. October 1996. https://archive.org/details/joypad-magazine-057/page/n93/mode/2up. Retrieved 11 July 2021.
- ↑ 23.0 23.1 "Jump for Joy". Next Generation (Imagine Media) (20): 91. August 1996.
- ↑ "Jumping Flash 2". Play (8): 54–56. June 1996. https://archive.org/details/play008/page/n53/mode/2up. Retrieved 11 July 2021.
- ↑ Milouse. "Jumping Flash 2" (in fr). Player One (68): 80–82. https://archive.org/details/playerone-magazine-068/page/n39/mode/2up. Retrieved 11 July 2021.
- ↑ "Jumping Flash 2" (in de). Video Games: 82. September 1996. https://archive.org/details/video-games-de-1996-09/page/82/mode/2up. Retrieved 11 July 2021.
- ↑ "ProReview: Jumping Flash! 2". GamePro (IDG) (97): 80. October 1996.
- ↑ "100 Best Games of All Time". Electronic Gaming Monthly (Ziff Davis) (100): 108. November 1997. Note: Contrary to the title, the intro to the article explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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