Sonic Jump features a gameplay unlike any other Sonic games, similar to Rainbow Islands; the player must guide Sonic up through the levels while primarily controlling his left and right movements. Whenever Sonic lands on a platform, he will automatically jump off it. Traversing upwards is a one-way affair as the screen scrolls with Sonic's movements; he cannot go back down. Hence the bottom of the screen essentially acts a constant bottomless pit; if he falls off-screen, he will lose a life. Some different types of platforms include ones that fall apart after one jump while others bounce him up higher than usual.[1]
The Rings in this game still maintain the same functionality seen in previous Sonic games as Sonic will encounter Badniks which can only be defeated by jumping at them from below; touching them while falling will cause Sonic to take damage and lose some of his Rings. Points are earned by defeating Badniks, gaining Rings and clearing levels quickly. Completing a level with fifty or more Rings allows the player to earn a fragment of a Chaos Emerald.
Some shortcuts can be accessed by making higher or longer jumps of ramps which I only got to work a couple of times. Item boxes seem less what they are in Mario Kart and will mostly be air or rings (which upgrade your characters for the race, making you faster). There are a couple of weapons, but they seemed to be very rare.
As for the narrative... all I really remember about the plot is Amy getting herself kidnapped by jumping onto Eggman's eggmobile after the desert race. The new characters, the Babylon Rogues, are probably the three dullest characters added to the series during the mid-2000s. The only real positive I have to say about them is that Sega keeping their appearances limited to their own subseries was a more respectful way to use them than what happened with the rest of the characters from that era - both for the newcomers and the franchise as a whole.
That said after getting frustrated on a few I gave them a break and went to sonic unleashed on the wii only to start getting annoyed at the werehog level. I really hate the werehog level by the way.=/
Cool little game. Glad it was included in Mega Collection back in the day. The game has an important place in video game history as a game with actually good jump physics before Super Mario Bros came out. It's a fools hope, but I hope it, and other Sonic adjacent games, are included in the upcoming Origins collection.
I'll see if my phone is up to it. I did record a few clips of Sonic the Hedgehog Part 1 java version. However, the Sonic Cafe games are mostly unobtainable. There's a few out there, but a lot are just lost. There is this Japanese YouTube channel that has playthroughs of some of them, mostly the card games and things like Billiard and Darts, no Timing of the Train or Tails No Flying Get. Sonic Dash Quiz looks quite interesting.
Edit 2: It turns out even before Nokia phones, there were MORE java/j2me based Sonic games. on 2000 Motorola phones. Sonic J, Sonic Head-On, Sonic Logic, and Sonic's Bomb Squad. -first-cellular-games
In the early 2000s, there was a Japan-only subscription service known as "Sonic Cafe" which provided sonic-themed Java titles for Nokia phones. Thanks to piracy sites, the games that were put in the states have been saved and are completely playable with emulation. However, there's still quite a few lost experiences that likely will never be found, considering the subscription service, of course, went down in 2007. Without this, they're likely gone forever. Here's a list of Sonic Cafe Sonic titles. The ones in bold have been found.
In the mods, as a 1.1.0 update, the "Super Jump" input is no longer limited to the icon. Thus, you can now touch anywhere on the screen while playing to perform a double jump (only when the Virtual Pad option is deactivated).
Tails calls Sonic early in the morning about Dr. Eggman. Tails tries to explain what's happening but the call has some static interference. Sonic at least heard him say the word Chaos Emerald. Sonic then jumps to Tails' research facility. Once Sonic gets there, he finds Dr. Eggman is taking Tails away in a helicopter. Sonic stops it but Eggman disappears and he sees a flying fortress. Sonic of course jumps into it to look for his little yellow buddy. Finally, Sonic finds Tails in the base and Eggman teases him, saying there is only one Chaos Emerald left and he gets away. Tails informs Sonic that the final Chaos Emerald is at the top of Angel Island and Eggman is probably on his way there now.
In this game, the player is Sonic on a 6-level quest to defeat another one of Dr. Eggman's schemes. There are inter-level cutscenes & appearances by characters such as Tails and Knuckles. The actual gameplay is simple - Sonic bounces upwards off platforms and must reach the top of each level - if he touches the bottom, the game is over. There are 4 different types of platform - regular, disintegrating (one jump and it's gone), spikes underneath so if hit from below Sonic takes damage, and a higher-than-usual jump. Badniks can be defeated by spinning at or near the apex of a jump. Points are accrued by defeating Badniks, gaining Rings, and clearing levels quickly.
Sonic is known more for running than jumping, but this game in particular jump-started a set of games focused around platforming upwards in a variety of zones. I played it on a Sony Ericsson phone, and it was fun enough that I spent the days collecting high scores and Chaos Emerald pieces. The music is great (Check out Green Hill Zone and Blue Sky Zone for starters), and it had its own story and everything. Definitely one of the highlights of my secondary school life. I remember that I used to trade the .jar with friends for other games via Infrared.
Sonic Jump[a] is a 2005 vertical platform game developed by AirPlay and Sonic Team, and published by Sega for the digital distribution service Sonic Cafe, initially only available in Japan for mobile phones before being ported to iOS and Android and released in other regions in 2007. Unlike other games in the series, Sonic Jump doesn't involve running from left to right, but instead, Sonic automatically jumps up the screen, with the player needing to tilt the phone to move him from left to right. The original game's graphical style is based on the Sonic Advance series, which had ended shortly before Jump's release.
While games in the Sonic the Hedgehog series commonly involve running from side to side, Sonic Jump involves no running, but rather, Sonic jumping through the stages vertically to get to the top of the stage.[9] The player controls Sonic by tilting the device left or right. Sonic jumps automatically, though a "double jump" move can be used upon tapping the touchscreen.[10] Rings are collected throughout the stages, and accumulated rings can be used to purchase further content in the game, such as items, upgrades, or additional playable characters. Players can "level up" by achieving certain objectives in each stage; increasing the player's level will allow access to new content for purchase.[11]
I am very new to Java but I have been working on a scrolling background game, like Geometry Dash. It is very bare bones with just some clouds to indicate that the background is moving, but I am now confronted with the problem of making it so my player can jump up then fall back down by pressing the arrow up key, like a jumping motion. I hope there is a simple solution to my problem, so that someone can help me and I understand it. I have made it so the player can jump up, but I have not been able to make it go back down after it jumps. Any help would be greatly appreciated. Thanks!
I am currently making a game in C# using Direct X 9.0. The game remake is Donkey Kong NES. I have nearly everything completed, but I am having problems with the physics of Mario's jump. I have variables declared for the Y and X co-ordinations.
First of all, XNA also uses C# too so it's the same programming language. And although the underlying API might have some differences from DirectX, that has nothing to do with jumping, so the same tutorials or answers should apply here. Also, there are numerous ways to implement this, depending on a lot of factors. What I'll describe below is just one of the possibilities.
Now the easiest way to implement a jump that always has the same height, no matter how long you press the key, is simply to change the vertical velocity once. This will make the character start rising, while gravity will automatically take care of bringing him down:
But games like Mario and Sonic have a variable jump where the height of the jump depends on how long you press the button down. In this case you'll need to handle both pressing and releasing the jump key. You could add something like:
Tweaking all of these values (i.e. the numbers like 0.5, -12.0f or -6.0f) in the code above you can change the feel of your jump, how high he jumps, how much momentum does he keep even after releasing the jump button, how fast he falls, etc.
I have just created a quick example of the techniques described above, which you can try on your browser here (press mouse button to jump, release it midway to control the height of the jump). It's in JS but like I mentioned earlier, the language is irrelevant in this case.
If You do not want character to be jumping every time it hits the ground - because You are holding jump key - add jump key is being pressed variable which You clear after jump key is released and set after. Pseudocode:
Sonic Jump, as the name suggests, involves lots of jumping. It also has a rather convoluted release history, starting life as a game on the Sonic Cafe service before being ported to J2ME in the U.S. as a T-Mobile Sidekick exclusive and in Brazil via Tec Toy. A few years later, the game got a remake called Sonic Jump 2 which was released in a few regions without its number before being released in some others with its number. Then, yet another remake was released in 2012 for iOS and Android.
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