September 9th, 2009 by Jeff Feeser

Years ago, when I was but a wee Feez, my parents bought me a Packard Bell desktop PC, sporting a whopping 128 MB of RAM and a data-crushing 90MHZ processor. It would be almost another year before I discovered the joys of Apogee Games, and almost two years before I played Wolfenstein 3-D. Until those joyous occurrences, I was hard pressed to find actual entertainment on this little mystery box, and was relegated to using the system for bullshit purposes such as “school” and “work”. This was, of course, until I logged onto a local BBS, cruised to the files section, and discovered Jumpman.
Jumpman is a simple game, first published in 1983, with a stationary screen on which you move your character around to collect rings (that were, supposedly, bombs you were disarming) in glorious EGA resolution. At the start, Jumpman’s only obstacles were the levels themselves, with ladders, ropes, and platforms the only thing standing in between him and those sweet, sweet rings. Soon after, falling bombs and attacking dots are introduced, and later levels graduated to full-fledged puzzle-fests with switches, bombs, and robots in between you and your goal. The game itself was incredibly simple, but there was a lot of depth to it in that even after you finished, there was a challenge of finding a faster way, a smarter way, a flat out better way to finish the level.
And so it was with great happiness that, even after 26 years, I loaded up ‘Splosion Man to find that some concepts still just work.
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