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Jumpman (video game)
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==Gameplay== [[Image:Jumpman_Atari_screenshot.png|thumb|left|Opening screen of the Atari original. Jumpman is centered, in white.]] According to the story, the base on [[Jupiter]] has been sabotaged by [[terrorism|terrorists]] who have placed bombs throughout the base's three buildings. The object of the game is to defuse all the bombs in a platform-filled screen. Jumpman defuses a bomb by touching it. Jumpman can jump, climb up and down ladders, and there are two kinds of rope each allowing a single direction of climbing only. The game map is organized into a series of levels, representing the floors in three buildings. When all of the bombs on a level have been deactivated, the map scrolls vertically to show another floor of the building. When all of the levels in a building are complete, a screen shows the remaining buildings and moves onto the next one. The order of the maps is randomized so players do not end up trapped on a level they cannot complete. Hazards include falling "smart darts" (small bullets that fly slowly across the screen, but when [[orthogonality|orthogonally]] lined up with Jumpman, greatly speed up and shoot straight in his direction), fall damage, and other hazards that are unique to a certain level. Upon being hit or falling from a height, Jumpman tumbles down to the bottom of the screen, with a measure from [[Piano Sonata No. 2 (Chopin)|Chopin's Funeral March]] being played. Points are awarded for each bomb defused, with bonus points available for completing a level quickly. Jumpman's game run-speed can be chosen by the player, with faster speeds being riskier but providing greater opportunity to earn bonus points.
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