1Jump 'n Bump(6)                  Games Manual                  Jump 'n Bump(6)
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NAME

6       jumpnbump - Cute multiplayer platform game with bunnies
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SYNOPSIS

9       jumpnbump  [-dat  levelname]  [-port  port  -net player hostname rport]
10       [-fullscreen] [-nosound] [-musicnosound] [-nogore] [-noflies] [-mirror]
11       [-scaleup] [-v] [-h]
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DESCRIPTION

14       You,  as  a bunny, have to jump on your opponents to make them explode.
15       It's a true multiplayer game, you can't play this alone.  It  has  net‐
16       work support.
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OPTIONS

19       -dat levelname
20              Load levelname and use it as the level for this game.
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22       -port port
23              Use  port  as the port to listen on for a network game. Use this
24              with -net.
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26       -net player hostname rport
27              Connect (using a network) to another person running Jump 'n Bump
28              on  hostname,  and listening on rport. You will be player number
29              player.
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31       -fullscreen
32              Run Jump 'n Bump in fullscreen mode.
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34       -nosound
35              Run Jump 'n Bump without sound.
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37       -musicnosound
38              Run Jump 'n Bump with music but no sound effects.
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40       -nogore
41              Play without blood, familymode.
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43       -noflies
44              Disable flies.
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46       -mirror
47              Play with mirrored level.
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49       -scaleup
50              Play with doublesize resolution (800x512).
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52       -h     Print help.
53
54       -v     Print version, compile time and if network code is compiled in.
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USAGE

57       The goal of the game is to jump on the other players. Each  rabbit  has
58       three control keys.
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60       Player 1 (Dott)
61              Left - Left
62              Right - Right
63              Jump - Up
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65       Player 2 (Jiffy)
66              Left - A
67              Right - D
68              Jump - W
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70       Player 3 (Fizz)
71              Left - J
72              Right - L
73              Jump - I
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75       Player 4 (Mijji)
76              Left - 4
77              Right - 5
78              Jump - 8
79
80       In the game
81              Turn on/off computer play (AI) of bunny 1 - 1
82              Turn on/off computer play (AI) of bunny 2 - 2
83              Turn on/off computer play (AI) of bunny 3 - 3
84              Turn on/off computer play (AI) of bunny 4 - 4
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SECRET CODES

87       You can type these while in the game
88       jetpack - you can fly
89       pogostick - the bunnies keep jumping
90       bunniesinspace - gravity is lower, you can jump higher
91       lordoftheflies - the flies are attracted
92       bloodisthickerthanwater - water turns to blood
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LEVELS

95       There  are  two  programs to help you make your own levels: jnbpack and
96       jnbunpack.
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98       jnbpack -o /tmp/newlevel.dat <file1> <file2> <file3> etc
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100       or you can just put all the files in a dir, cd to that dir and do
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102       jnbpack -o /tmp/newlevel.dat *
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104       and it will put all the files in the current dir inside  the  packfile.
105       Don't  try  things  like jnbpack -o stuff.dat ../file.c because it will
106       add "../file.c" as the filename in the packfile, which won't work.
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108       jnbunpack level.dat
109       will unpack it in the current directory.
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111       With gobpack you can convert .gob files (which are  sprites,  described
112       in  gob.txt)  into .pcx files which you can edit with gimp for example,
113       then convert back to a .gob and use it in your own level.
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115       gobpack -u font menu.pcx
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117       will unpack font.gob using the color palette from  menu.pcx  and  write
118       the  files  font.pcx font.txt. The other gob files should use level.pcx
119       for the correct palette.
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121       gobpack font
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123       will  generate  font.gob  from  font.pcx  and  the  specifications   in
124       font.txt.   The  .pcx  files should be resaved with another program, as
125       they are not packed and are thus very large.
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AUTHORS

128       Chuck     Mason     <cemason@users.sourceforge.net>,     Jon     Atkins
129       <jcatki@home.com>, Philippe Brochard <phil.brochard@wanadoo.fr>, Gürkan
130       Sengün  <gurkan@linuks.mine.nu>,  Florian  Schulze  <crow@icculus.org>,
131       Ricardo  Cruz  <rick2@aeiou.pt> and "timecop" <timecop@japan.co.jp> are
132       the authors of Jump 'n Bump.
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134       This program is a UNIX port of the old DOS game by brainchilddesign.
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136       This manual page was written  for  the  Debian  GNU/Linux  distribution
137       because the original program does not have a manual page.
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139       This  manual  page was written by Joe Wreschnig <piman@sacredchao.net>,
140       for the Debian GNU/Linux system (but may be used by others). The manual
141       page is kept up to date by Gürkan Sengün <gurkan@linuks.mine.nu>.
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145                               August 25th, 2002               Jump 'n Bump(6)
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