The Alienators are back and attack the outpost station at Jupiter. Jumpman Junior must defuse their bombs and avoid their traps. Classic cool platform game.

Commodore 64

© 1983 Epyx  


16KB Cartridge / Disk

1 to 4 Players not simultaneously

Joystick in Port 2

Design, Coding, Graphics and Music
Randy Glover

Re-released on Disk by Value-U-Line Software
in 1985

Cover (Epyx)


Cover (Value-U-Line)


Manual (Value-U-Line)


Game Design, Program & Music:  Randy Glover

On the far side of Jupiter lies the Jupiter Command Substation, a 
valuable outpost of planet Earth.  The ALIENATORS, dreaded enemies from 
beyond our solar system, have already attacked Jupiter Command Station 
and are now invading the Substation!  Can it be saved?

Jumpman, Jupiter's super secret agent, is desperately trying to restore 
communications at the Command Station.  As the promising apprentice to 
Jumpman, you, JUMPMAN JUNIOR, have received an emergency request to 
drive back the ALIENATORS.  You must defuse the bombs planted throughout 
the Substation's 12 levels before they explode, crumbling the outpost 
instantly.  Your speed, jumping ability and courage are your only 
weapons against the enemy.

Using your joystick, you must move JUMPMAN JUNIOR up and down the 
ladders, ropes and elevators to reach the bombs.  Push your joystick 
button to activate JUMPMAN JUNIOR'S jet boosters to leap away from 
electrocution traps, moving walls and ever-present bullets.  GOOD LUCK!  
Jumpman - and the entire planet - are counting on you.


1. Insert cartridge into computer.
2. Plug joystick into Port #1.  (Only one joystick is used, regardless 
of how many are playing.)
3. Turn power ON.


Jumpman Junior is a game full of variety and suspense.  There are 12 
different game levels and from one to four may play.  In addition, there 
are 8 speed levels - you can choose how fast or slow you want Jumpman 
Junior to move.  The object is to successfully complete all 12 game 
levels, scoring as many points as you can.  You must try and defuse 
every bomb on each level...before all your lives are lost to the many 
dangers delivered by the ALIENATORS.


Once you turn the power ON, a preview screen will appear.  The preview 
moves quickly through the 12 different levels you will encounter in the 
game.  The preview will also play if the game is left unattended for 2 
minutes.  To begin, press the SELECT key and you will be asked, "NUMBER 
OF PLAYERS?"  Answer this prompt by pressing the OPTION key until it 
displays the number of players who are entering the game (1-4).  Now, 
press the START key.  (To start the game over at any time, hit the 
SELECT key.)


To enter the desired speed for each player, press the appropriate number 
on the keyboard (1-8).  The fastest speed is 1 and the slowest is 8.  
Once a player selects a speed, the speed is in effect for the duration 
of the game and cannot be changed.  Experiment - play games at different 
speeds until you can successfully maneuver Jumpman Junior at top speed.  
When all speeds are selected, the game will begin.


In the beginning, the game levels 1-12 are played in sequence.  If the 
player(s) completes all 12 levels, the game will then select random 
levels and the player(s) may continue to play until all their Jumpmen 
have been defeated.  When there is more than one player, players are 
prompted before their turns.  Each player starts with four Jumpmen (or 
"four lives").  An additional Jumpman is awarded every time a player 
scores 7,500 points.  When a player successfully completes a level by 
defusing all the ALIENATOR'S bombs, or if all of his or her Jumpman 
Juniors have been wiped out, the joystick is passed on to the next 
player.  (The player will begin at the same level.)  If all of a 
player's Jumpmen are killed before he or she completes a level, the 
player is eliminated from the game.  Players who have completed a level 
and have Jumpmen remaining will move on to the next level.


You move Jumpman with your joystick.  Pushing your stick forward makes 
him climb up ladders.  Pulling your stick back towards yourself makes 
him climb down ladders.  Push the stick left, he moves left...to the 
right, and he moves right.  Jumpman Junior leaps when you press the red 
trigger button.  If the stick is pushed forward, he will jump straight 
up (often a necessary maneuver when a bullet comes your way)!  When you 
press the red button and simultaneously push the stick to the right, 
Jumpman Junior will leap to the right.  Press the button and push the 
stick left, and Jumpman will jump left.  But, beware - if Jumpman Junior 
leaps short of the structure he is trying to reach, if he jumps off the 
screen or falls lower than the level from which he started, 
KABAM...another life will be lost.


When your Jumpman Junior reaches a bomb and defuses it, you score 100 
points.  (Jumpman Junior must actually touch the bomb in order to defuse 
it.)  After you have successfully completed a level, additional bonus 
points are added to your score for each Jumpman you have left.  The 
number of points you win varies from level to level.  Bonuses range from 
25 points on Level 1, to 300 points on level 12.


UP rope - Jumpman Junior automatically climbs up.  He can't go down this 
DOWN rope - Jumpman Junior automatically climbs down.  He can't go up 
this rope.


1. 50,550 Mike Rupprecht Bremerton, WA NTSC
2. 23,375 Ron Corcoran Cleveland, OH
3. 16,900 Honey Stadthagen PAL
4. 10,425 Stephen Knox Gaithersburg, MD NTSC
5. 9,875 Rough Wien Level 05 (Figurits Revenge) NTSC VICE
6. 6,225 Dejuhra Bad Sobernheim PAL
7. 6,200 Spider Wörth a.d. Donau PAL
8. 3,400 Alan Hewston Parma Heights, OH NTSC

Speed 3
1. 9,875 Rough Wien Level 05 (Figurits Revenge) NTSC VICE

Speed 5
1. 6,000 Rough Wien Level 04 (Hellstones) NTSC VICE