Jump Tagged Articles RSS Feed | GameSkinny.com Jump RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Want Indie Games On-Demand? You Need to Check Out Jump https://www.gameskinny.com/6zso1/want-indie-games-on-demand-you-need-to-check-out-jump https://www.gameskinny.com/6zso1/want-indie-games-on-demand-you-need-to-check-out-jump Fri, 15 Sep 2017 16:14:27 -0400 Kat De Shields

It's no secret that good indie games get buried. With hundreds of game releases each day and platforms that support a massive amount of games, there's only so much one person can sift through to find that next, undiscovered gem. 

Jump, an on-demand, video games subscription service, aims to fix that problem. 

For $9.99 a month, subscribers have unlimited access to a curated library of indie games. If it's in the library, you can play it when you want, where you want -- all you need is a computer and an internet connection. With more than 60 titles currently playable on the site, Jump is set to become the Netflix of the gaming world. 

If you want to know how Jump measures up against the likes of Steam and GOG, you may be surprised to know the team at Jump are carving out a niche market in the gaming industry all on their own. 


 Look at all those lovely indie titles. 

Aesthetics and Mechanics

Much like Steam and GOG, users have the option of downloading the Jump client to their computer or accessing it via the web. The major difference is this: games are available to play immediately and take up little to no storage space to run. 

Once you boot up Jump, you're greeted with gameplay videos from featured games and have the option to see more information or hop right into the game. Browse by featured categories like "Award Magnets" or "Off the Charts", or go the more traditional route and peruse by genre. You can also hover over individual game cards to see a short description of what you're about to get into (though some of them get cut off from time to time). 

The game pages on Jump may feel a bit sparse compared to what you see on Steam or GOG. However, all of the essential information is there, such as videos, screenshots, descriptions, dev studio, publisher, rating, platform, supported controllers, and genre. At the time of this writing, there aren't any community options or review capabilities -- and that's not necessarily a bad thing. You get to play staples in the indie arena and explore unheard-of titles without anyone's two cents to sway your opinion. 

Game data and nothing else. (Game pictured is Balthazar's Dream)

Once you select a title and click on "Play Game", it takes less than a minute to load before you're on your way. How's it so fast? Jump uses special tech to keep you gaming without frying your computer's RAM or storage. According to the Jump website:

Using its HyperJump game delivery technology, the Jump service provides players with the same latency-free, high-quality experience as a game that is fully installed onto their device, but without long download times and without requiring large amounts of disk space.

Furthermore, there aren't any in-game ads or microtransactions to interrupt your gaming experience. When you're done, save your progress and rest easy knowing that you can pick up right where you left off. 

Jump's Game Library

I was pleasantly surprised to see a healthy mix of games from well-knowns like Always Sometimes Monsters and Pony Island to sleeper hits like Diaries of a Spaceport Janitor and Life Goes On: Done to Death. There's plenty to play or rediscover with the ability to game nearly anywhere you go. Right now, Jump has more than 60 titles to play to your heart's content. 

If you're new to the indie scene, Jump is a great way to get a feel for what makes indie titles so different from AAA games -- and explore a solid selection of them. If you're an indie aficionado, Jump presents an opportunity to easily jump in and out of your favorites and inexpensively sample new games. 

The Jump Windows client at full screen during gameplay.
(Game: The Bridge)

We all know indie games can be hit or miss, but the curation factor adds to Jump's value. According to the Jump website, 6-10 new games will be added each month. Games currently in the catalog have a shelf life of at least 12 months before they disappear -- though developers do have the option to leave their games on the site for longer periods of time.

Our Verdict

If you're comparing Jump to Steam or GOG, you're making a mistake. At its heart, Jump is a wonderful discovery tool for indie enthusiasts who have a desire to explore them all without breaking the bank. Since each game is curated by the Jump Team, you don't have to sift through the clones and dregs that occasionally work their ways into Steam. You can instead focus on playing solid indie titles. For the $9.99 per month price tag, it's well worth the cost. 

Users can try Jump free for 14 days before the monthly subscription fee kicks in. It is currently available on PC, Mac, and Linux, and supports Oculus Rift and HTC Vive VR devices. 

7 Frustrating Things About the Crash Bandicoot Trilogy You Probably Forgot https://www.gameskinny.com/wd098/7-frustrating-things-about-the-crash-bandicoot-trilogy-you-probably-forgot https://www.gameskinny.com/wd098/7-frustrating-things-about-the-crash-bandicoot-trilogy-you-probably-forgot Fri, 09 Dec 2016 03:00:01 -0500 SarahKel


So yes, Crash Bandicoot was an amazing game, with a great deal of fun to be had.


We loved playing it, but oh boy, there were some pretty annoying things in the game that really did make us throw our controllers down in frustration. I’d forgotten just how infuriating some of these things really were.


Let us know in the comments below what things you loved about Crash Bandicoot and equally the things that frustrated you.

7. Bosses

Like every platform game, at some point there is a boss battle. These bosses start easy and then become progressively more difficult.


Battles in Crash Bandicoot were conducted in a small, possibly too small arena. Couple this with the inability to move the camera, Crash’s not so perfect jumping and collision detection; these added an extra layer of frustration to dealing with said bosses.  Possibly more frustrating than they needed to be.


And adding to that frustration, players needed to learn the boss patterns too! Which again, took away lives as you practiced and perfected the patterns.

6. The Camera

Hello? What’s over there? Oh right, yes, I can’t see you, the camera won’t move in that direction! Much of the camera’s point of view was over the shoulder of characters and could not be moved.


This restricted the ability to see a number of items, as they were slightly obscured by the camera angle and therefore they were often overlooked. It was almost like playing the game with blinkers!

5. Level Design

For the most part, many of the levels were fairly straight forward; but then that one level comes along that makes you want to crush your controller into tiny little pieces.


One level that comes to mind is Slippery Climb, the level that involved moving platforms.  Each platform moved in one of four directions that would disappear into the walls and would sometimes require you to jump on a moving enemy to reach the next platform.  This required pinpoint accuracy, something not helped by the sometimes over generous jumping system.

4. Dying in a Bonus Level

Congratulations, you’ve collected all the tokens to make it to the bonus level! 


But, for whatever reason within the bonus level, you died. Not only have you lost the chance to save the game, to add insult to injury, the game makes you sit and watch as all of the wumpa fruit you have collected is emptied from the gauge as if to say “this is what you could have won.”


These levels are meant to be treats!



3. Jumping

This was never an exact science; it was simply down to practice, practice, practice!


Players had to have split second, impeccable timing and even then, it was all luck based, as some jumps felt nearly impossible!  This was frustrating, come on, we did not fall down that hole and we totally made that jump! The ground suddenly became transparent and we had to start all over again.


Pressing the D pad or the thumb stick during a jump often pushed Crash too far from his intended spot, leading to yet another death.

2. Dodgy Collision Detection

This is where players think to themselves -- I should be far away enough from that TNT to live.. *BANG* dead”, “oh I’ll just give this enemy enough room to get past *BAM*, dead”!


With Crash being hurt by objects and destroys crates by accident without seemingly being near them, the collision detection was another one of those frustrations that players had to gain intuition for, especially where the invisible bubble ended. 


We thought we’d sussed it all out – sometimes it turned out we were wrong!

1. The Save System

Saving progress after the end of a level is a good idea right? Of course, every platform game does it, however in the original Crash Bandicoot game, it worked a little differently.


To save the game, you had to either collect 3 character tokens that would send you to a bonus round which you had to complete; or break every single crate in a level, without losing a life, in order to collect a gem.  Completing either one would allow you to obtain a password, or enable the game to be saved on a memory card.


If neither of the save actions were completed and players ran out of lives or turned off the game, all progress was lost. Booo!


Like many retro games, we have fond memories of playing Crash Bandicoot. After 20 years of the game’s release, we look forward to the game being remastered for PS4 in 2017.


The platformer game, with amusing and quirky characters, such as Doctor Neo Cortex and Crash himself, made the game really enjoyable and was fun to play. The colourful and superior graphics made the game really eye catching. This worked well with Crash traversing sequentially through differing environments and worlds. The cartoon like appearance was an aesthetically cool art style, linking the video game world with a style similar to television.


The game was also very challenging, so gamers who wanted a difficult game to beat, finally had something to really concentrate on. It relied on razor sharp timing and incredible precision, which was refreshing and different.


The game play was always solid and struck a great and varied balance to keep players returning to the game.


However, as nostalgia for the game is now so high, many of us remember the game with rose tinted glasses. There were a number of frustrating things in the game. As time’s gone on, we may have forgotten these things and if you have, here is a reminder of those things that may have made you want to throw your controller out of the window!

Urmaug's Secret - a Guild Wars 2 Easy Jumping Puzzle https://www.gameskinny.com/y1pe1/urmaugs-secret-a-guild-wars-2-easy-jumping-puzzle https://www.gameskinny.com/y1pe1/urmaugs-secret-a-guild-wars-2-easy-jumping-puzzle Mon, 22 Jul 2013 08:38:14 -0400 gamersusank


Finally the chest. You can get this chest once per day per character. I received on one day a Berserker's Pirate Coat, level 71 Fine, an Opal Crystal, level 65, and a Cleric's Speargun, level 68. I hope you enjoy this easy jumping puzzle.


You have to jump over these rocks.


On dirt for the second time. Follow the dirt to the chest ahead.


Almost at the top of the second cliff.


Bottom of second cliff. This is an easy one to jump up. Jump up the rocks till you get to dirt again.


View looking down at the cliff just scaled.


You have reached the top of the hard part when you see dirt. Jump on the dirt and walk to the second cliff.


From here jump back to the left to the rock sticking out. Once there jump back and forth up the cliff.


Once you are at this point, you must jump to the rock on your right sticking out.


Jump left and right to move further up the cliff.


From the last broad platform you jump onto the cliff you are about to scale.


From the tall rock, jump to the broad platform directly across from you. Once you get there, jump on the next ones following around the room.


Now you are on the second platform. The tall rock in front of you is where you need to jump. Make sure you turn yourself to face the rock and jump directly at it. This is a hard jump.


From the top of the stairs, you need to jump across to the platform against the wall. Once there, turn right and jump to the one that is currently to your right and also against the wall.


Find these rocks at the back of the cave that look like stairs and jump up the three steps. As you make the jumps you will miss sometimes, just start back over here.


Urmaug's cave entrance. Walk past Urmaug and into the tunnel visible to his left.


A good guide to Guild Wars 2 jumping puzzles is here! I am going to walk you through an easy one, Urmaug's Secret. To start, you must enter into Urmaug's cave at the far Eastern end of Lion's Arch. As you can see, it is East of the Eastern Ward, in the Postern Ward. My Waypoint is at the entrance to his cave.

Gunpoint: The Premium Spy Game https://www.gameskinny.com/se3cn/gunpoint-the-premium-spy-game https://www.gameskinny.com/se3cn/gunpoint-the-premium-spy-game Mon, 03 Jun 2013 10:55:19 -0400 ShackAttackMike

Only a few day's ago a fellow gameskinny intern posted an article for Gunpoint, a stealth puzzle game by Tom francis. As I started to read the article my jaw dropped as the writer explained how the game played and what he thought of it. Before I knew it I had fallen head over heels in love with Gunpoint.

After reading the article I quickly jumped onto google and downloaded the game's free demo (Download is at the bottom of the page). Right from the get go the game pulls you in with it's wonderful humor and art style, the game sets up the story quite well and does it with some amazing tongue in cheek while keeping a level of seriousness. Far too often games don't know how to add a bit of humor without in-some way ruining or damaging the story, however in this case Tom has managed to somehow pull it off and for that I take my hat off to him.

The game has you play as a freelance spy that is able to rewire electronics and jump much higher than you'd ever want too (because of his gadget powered pants). The rewiring electronics mechanic is really cool and can be used in so many helpful ways. For an example, I could rewire a light switch to open/close a door instead of turning the light on and off.  Isn't that really cool?

The game makes me feel like I'm a real spy doing spy stuff! I haven't felt that way since games like GoldenEye007 and Splinter Cell and I truly do love the feeling you get when you've pulled off a mission without anyone knowing you were ever there. Aside from this game having great stealth and puzzle mechanics it also has some sort of mod kit or map editor. I didn't get to see this in action, but the fact that it's going to be there on launch day excites me greatly.  I'm hoping it will bring forth some really cool maps and mods to the game.

Gunpoint is being released on June 3rd and will be available on steam. For more Gunpoint info go to the game's official website. I plan to follow this game quite closely over the next couple of days as it draws closer to it's release date. Make sure to follow me on Twitter and Facebook to be updated on when I release my review for Gunpoint.