1 .TH jumpnbump 6 "August 25th, 2002"
3 jumpnbump \- Cute multiplayer platform game with bunnies
5 jumpnbump \fR[\fB-dat \fIlevelname\fR] [\fB-port \fIport \fB-net \fIplayer hostname rport\fR] [\fB-fireworks\fR] [\fB-fullscreen\fR] [\fB-nosound\fR] [\fB-musicnosound\fR] [\fB-nogore\fR] [\fB-noflies\fR] [\fB-mirror\fR] [\fB-scaleup\fR] [\fB-v\fR] [\fB-h\fR]
7 You, as a bunny, have to jump on your opponents to make them
8 explode. It's a true multiplayer game, you can't play this alone.
9 It has network support.
11 .IP "-dat \fIlevelname\fR"
12 Load \fIlevelname\fR and use it as the level for this game.
13 .IP "-port \fIport\fR"
14 Use \fIport\fR as the port to listen on for a network game. Use this
16 .IP "-net \fIplayer hostname rport"
17 Connect (using a network) to another person running jump'n'bump on
18 \fIhostname\fR, and listening on \fIrport\fR. You will be player
21 Run the program in "screensaver" mode. This is useful with -fullscreen.
23 Run jump'n'bump in fullscreen mode.
25 Run jump'n'bump without sound.
27 Run jump'n'bump with music but no sound effects.
29 Play without blood, familymode.
33 Play with mirrored level.
35 Play with doublesize resolution (800x512).
39 Print version, compile time and if network code is compiled in.
41 The goal of the game is to jump on the other players. Each rabbit has
49 .IP "Player 2 (Jiffy)"
61 .IP "Player 4 (Mijji)"
68 You can type these while in the game
72 pogostick - the bunnies keep jumping
74 bunniesinspace - gravity is lower, you can jump higher
76 lordoftheflies - the flies are attracted
78 bloodisthickerthanwater - water turns to blood
80 There are two programs to help you make your own levels: jnbpack and jnbunpack.
82 jnbpack -o /tmp/newlevel.dat <file1> <file2> <file3> etc
84 or you can just put all the files in a dir, cd to that dir and do
86 jnbpack -o /tmp/newlevel.dat *
88 and it will put all the files in the current dir inside the packfile.
89 Don't try things like jnbpack -o stuff.dat ../file.c because it will add
90 "../file.c" as the filename in the packfile, which won't work.
94 will unpack it in the current directory.
96 With gobpack you can convert .gob files (which are sprites, described in
97 gob.txt) into .pcx files which you can edit with gimp for example, then
98 convert back to a .gob and use it in your own level.
100 gobpack -u font menu.pcx
102 will unpack font.gob using the color palette from menu.pcx and write the
103 files font.pcx font.txt. The other gob files should use level.pcx for the
108 will generate font.gob from font.pcx and the specifications in font.txt.
109 The .pcx files should be resaved with another program, as they are not
110 packed and are thus very large.
113 Chuck Mason <cemason@users.sourceforge.net>, Jon Atkins <jcatki@home.com>,
114 Philippe Brochard <phil.brochard@wanadoo.fr>, Gürkan Sengün <gurkan@linuks.mine.nu>,
115 Florian Schulze <crow@icculus.org> and "timecop" <timecop@japan.co.jp> are
116 the authors of jump'n'bump.
118 This program is a UNIX port of the old DOS game by brainchilddesign.
120 This manual page was written for the Debian GNU/Linux distribution because
121 the original program does not have a manual page.
123 This manual page was written by Joe Wreschnig <piman@sacredchao.net>, for the
124 Debian GNU/Linux system (but may be used by others). The manual page is kept
125 up to date by Gürkan Sengün <gurkan@linuks.mine.nu>.