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 Turn on/off computer play (AI) of bunny 1 - 1
70 Turn on/off computer play (AI) of bunny 2 - 2
72 Turn on/off computer play (AI) of bunny 3 - 3
74 Turn on/off computer play (AI) of bunny 4 - 4
77 You can type these while in the game
81 pogostick - the bunnies keep jumping
83 bunniesinspace - gravity is lower, you can jump higher
85 lordoftheflies - the flies are attracted
87 bloodisthickerthanwater - water turns to blood
89 There are two programs to help you make your own levels: jnbpack and jnbunpack.
91 jnbpack -o /tmp/newlevel.dat <file1> <file2> <file3> etc
93 or you can just put all the files in a dir, cd to that dir and do
95 jnbpack -o /tmp/newlevel.dat *
97 and it will put all the files in the current dir inside the packfile.
98 Don't try things like jnbpack -o stuff.dat ../file.c because it will add
99 "../file.c" as the filename in the packfile, which won't work.
103 will unpack it in the current directory.
105 With gobpack you can convert .gob files (which are sprites, described in
106 gob.txt) into .pcx files which you can edit with gimp for example, then
107 convert back to a .gob and use it in your own level.
109 gobpack -u font menu.pcx
111 will unpack font.gob using the color palette from menu.pcx and write the
112 files font.pcx font.txt. The other gob files should use level.pcx for the
117 will generate font.gob from font.pcx and the specifications in font.txt.
118 The .pcx files should be resaved with another program, as they are not
119 packed and are thus very large.
122 Chuck Mason <cemason@users.sourceforge.net>, Jon Atkins <jcatki@home.com>,
123 Philippe Brochard <phil.brochard@wanadoo.fr>, Gürkan Sengün <gurkan@linuks.mine.nu>,
124 Florian Schulze <crow@icculus.org>, Ricardo Cruz <rick2@aeiou.pt> and "timecop" <timecop@japan.co.jp> are
125 the authors of jump'n'bump.
127 This program is a UNIX port of the old DOS game by brainchilddesign.
129 This manual page was written for the Debian GNU/Linux distribution because
130 the original program does not have a manual page.
132 This manual page was written by Joe Wreschnig <piman@sacredchao.net>, for the
133 Debian GNU/Linux system (but may be used by others). The manual page is kept
134 up to date by Gürkan Sengün <gurkan@linuks.mine.nu>.