Jump Raven

The game's technology is similar to that of Lunicus, released by Cyberflix one year prior, but this time employs a more detailed storyline and environment.

In an opening sequence of the game, we see future New York City, which has fallen into horrible disrepair in the aftermath of global warming and rising sea levels and a bankrupt federal government.

[2] At the time, CD-ROM games tended to run slowly, but DreamFactory was designed to allow an unusually high level of speed for the era.

However, CyberFlix considered its projects to be "interactive movies" rather than games, according to Jack Neely of Metro Pulse,[1] and DreamFactory placed an emphasis on storytelling.

[2] As with Lunicus, production of Jump Raven began in the basement of a log cabin owned by CyberFlix founder William Appleton.

[1] CyberFlix demonstrated Jump Raven at the Macworld Expo later in 1993, to public acclaim, and impressed Paramount Interactive employees who were in attendance.

[8] Market research firm PC Data named it the fourth-best-selling Macintosh game of July 1994,[9] and the platform's seventh-highest seller in September.

Erik Quist of CyberFlix expected the game to sell 100,000 units overall "by Christmas", Barbara Kantrowitz of Newsweek reported at the time.