[b] is a 1995 platform video game developed by Exact and Ultra and published by Sony Computer Entertainment for the PlayStation.
It was originally released on April 28, 1995 in Japan, September 29, 1995 in PAL territories as well as November 2, 1995 in North America.
Robbit must explore each section of Crater Planet to retrieve all of the jet pods, stop Aloha and save the world from being destroyed.
The game was designed as a technology demonstrator for the PlayStation console and was revealed in early 1994 under the provisional title of "Spring Man".
the camera tilts downwards when a double-jump[4] or triple-jump is performed to allow the player to see Robbit's shadow and easily plan a landing spot.
[9] Power-ups scattered across each world, presented as picture frames, include carrots that extend Robbit's health, extra lives, time-outs that stop the clock and freeze the level's dynamics for a few seconds, hourglasses that extend the player's time, and power pills that make Robbit invincible for a short period of time.
Planning to make a large profit from his evil ingenuity, Aloha removes giant pieces of land from the planet using machines to turn them into private resorts.
Witnessing the destruction, the residents of Crater Planet call for help, and in response the Universal City Hall dispatches one of their agents, a mechanical rabbit named Robbit.
[1] Robbit is ordered to explore each world to retrieve the jet pods, stop Aloha, and save Crater Planet from destruction.
Many of the game's full motion videos feature the MuuMuus in an izakaya tavern, recounting their defeat at the hands of Robbit.
Tada replaced Hiroyuki Saegusa as director of the game, although he had kept all key Exact staff to work on the project.
[20][17][21] The game was first revealed in early 1994 under the provisional title "Spring Man" as a technology demonstration for the upcoming PlayStation console.
Exact developed the game engine and its gameplay; Ultra designed the story and 3D cutscenes, and created characters including the protagonist, a mechanical rabbit named Robbit.
[18] Ultra felt they needed to depart from the "stereotypical science fiction vibe" that included the usual "space ranger" or double agent protagonists.
[18] To create a sense of individuality among platform games, the developers implemented a dynamic camera that would automatically pan down towards the shadow of Robbit on the ground during large jumps,[6] allowing players to carefully line up their landings.
[29] Next Generation said that "[many] of the boundaries have been redefined in a big way", contrasting it with side-scrolling platformers with a first-person perspective and explorable 3D environments.
"[37] Official UK PlayStation Magazine wrote that "To suggest that Jumping Flash is innovative is a criminal understatement: there's never been anything like this game in terms of sheer brain-popping wow factor.
They criticised its length and lack of difficulty, expressing that it could have been one of the "greatest games ever" if it was longer and more difficult, and questioned whether it was "a really worthwhile" purchase.
[38] In a 2007 review, Greg Miller of IGN condemned the graphics as "dated", having "jagged edges" and "muddled" colours, and said every aspect of the game is "weak" and that it had not stood "the test of time".
[14] In a retrospective review, Andrew Yoon of Engadget praised the gameplay and innovation, saying the "grainy" and "antiquated" graphics did no harm to the vibrant atmosphere of the game.
2—also developed by Exact—was released worldwide for the PlayStation the following year; it continued the story of Robbit and the subsequent rise and fall of Baron Aloha.