
Despite being known (in videogame circles at least) for the likes of full-priced retail titles such as the soon to be localised Moco Moco Friends as well as the six figure selling Sumikko Gurashi and the super cute Chocolate Dog series), Nippon Columbia recently released their first budget priced digital only title on 3DS with Jump Hero. Looking like a Castlevania-esque experience (including a battle with Satan himself), Jump Hero is ‘merely’ a runner.

I say ‘merely’ as I was initially filled with disappointment, especially at how short and easy the initial levels are (although in hindsight, this is so much better than obsessive hand-holding). You control the brave hero with all the expected spikes and holes to jump over and platforms to avoid (and later Bowser fireballs). Seemingly the only novel addition is the hero’s sword which slices through the enemy orcs. Business soon starts to pick up however.

The first notable change in the game comes when you reach level ten where instead of an expected boss, you actually change character (to the guard) who now armed with shield instead of sword, you can easily deflect the fireballs but now have to avoid the now deadly orcs. It’s actually the previous level where you realise that Jump Hero’s execution of its level design is videogame excellence much like last year’s fantastic 50 Pinch Barrage!!

Brave and Guard aren’t the only playable characters in Jump Hero with the Witch, Ninja, Princess and Skeleton also available if you are able to progress so far. Another cool feature is that you can later simultaneously play using up-to three companions. Other neat additions are the Airship Stone which allows aerial jumps (an absolute necessity) and a hidden Devil Coin on each stage which when (all) collected purportedly opens a secret stage to the player.

Jump Hero involves hundreds -if not literally thousands– of deaths by the player. Each one is by design however and knowingly avoidable (with the benefit of hindsight). It’s not the dying that poses a problem as such as you can subtract thousands of deaths from the infinity of lives; it’s more-so the speed of the game, not in a Sonic or F-Zero GX kinda way but in the franticity looping your death with a rapid restart which even makes blinking problematic.

Conclusion
Non-blinking aside (for once the lack of stereoscopic 3D works in the game’s favour), the game features incredible level design if a little singular dimensional. However if you go in expecting a Castlevania and Metroid hybrid then Jump Hero is not going going to deliver the goods, however fans of Bike Rider DX and/or Pinch 50 could very well have the most fun (and panic!) from ¥500 in 2015 with one of the few true eShop highlights of the year.
7.5/10
Review by Bri Bri. For more information on Jump Hero go to http://www.columbia-games.com/3ds/jumphero/







