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We rate this game medium.
NP Ratio: 4.00
4000 pts :: 1000 NP
In this game, you play as a Jelly Blumaroo who has bounced too far from home and wants to get back. Unfortunately, an evil Pterodactyl has decided that the Blumaroo will be his victim. You must help the Blumaroo get home without being eaten by jumping on pillars to get across the lava. Be careful not to fall in!
The game itself is not linked in the Games Room because it is located in Jelly World, which of course does not exist . To get to it from the Games Room, you must add it to your Favorites list, which is in the bottom right of the Games Room main page.
Instructions & Controls
You are playing as the Jelly Blumaroo. To jump, you must use the left mouse button. Moving is easy, but aiming so you don't fall into the boiling lava makes the task trickier. You aim by moving your mouse around.
Here is a look at the game screen:
- Time Remaining: How much time you have remaining to jump before the Pterodactyl eats you.
- Pterodactyl Clock: A countdown, just like the Timer. If the Pterodactyl eats you, it's instant Game Over.
- Angle of Jump: The angle of the jump.
- Power of Jump: How much power you put into the jump.
- Score: Current score.
- Lives: How many lives you have remaining. You lose one when you fall into the lava.
- End Game: Option to exit instead of waiting for the timer to run down.
Tips & Strategy
During the first three jumps of the game, you get a guide to show you where you are jumping. A line of flashing dots are given, and the blumaroo will follow the path when you click. Moving your mouse around, you will notice the guide moves. You need a dot to touch the next pillar. Once a dot is touching the pillar, click to let the Blumaroo bounce.
After those first three bounces, you lose the guide and coins start appearing. The more of these coins you get, the more extra time you are rewarded with and the more points you get added to your score. Don't make collecting the coins your top priority, though. It is more important to successfully land your jumps.
For many jumps, aiming between the first and second coins will usually be fine. It won't always work, though, so what you really need to pay attention to is the Power of the Jump since that will always help. Paying attention to both Power of the jump and height of the pillar you are jumping on will help you make the best jump.
There are 3 general types of jumps you will have to make.
Same-Height Pillars: 60-70% Power
These jumps are relatively straightforward. The Pillars are more or less on the same height. To pass these, you'll need to make sure that your power is between the 63-73% mark. In general, going less than 60 and higher than 75 here will not bode well for you, but it all depends on the difference in height between the pillar that you are standing on and the one that you are about to land on. For these jumps especially, be sure you aim around the first two coins.
Lower Pillars: 57-65% Power
Pillars that are lower than the one that you are standing on require less power to complete. They are relatively easy if you are following the correct percentages. Here, you want to concentrate on percentages as opposed to between-the-coins, as the coins are usually too high. Use 57-65% power and a slightly flatter angle. Some extreme jumps to lower pillars can be done with almost no angle.
Higher Pillars: 68-80% Power
Pillars on the higher tier can be a little trickier to make a successful jump onto. Again, you need to think about the percentage wisely. These pillars usually need 68-80% power. It's easy to come up short on these.
If you do a Perfect Jump, whereby you collect all of the coins and land on the pillar, you get extra time. The amount you are given depends on which type of coin you collected. Gold coins are worth the most and give you between 5-6 extra seconds. You also receive a boost to your score. Once you are landing nearly all perfect jumps, your time will build up into the minutes so that you can take short breaks while it runs down some.
If you are a visual person, it may help to visualize where the Blumaroo will jump based on the white aim line, recreating the dotted guide from the first few jumps mentally. You'll typically be able to do this with practice and familiarity with the game and won't need to rely on percentages for every jump anymore.
Typing r turns the Pterodactyl Watch on/off, useful if seeing it distracts you.
Type bouncebouncebounce for an extra life once per game.
TNT has produced two MSN/AIM graphics for your use.
To complete this game, you mainly have to watch the Power of your Jump until you get the feel of it. Since there is no finish line to the game, you can bounce to your heart's desire all day long!
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