Acid-Play IconAcid-Play
Jumper 3

Jumper 3

Arcade

Overview

Jumper 3 delivers a vibrant yet divisive evolution of its beloved platforming formula. While introducing ambitious new mechanics like character-swapping and cosmetic collectibles, this sequel struggles to balance innovation with the precision gameplay that defined its predecessors. Early adopters praise its expanded content and visual flair but lament physics changes and control schemes that disrupt the series' trademark flow. It's a colorful, content-rich platformer that occasionally stumbles under the weight of its own additions, leaving veterans nostalgic for Jumper II's purity while newcomers may find fresh excitement in its experimental approach.

Evolution of Ogmo

Jumper 3's most significant departure comes through its character-swapping system, introducing multiple Ogmo variants with distinct abilities. The pink floaters and green slime-controllers inject strategic depth, allowing creative solutions to environmental puzzles. Collectible coins unlock cosmetic hats, adding playful customization that lightens the otherwise punishing difficulty curve. Visually, the game embraces flashy retro-modern aesthetics with particle effects and vibrant backgrounds, though this stylistic shift sometimes creates visual clutter during precise platforming sequences.

"The addition of extra powers is a very welcome addition, expanding the replay value and strategy factor."
Typhoeus

The expanded 50-level campaign offers substantial content, with branching paths encouraging replayability. Trophies reward speedrunning mastery, extending longevity for completionists. Yet these ambitious additions come at a cost. The coin economy feels jarringly out-of-place to series veterans, particularly the controversial ability to purchase level skips that undermine the hard-won satisfaction of conquering brutal stages. While newcomers appreciate the accessibility options, purists argue they dilute the series' identity as a no-compromise skill test.

Control and Physics Conundrums

Jumper 3's redesigned physics engine proves its most contentious element. The classic Ogmo movement now feels unpredictably accelerated, like "Ogmo trying to drive on Speed" according to one player, resulting in frequent miscalculations during pixel-perfect jumps. This fundamental shift demands muscle-memory rewiring that frustrates returning fans, especially when combined with the new two-key control scheme beyond the traditional arrow inputs.

"New controls = huge nuissance. Especially when you meant to choose a different Ogmo but end up buying your way to the next level by accident."
Comet

Character-switching introduces another layer of friction. Memorizing each variant's movement quirks—float durations, slime interactions, and special abilities—creates cognitive load that interrupts the fluid platforming rhythm. While theoretically adding depth, in practice it often translates to accidental purchases or misselected characters during tense moments. The late-game difficulty spikes expose these control issues most severely, where precision demands clash with the engine's newfound momentum-heavy handling.

Verdict

Ambitious platformer stumbles with awkward physics changes

STRENGTHS

65%
Character Variety80%
Content Volume75%
Replay Value70%
Visual Style60%

WEAKNESSES

35%
Control Scheme85%
Physics Changes80%
Coin System65%
Visual Clutter60%

Community Reviews

4 reviews
Gohst
Gohst
Trusted

Ogmo the genetically engineered robot is back. Let their be rejoicing in the streets, followed by lots of cursing at computer screens. In this very flashy update, Ogmo's world has been covered in beautiful graphics and draped in additional extras. Take for example the ability to buy hats with coins collected. Very stylish. Ogmo is not alone in this version, oh no. Far from his origins inJumper!andJumper Two, he is in a strange place thousands of years away. In this land are big blobs with the ability to split Ogmo into various forms. For example, into a pink variant, which has the ability to float for a time. Green has control of slime and there are more colours to be had later. Selecting these forms at the start of each level will allow you to either finish, or fail the level, depending on what character you choose. The game is noticeably far removed from its simplistic origins, and as a "veteran" of the series, I find it hard to control the little creature. The graphics are nice, but often clutter the screen and switching between the characters, I find, often adds to the difficulty by having to recall each's moves and quirks. That said, it's still a great adventure in one of the best ever jump'n'run platform series around. It is said there are around fifty levels to be enjoyed (and cursed) which also makes it a lengthy installment. Revisiting Ogmo in this new edition is certainly worth your time.

Comet

Comet

The news of Ogmo's return has definitely sent a positive jolt to my excitement glands. Upon playing it through (to the second last level), however, I must say it had been a bit of a disappointment. Of course, that is not to say it is a bad game, merely that it did not exceed, or even meet, perhaps, the high standard its predecessor had set. Notable Features:- Brand new flavours of Ogmo, each with its own strengths, weaknesses, and special moves!- New level objects (ex. fellow Ogmo-like creatures that help Ogmo when he is near)- New graphic style (more flashy but retro at the same time)- New control (two keys in addition to the four arrows)- New physics (well... I guess it could be explained as the result of being on a different planet...)- Various ways to beat a single level (in various forms)- Coins to collect and hats to buy- Trophies to collect for beating levels in (ridiculously) short amounts of time Positives:- New flavours of Ogmo are awesome! Though it would've been nicer if everything else were kept the way they were in Jumper II... Negatives:- New levels are not as wonderfully frustrating as Jumper II... still frustrating on some of the later levels, but not nearly as wonderfully...- Coins are actually a huge negative for me as they don't quite fit into the game... not to mention you could now buy your way to the next level >=(- New controls = huge nuissance. Especially when you meant to choose a different Ogmo but end up buying your way to the next level by accident...- New physics = pain in the ass! Not the flu shot needle kind of pain, but (I'll skip on the next metaphor here)! "Classic Ogmo" plays like Ogmo trying to drive on Speed! And the result is usually akin to Ogmo taking barbituate with a can of beer... (i.e. dead. Very quickly) The Verdict:Graphics & Sound: 7Gameplay: 7Replayability: 7 +0.5 because the score may have been higher if it weren't compared to the rest of the series. Get Jumper II first! Overall: 7.5

Anonymous

Anonymous

Another very good sequel in a very good series. I liked this better than 1 and 2. I found it slightly easier, but still the unique challenge we've come to expect and love from the Jumper series. The addition of extra powers is a very welcome addition, expanding the replay value and strategy factor. Worth the many hours you will spend on it. Typhoeus

Similar Games