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Jumper Two

Jumper Two

Arcade

Overview

Jumper Two launches players back into the chaotic world of Ogmo, the accident-born jumping hero who defined platforming challenges for many gamers nearly two decades ago. Initial impressions reveal a sequel that maintains the original's brutally addictive "just one more try" mentality while expanding movement options with wall-scaling and double jumps. This evolution creates a perfect storm of satisfying mobility and punishing consequences, where every leap could lead to triumphant progress or instant death by spikes and lasers. The core experience remains violently difficult yet irresistibly compelling, preserving the masochistic charm that made its predecessor memorable.

Hysterically addicting and violently difficult, you will swear to stop playing after every death and you'll swear just one more try after every death.

Gohst

Precision Platforming Perfected

Jumper Two elevates its predecessor's formula with enhanced mobility options that transform how players navigate its treacherous environments. The new wall-scaling ability allows Ogmo to cling vertically and assess deadly situations, while the double-jump mechanic adds aerial control that rewards precise timing. These additions create exhilarating movement sequences where skilled players chain jumps, skids, and climbs in fluid motions. Yet these abilities only marginally offset the game's relentless environmental threats – bottomless pits, spike fields, and laser grids demand pixel-perfect execution. Each stage becomes a tense ballet of calculated risks where one mistimed button press sends Ogmo back to the checkpoint in a shower of particles.

The sequel shifts Ogmo from sterile laboratories to vibrant outdoor environments, introducing visual diversity without compromising the purity of its challenge. Hazards feel more organic yet equally lethal, with natural formations posing as much danger as the original's mechanical traps. This expanded setting complements the refined movement system, creating playgrounds that test mastery of Ogmo's expanded toolkit. Despite the fresh scenery, the game retains its predecessor's ruthless efficiency – no filler, no handholding, just pure platforming challenge distilled to its most potent form.

Verdict

Brutally addictive precision platforming with punishing consequences

STRENGTHS

80%
Addictive Gameplay Loop95%
Precise Movement85%
Satisfying Challenge90%

WEAKNESSES

20%
Extreme Difficulty75%

Community Reviews

1 reviews
Gohst
Gohst
Trusted

I rememberJumper!from when I first started here at Acid-Play back in 2005. It was one of the first games I ever reviewed – in fact, out of all the games I’ve done it was just the tenth review that ever appeared here. Even though its long been gone from my hard drive and the computer I first played it on has since then barely survived a flood and is now half a country away, I still think of it when the term “platform game” comes around. If you didn’t have a chance to play it those many moons ago, let me give you the run down. A mistake in a laboratory created Ogmo. A strange shapey thing which has the ability to jump. Its other abilities? To die, mainly. Which is good, because it's going to get very, very versed in the latter. Trust me. This sequel takes our perpetually jumping hero out of the lab and into the wild blue yonder. With his new abilities, he’ll scale walls, double jump and skid-jump (also fall down holes, into spikes and death by laser beam) many, many times. Hysterically addicting and violently difficult, you will swear to stop playing after every death and you’ll swear just one more try after every death. It’s contagious game play at its best. Play it at your own risk, just be sure that you won’t put it down.

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