Jasper’s Journeys: A couple of things

I’m up to the middle of level 10 out of what turns out to be 15. I had thought for a while that there were only 10 levels, because I was having trouble finding any definite information online, and the closest thing I had seen to a walkthrough was some hints that only went up to level 9. But 15 is the truth, according to the game’s official website. Feeling like I was close to the end motivated me to keep going; suddenly finding out that I’m farther than I thought motivates me to play something else for a little while.

It’s actually a bit of a relief to be able to devote multiple posts to a game right after the IF Comp, where I felt like I had to summarize everything interesting about each game in a single post. So let me just note a couple more points of interest about Jasper’s Journeys. Like the music. It’s very synthetic sounding, in a faux-Soundblaster way, but the interesting thing is in how sparingly it’s used. This actually seems to be a constant throughout the Lexaloffle games: there’s no music most of the time. So when it does come up, you know something special is happening. The opening menu has a sort of wonder-and-mystery theme behind it, which is sometimes triggered in the game when you venture into a hidden passage. Some particular types of monsters have their own leitmotifs. For example, wizards, which are the first abnormally-difficult enemy you encounter, taking four hits to kill and throwing magic missiles that home in on you, have an echoey wizard tune — at least, until you reach the point where wizards no longer seem special, at which point the leitmotif is dropped.

Another, unrelated point of interest: missile trajectory. You can fire projectiles left and right, and there are a few enemies that can do the same. Surprisingly, such missiles fall. There’s a trick I’ve seen used a couple of times wherein a frangible block is placed on the floor. Since you can’t shoot straight downward, the only way to break it and open up whatever passageway it blocks is to stand at a sufficient distance (about five tiles) that your shots will hit the ground at that spot. Another constant throughout the levels is “sproing flowers” (as the in-game docs name them): blue flowers that propel you upward at speed when you jump on them. They also have the same effect on downward-moving projectiles. I have yet to see a puzzle that relies on this, but it seems like the sort of thing this game would do.

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