JUMPNBUMP(6)
๐ฐโจ Jump 'n Bump ๐ (the Games Manual one, section 6) โจ๐ฐ
Okay bestie, sit down, grab a snack, hydrate, and let me tell you about the single cutest way to absolutely ruin your friends' entire afternoon. ๐
๐ธ NAME ๐ธ
jumpnbump โ the cute multiplayer platform game with bunnies. That's it. That's the whole name. No notes. ๐๐
๐ SYNOPSIS ๐
Here's how you summon the bunny chaos, character for character:
jumpnbump [-dat level_path] [-server clients_number] [-connect hostname]
[-player number] [-fullscreen] [-nosound] [-musicnosound] [-nogore]
[-noflies] [-mirror] [-scaleup] [-v] [-h]
๐ DESCRIPTION ๐
So. You are a bunny. ๐ฐ Your entire job โ your whole career, your main character arc, your reason for being โ is to jump on your opponents until they literally explode. That's it. That's the game. It's giving violence but make it adorable. ๐ฅ
It's a true multiplayer game, and I mean that fr fr โ you genuinely cannot play this alone. Not an option, not a vibe, doesn't exist. And it has network support, so your besties can get exploded from a completely different house. ๐โจ
โจ OPTIONS โจ
Every single flag, and I mean every one, because we don't gatekeep here:
-datlevel_path โ Load level_path (a.datfile) and use it as the level for this game. Custom level? Iconic. ๐-serverclients_number โ Start as a server, waiting on port TCP11111, and wait for client_numbers clients to connect before starting the game. Hosting era. ๐ฅ๏ธ-connecthostname โ Connect (using IP network) to the remote server hostname. Go join your friends, they miss you. ๐ซถ-playernumber โ Set the main player to number. Needed for networking, so don't skip it.-fullscreenโ Run Jump 'n Bump in fullscreen mode. Immersive. Cinematic. ๐ฌ-nosoundโ Run Jump 'n Bump without sound. Silent bunny violence, lowkey unsettling but okay. ๐คซ-musicnosoundโ Run Jump 'n Bump with music but no sound effects. Bops only, no booms. ๐ต-nogoreโ Play without blood. Familymode. Wholesome explosion energy. ๐ธ-nofliesโ Disable flies. Bye flies. ๐ชฐ๐ซ-mirrorโ Play with mirrored level. Your muscle memory could never. ๐-scaleupโ Play with doublesize resolution (800x512). Big bunny, big screen. ๐-hโ Print help. When in doubt, ask for help, always valid. ๐-vโ Print version, compile time and if network code is compiled in. Receipts. ๐งพ
๐ฎ USAGE ๐ฎ
The goal of the game is to jump on the other players. That's the whole strategy, bestie. Each rabbit has three control keys, and here's the whole keyboard lore:
Player 1 (Dott) ๐ฉท
- Left โ
Left - Right โ
Right - Jump โ
Up
Player 2 (Jiffy) ๐
- Left โ
A - Right โ
D - Jump โ
W
Player 3 (Fizz) ๐ฐ
- Left โ
J - Right โ
L - Jump โ
I
Player 4 (Mijji) ๐
- Left โ Keypad
4 - Right โ Keypad
5 - Jump โ Keypad
8
In the game ๐
- Turn on/off computer play (AI) of bunny 1 โ
1 - Turn on/off computer play (AI) of bunny 2 โ
2 - Turn on/off computer play (AI) of bunny 3 โ
3 - Turn on/off computer play (AI) of bunny 4 โ
4
๐คซ SECRET CODES ๐คซ
Not me telling you the secrets. Iykyk. You can type these while in the game, no pause menu, no nothing, just raw typing energy. โจ๏ธโจ
jetpackโ you can fly ๐pogostickโ the bunnies keep jumping ๐ฆbunniesinspaceโ gravity is lower, you can jump higher ๐lordofthefliesโ the flies are attracted ๐ชฐbloodisthickerthanwaterโ water turns to blood ๐ฉธ
๐ ๏ธ LEVELS ๐ ๏ธ
Want to make your own levels? Obsessed, honestly. There are two programs to help you: jnbpack and jnbunpack. ๐งฐ
jnbpack -o /tmp/newlevel.dat <file1> <file2> <file3> etc
Or you can just put all the files in a dir, cd to that dir and do:
jnbpack -o /tmp/newlevel.dat *
And it will put all the files in the current dir inside the packfile. Slay. ๐ฆ
โ ๏ธ Don't try things likejnbpack -o stuff.dat ../file.cbecause it will add"../file.c"as the filename in the packfile, which won't work. Learn from my mistakes, bestie. ๐ญ
jnbunpack level.dat
That will unpack it in the current directory.
With gobpack you can convert .gob files (which are sprites, described in gob.txt) into .pcx files which you can edit with gimp for example, then convert back to a .gob and use it in your own level. ๐จ
gobpack -u font menu.pcx
That will unpack font.gob using the color palette from menu.pcx and write the files font.pcx font.txt. The other gob files should use level.pcx for the correct palette. Palette drama, we've all been there. ๐
gobpack font
That will generate font.gob from font.pcx and the specifications in font.txt.
๐จ Heads up: the .pcx files should be resaved with another program, as they are not packed and are thus very large. Big file energy. ๐
๐ AUTHORS ๐
Jump 'n Bump is originally a DOS game by Brainchild Design, authored by:
- Matthias Brynervall โ code ๐ป
- Andreas Brynervall โ graphics ๐จ
- Martin Magnusson โ graphics ๐จ
- Anders Nilsson โ music ๐ถ
It was open sourced under the GPL license. Legendary behaviour, honestly. ๐
The game was ported to Linux using SDL by Chuck Mason, and since then received contributions from multiple people. See the AUTHORS file provided with the game's documentation for details. ๐ซถ
This SDL2 port of Jump 'n Bump is maintained by the Libre Games community. Community carry. ๐
And that's the whole page, bestie! ๐ This one's dated February 10th, 2026, and it lives in the Games Manual as Jump 'n Bump(6) โ so if you forget literally everything else, just remember: jump on them. Periodt. ๐ ๐ฐโจ
๐ฆ where this page comes from
- fedora 43: jumpnbump 1.70-1.fc43 ยท GPL-2.0-or-later
- fedora 44: jumpnbump 1.70-1.fc44 ยท GPL-2.0-or-later
- ubuntu stonking: jumpnbump 1.70-1 ยท GPL-2.0-or-later
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms