Levels in Jumpman contain lots of individual elements (Girder, Ladders, Ropes, Monsters etc..). They also define the Difficulty, the Initial Bonus amount and if the Level is Visible.

Levels also provide Global script methods and properties to the scriptlets.

To Select the Level just click an empty area in the background (ie. not on a object in the level)

This Section describes the object and the properties available at design time.

When the Level is Selected, the Property Editor Window will bring up the following dialog;

Level Name

Sets the name of the Level which is used to reference it via the Visual Basic Scriptlets. Object Names Cannot Contain any spaces and Must be unique.

It is important to note that changing the name of an object will not change any references to it via the scriptlets. Generally it would be unlikely that you would change the name of an object from the one generated by the program.


Display Name

Defines the Level Name to Display by the Game Player. It unlike the Level Name can contain spaces.



Defines the Difficulty of the Level.. This is purely for reference by the Game Player. The Game Player does not effect any other objects depending on this value (Ie. Speed things up if the difficulty is higher). It is only used to split up the levels so if the Player wants only to play 'Beginner Levels' then all the levels with the Difficulty set to 'Beginner' will be played. The order in which they are player is as defined in the Game Info Manager (link).



Defines the Image to use for a static Background at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link).

The Background Image is automatically stretched to cover the full area of the screen. So the Image doesn't need to match the playing resolution. It is also drawn at 50% Intensity so will look a lot dimmer than the original picture.


Start Bonus

Defined the Value to use for the Initial Bonus Value.. This value is reduced by 100 every 4 seconds (Irrelevant to the Players run-speed). When the Value reaches 0 it will stop counting.

Valid Values range from 0 to 5000.


Bonus Decrease Sound

Defines the Sound to play when the Bonus Value decreases. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).


Starts off Invisible

This Feature is not Implemented yet.


Reveal Diameter

This Feature is not Implemented yet.


Bombs Left

Defines the Number of Bombs remaining in which the Game Player will think that the level has been completed. Setting this to 0 will mean that ALL the bombs will have to be collected before the level is complete.. Setting this to say 4, will mean that the level will exit when there are still 4 bombs to be collected.

Valid values range from 0 to 100.

This Section describes the object and how it can accessed and controlled via the scriptlets at run-time. Please refer to the Bomb on more information about scriptlets.

A Method is a function call which can be executed whilst a Property changes the state of a individual flag in the object.


There are currently no script accessible Methods for a Jumpman Level there are however are some Global Methods available.

PlaySound ["SoundName"]

This will Play a Sound (WAV) from the Sound Manager (link). The Sound Name should be given as the Parameter for this method. If an invalid SoundName is given then this command is ignored.


There are currently no script accessible Properties for a Jumpman Level there are however are some Global Properties available.

BombsCollected (Read Only)

Contains the Number of Bombs Collected by the Player.. It is initialized to 0 as the Start of each level and is incremented by 1 every time a Bomb is Collected.

Script Example..

If (BombsCollected = 3) Then
' do something
End If

Look at 'Vampire' from Jumpman to see how this is used to start a Vampire for every 3 collected.


BombsRemaining (Read Only)

Contains the Number of Bombs Remaining to be Collected on the Level. It is initialized to the Bomb count at the start of the level and decremented by 1 each time a Bomb is Collected.

Script Example..

If (BombsRemaining = 1) Then
' do something
End If


R0 -> R3

These are a General Purpose Registers which you can use in the scriptlets to hold data. They are persistent for the life of the Level. These Registers are classified as Variants which means that they can contain either Numbers, Strings and Booleans. They are initialized as Integers with the value of 0 at the Start of the Level. (If you try to read them as a Boolean, they will return False until set)

An example of it's use would be to set a Registers value to True when a certain bomb is collected and then test against this when other bombs are collected.. You could with a little bit of simple scripting make bombs having to be collected in a specific order before something happens.. (like a door opening or something..)

Script Examples..

R0 = True

R1 = BombsCollected

R2 = "Hello Randy!"


DebugText ["String"] (Read Only)

This will render (on the game screen) some Debug Text. It is designed to help in debugging the scriptlet. This property will only render the text if the Level is being played in Debug Mode. (By Pressing F7 to start the level or using the Level->Play With Debug Window menu (link)).

Script Example..

DebugText = "BombsCollected: " & BombsCollected & ", BombsRemaining: " & BombsRemaining

Will render the following on the game screen (The White Text);

While in Debug Mode, The Frames Per Second is also displayed. This can be brought up in Normal Play mode by Pressing F11.