This is a page about an old but nifty game called JetPack. Each level is one screen big only, and the graphics are tiny, but as many good old games it can easily get you addicted! Jetpack was first released in 1993 as Shareware by Software Creations, later re-released by Impulse, but in 1998 the original author of the game Adam Pedersen released it as freeware.
You can download JetPack for free from AdeptSoftware.com.
In JetPack you are a daring adventurer who, with your trusty jetpack strapped to your back, enters and explores hundreds of levels full of treasures and dangers. Your quest is to take all of the gems in each level without getting killed and then get in safety to the exit door.
My JetPack Levels
Jul 15 2001
One of the greatest features of JetPack is that it includes an extremely powerful and useful level editor. In a matter of minutes you can design a level that is just as good or even better than the levels that come with the game.
I have played a little with this, and have made for you ten challenging levels that you can download right here. In some of them you have to think very much, and in others you have to be very quick.
Just unzip the levels into your /jetpack/levels folder. Then start the game and press F4 for custum mode and select any of the levels Rune01 to Rune10 to play. What do you think of them? :)
Rune's Sick Angel Module
Jul 15 2001
Included with Jetpack is a small program by the name of JSwitch.exe. It lets you switch between various sets of graphics for Jetpack. Included in the JetPack package are three modules:
- Module A: Regular Jetpack
This is the one the game uses by default.
- Module B: Christmas Jetpack
You are Santa, and instead of taking gems from the levels, you're placing presents under trees.
- Module C: Jetpack Junior
A strange module where you play as a much smaller version of the Jetpack guy from Module A.
I have also made my own module:
- Module R: Rune's Sick Angel Module
In this module you play as a mental ill angel. You keep getting banished from heaven because of your sick behavior. Before they let you back in you have to wander around in hell collecting jars with pills that can temporarily cure your symptoms. If you pick up a halo (a golden ring) you get enough angel power to use your wings to fly for a while, which will make your quest easier.
This module really is different. The angel doesn't have a jetpack; he flies with his wings. And he doesn't have a phaser; he - well, you'll see. And all the monsters look different!
To use this module, download it (see below), and unzip the files into your /jetpack folder. Then run JSwitch.exe and choose module R. Now start the game and have fun! :)
How to make your own JetPack module
Jul 15 2001
As you can see above it's possible to make your own graphics module for JetPack. It's not as easy as creating a level, but if you can use a paint program and have a little patience, it's a good start. You need to download and unzip the file below into some folder. It's a 630k zip file containing everything that you'll need to make a module. Then follow the instructions in the file readme.txt.
The future of JetPack
Jul 15 2002
Adam Pedersen is planning on creating a sequel to the JetPack game, though he is not sure when it will be released.
Follow the development at: http://www.jetpackhq.com
This is what he told me about JetPack 2 back in 2002:
"My plans for it will make it an awesome game, but it may be hard getting publishers to accept a 2D game these days. I haven't even thought about it for a while, but a few of the things are: making it have a 3d look, scrolling, parallax, dynamic lighting, swinging vines etc, multiplayer, multi-level missions with varied goals, vehicles, and lots more. I will probably use 3d rendered graphics but I really suck at modeling and I can't afford an artist.
The size of each level in Jetpack 2 will be variable, but the guy will still be very small. I don't want it to turn into the typical console scroller. He will be 2-3 times bigger on screen than the guy in jetpack 1 though. I plan to have a very cool mouse-driven editor. With the current design, each tile is not just a square, but a 3D cube. Sort of the [3d look in Commander Keen] aspect, but different. The thing about all those old Apogee games, was they didn't think physics was important for some reason. Even when Duke 2D had a jetpack, it was either pushing him up or he was falling, 1 speed either way. That sucked. Jetpack would suck if it was like that. I think real physics is one of the coolest aspects of games, and I want JP2 to have trampolines and bouncing balls, and maybe curved floors and walls like Sonic. The curves may be too hard to pull off for what they're worth though.
The plan calls for support of external 'mission packs' that can contain graphics, sounds and other stuff. If I ever finish Nautilus, Jetpack 2 will be based on it, so the packs should be able to contain even custom monsters, AI, and more. I think the mission packs will only apply to themselves though, so a graphics module would not effect the missions in the game."