Robbit
A robotic rabbit and the playable hero, dispatched to recover the stolen reactors.
How it plays
Each stage is explored from a first-person perspective. Robbit must collect the required reactor components, locate the exit, and often defeat enemies or reach elevated platforms before time runs out.
Robbit can move across floating platforms, perform successive jumps, fire projectiles, collect power-ups, and search for bonus items. Stages are grouped into worlds and end with boss encounters. Falling costs a life, while optional collectibles and faster completion times reward careful exploration.
Plan your run
Learn to use repeated jumps as a positioning tool rather than holding a single route. Look downward before landing, because the first-person view can hide the platform edge.
Collect reactor parts efficiently, but search side areas when you have enough time. Keep moving around enemies, conserve useful power-ups for crowded sections, and practice boss attack patterns before attempting fast clears.
Meet the cast
A robotic rabbit and the playable hero, dispatched to recover the stolen reactors.
The main antagonist, who steals the planetary reactors and commands the hostile forces.
Documented inputs
Documented unlockInformation is not available for this title yet.
Before you begin
Use the highest visible platform as a navigation reference.
Check corners and side paths for bonus items.
Do not rush a landing when the camera obscures the platform.
Jumping Flash! is a first-person 3D platform game developed by Exact and published by Sony Computer Entertainment for the original PlayStation. Players control Robbit, a robotic rabbit sent to recover stolen planetary reactors from the villainous Baron Aloha. The game combines precise jumping, projectile attacks, floating platforms, and collectible hunting in compact stages viewed from Robbit’s eyes. Its unusual perspective and ability to jump repeatedly in midair made it one of the PlayStation’s earliest demonstrations of 3D platforming. Contemporary reception was generally positive, especially for the inventive movement and technical presentation, although some players found the perspective disorienting. Its design helped establish a distinctive early-3D platforming style.
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