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Sonic Jump (2005)

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Sonic Jump, as the name suggests, involves lots of jumping.

It also has a rather convoluted release history, starting life as a DoJa cell phone game on the Sonic Cafe service before being ported to MIDP (Western J2ME platform) in the US, China, and Brazil (with the original DoJa version and the latter two MIDP releases having been dumped). A few years later, the game got a remake called Sonic Jump 2, which was released in a few regions without its number before being released in some others with its number, though this version wouldn't reach Japan until an Android port was released there in 2011 without its number via the Puyo Puyo! Sega service. Then, yet another remake was released in 2012 for iOS and Android.

Confused yet?

To do:
Brazilian versions have unused graphics and audio for the cutscenes, which are not present in these versions.

Unused Graphics#

The Chinese version contains a series of unused graphics.

Art

File name(s)

Description

block_2ca.png

Sprites for platforms that cause damage from the bottom, intended for Blue Sky Zone and Mechanical Zone. Since such type of platform isn't present in these levels, these go unused.

block_2cb.png

block_2cc.png

block_3ca.png

block_3cb.png

block_3cc.png

block_2da.png

Sprites for platforms that launch the player upwards. Green Hill Zone's spring is used instead.

block_2dc.png

block_2db.png

block_3da.png

block_3dc.png

block_3db.png

block_4da.png

block_4dc.png

block_4db.png

block_5da.png

block_5dc.png

block_5db.png

block_6da.png

block_6dc.png

block_6db.png

block_3b.png

A falling platform, intended for Mechanical Zone.

cut_2.png

A portrait intended to be used in Jungle Zone's cutscene. A more detailed version is used instead.

d_bg8.png

An eight cutscene background depicting a crudely drawn living room.

d_sonic_e.png

A fifth cutscene portrait for Sonic, featuring a hue-shifted Sonic Adventure 2 render. It should be noted that this is bigger than the other character cutscene portraits, being 100x100 rather than the usual 128x84.

set.png

Alternative title screen with a different render for Sonic and logo.

sonic_dead1.png

Sonic dying. When dying, Sonic just falls off the screen, making these unused.

sonic_dead2.png

sonic_dead3.png

sonic_up1h.png

A particle meant for Sonic's bounce up sprite.

sonic_up2h.png

highj.png

An unused sonic sprite for unknown with purple background

title.png

An alternative logo. A kanji character saying 仮 (kari) can be seen, which is a term for "temporary".

MIDI Data#

The text "PsmPlayer V5.0" is present at the beginning of every MIDI file in the MIDP versions, indicating that this freeware program was used to convert the Faith i-Melody music files from the DoJa version to MIDI. It's not clear if the developers were given permission to use it for a commercial game.

Graphics Glitch#

The Chinese version contains some Graphics glitch.

img

Description

A graphics glitch of SonicJump2005 Chinese version.When sonic doing "high jump" you can see the image of "g.png" appearance on sonic's body in a few frames. It seems like the first frame of Insta-Shield

A graphics glitch of SonicJump2005 chinese version.The game does not use second part sprite of background in the end of the stage.This problem does not appear in the JP version or the BR version.(Here is Green Hills Zone)