- Release Year: 2019
- Platforms: Windows
- Publisher: Chongqing Traveller Network Technology
- Developer: Chongqing Traveller Network Technology
- Genre: Action
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Platform
- Setting: Fantasy
- Average Score: 63/100

Description
Jumping Master is a 2D side-scrolling platform game with anime/manga-inspired visuals, set in a fantasy world. Players navigate through levels with direct control, experiencing action-packed gameplay in a third-person perspective. Originally released in 2019, the game was later discontinued in 2020, but it offered a freeware/free-to-play model during its operation.
Where to Buy Jumping Master
PC
Jumping Master Reviews & Reception
store.steampowered.com (63/100): A innovative casual competitive game fully merged with classic gameplay of mushroom game.
steambase.io (64/100): Jumping Master has earned a Player Score of 64 / 100.
mobygames.com : Jumping Master will officially stop operating on July 31, 2020.
Jumping Master Cheats & Codes
Sega Master System
Enter codes using the provided format.
| Code | Effect |
|---|---|
| FFC118-C9 | Infinite Time |
| FFC11E-06 | Letters A, B, C, D, E & F |
| FFC115-0× | Mission Select (Replace × with 0-4) |
| FFC018-07 | Infinite Lives |
| FFC017-×× | Level Select (Replace × to play different levels) |
| FFC025-07 | Infinite Lives |
| FFC030-90 | Infinite Money (900) |
| FFC04D-01 | Power Bracelet |
| FFC046-01 | Magic Capsule A (Attack) |
| FFC047-01 | Magic Capsule B (Barrier) |
| FFC04A-01 | Teleport Powder |
| FFC049-01 | Cane of Flight |
| FFC048-01 | Telepathy Ball |
| FFC04B-01 | Moonstone Medallion |
| FFC04C-01 | Letter to Nibana |
| FFC04E-01 | Hirotta Stone |
| FFC023-0× | Level Select (Replace × with 0-F) |
| FFC023-10 | Level 16 – Janken’s Castle (Janken the Great) |
| FFC023-11 | Final Level – Cragg Lake (Crown) |
| FFCD0A-01 | Invincible after 1 hit (Time still decreases) |
| FFCD1D-02 | Infinite Energy |
| FFCD01-14 | Unlimited Cloud Shots |
| FFCD06-01 | High Jump (Makes buzzing noise) |
| FFC050-FF | End Level after just 1 Screen |
| FFC04D-0× | Level Select (Replace × with 0-C) |
| FFC10E-00 | Time Does Not Pass (9:00) |
| FFC082-0× | Map Pieces (Replace × with 1-8 for each piece) |
| FFC082-09 | Fake Map Piece |
| FFC084-01 | Infinite Gold |
| FFC085-01 | Ladder |
| FFC086-01 | Restorer |
| FFC087-01 | Key |
| FFC088-01 | Pencil |
| FFC089-01 | Eraser |
| FFC08A-01 | Cloth |
| FFC08B-01 | Hang Glider |
| FFC22E-06 | Infinite Energy |
| FFC22F-09 | Infinite Lives |
| FFC24A-05 | Infinite Lives |
| FFC24A-05 | Infinite Money |
| FFC24A-05 | Special Items |
| FFC46A-63 | Unlimited Energy |
| FFC424-03 | Infinite Lives |
| FFC427-63 | Unlimited Machine Gun |
| FFC42B-63 | Unlimited Bazooka Gun |
| FFC429-63 | Unlimited Flame Thrower |
| FFC42D-63 | Unlimited Grenades |
| FFC42F-63 | Unlimited other option |
| FFC478-3B | Infinite Timer |
| FFC113-10 | Infinite Life |
| FFC054-03 | Infinite Lives |
| FFC07B-06 | Infinite Time |
| FFC075-01 | One Hostage to Open Exit |
| FFC8ED-01 | Always have Flame Weapon |
| FFC08F-03 | Infinite Lives |
| FFC09F-FC | Infinite Energy |
| FFC08D-0× | Level Select (Replace × to select level) |
| FFC101-25 | Infinite Time |
| FFC120-03 | Infinite Time-Outs |
| FFC021-07 | Infinite Lives – Breakout |
| FFC021-07 | Infinite Lives – Centipede |
| FFC0D9-0A | Infinite Energy |
| FFC09A-03 | Invincibility |
| FFC09D-03 | Infinite Lives |
| FFCDA2-95 | Infinite Time |
| FFC08B-01 | Bombs from the Start |
| FFC09F-50 | Bonus Stage after every Level |
| FFC23F-08 | Infinite Lives |
| FFC147-40 | Invincibility |
| FFC144-0A | Infinite Lives (9) |
| FFC146-0A | Final Level (Change “A” for other levels) |
| FFC14C-09 | Infinite Money |
| FFC14D-09 | Infinite Iron Balls |
| FFC14E-09 | Infinite Spears |
| FFC14F-09 | Infinite 4-Directional Iron Balls |
| FFC150-09 | Infinite Special Items |
| FFC36B-05 | Infinite Energy |
| FFC363-04 | Infinite Lives |
| FFC01F-07 | Infinite Lives |
| FFC032-×× | Player 1’s Score (Replace ×× – FF = 255) |
| FFC033-×× | Player 2’s Score (Replace ××) |
| FFC034-0× | Time Remaining |
| FFC034-0× | Round Number (Replace × with 0-5) |
| FFD29B-03 | Infinite Lives |
| FFD503-40 | Invincibility (Turn off BEFORE end of each level or Batman freezes) |
| FFD298-0× | Stage Select (Replace × with 0-4) |
| FFC19F-96 | Infinite Time |
| FFDB93-40 | Invincibility |
| FFDB93-40 | Infinite Lives |
| FFC180-05 | Infinite Lives |
| FFC190-02 | Speed Up 3 |
| FFC1-9102 | Extra Mini-Ships (2) |
| FFC192-04 | Maximum Firepower |
| FFC312-01 | Invincibility (Defective) |
| FFC042-05 | Infinite Lives |
| FFC153-03 | Infinite Cluster Bombs |
| FFCEB7-03 | Infinite Lives – Player 1 |
| FFDB00-×× | Level Select (Replace ×× to select level) |
| FFC140-01 | Invincibility |
| FFC028-07 | Infinite Lives |
| FFC02B-77 | Infinite Time (177) |
| FFC02A-01 | High Jump (Always have Boots) |
| FFC149-01 | Start with Key |
| FFC282-03 | Infinite Turbo |
| FFC238-36 | Infinite Time |
Jumping Master: A Fleeting Glimpse into a Forgotten Platformer
Introduction
In the vast, ever-shifting landscape of indie games, few titles are as ephemeral as Jumping Master, a 2019 platformer that arrived with little fanfare and departed just as quietly. Developed and published by Chongqing Traveller Network Technology, this free-to-play title attempted to revitalize the classic “mushroom game” genre—a niche subcategory of platformers inspired by the simple, addictive mechanics of early flash games. Yet, despite its ambitious fusion of nostalgia and modern multiplayer competition, Jumping Master remains a footnote in gaming history, its servers shuttered in 2020 and its legacy reduced to a handful of Steam reviews and archived store pages.
This review seeks to resurrect Jumping Master from obscurity, examining its development, gameplay, and the circumstances that led to its premature demise. Was it a bold experiment ahead of its time, or a flawed relic of an era when indie developers chased trends without refining their execution? By dissecting its mechanics, art style, and community reception, we can uncover what Jumping Master got right—and where it stumbled.
Development History & Context
The Studio Behind the Game
Chongqing Traveller Network Technology, the studio behind Jumping Master, is a relatively obscure developer with no other notable titles in its portfolio. Based in Chongqing, China, the studio appears to have focused on smaller, free-to-play projects, likely targeting the Asian market. The lack of prior experience in the competitive platformer genre may explain some of Jumping Master‘s rough edges, but it also allowed for a degree of creative freedom unburdened by industry expectations.
The Vision: Reviving the Mushroom Game
The core premise of Jumping Master was to modernize the “mushroom game,” a term referring to simple, often browser-based platformers where players navigate treacherous terrain, collect power-ups (frequently mushrooms), and avoid hazards. These games thrived in the early 2000s, particularly in East Asia, where they were a staple of internet cafes and flash gaming sites. Jumping Master sought to transpose this nostalgic formula into a real-time multiplayer experience, blending the simplicity of classic platforming with the competitive edge of modern online gaming.
The developers explicitly stated their goal: “to find the initial fun of mushroom game and make players around the world at the same time.” This ambition was reflected in the game’s design, which emphasized quick, chaotic matches where players could jump, collect mushrooms, and battle for supremacy in a shared, ever-changing environment.
Technological Constraints and the Unity Engine
Jumping Master was built using the Unity engine, a popular choice for indie developers due to its accessibility and cross-platform capabilities. While Unity enabled the studio to rapidly prototype and deploy the game, it also imposed limitations. The game’s visuals, while colorful and functional, lacked the polish of more established platformers. The physics engine, crucial for a game centered around precise jumping, occasionally felt imprecise, leading to frustration during competitive matches.
The decision to use Unity also reflected the studio’s resource constraints. Without the budget for a proprietary engine or more advanced tools like Unreal Engine 4 (used in contemporaries like Jump Force), Chongqing Traveller Network Technology had to work within Unity’s framework, which, while versatile, couldn’t always deliver the fluidity required for a fast-paced platformer.
The Gaming Landscape in 2019
Jumping Master launched on April 9, 2019, into a crowded marketplace. The late 2010s saw a resurgence of platformers, thanks in part to indie darlings like Celeste (2018) and Hollow Knight (2017), which redefined the genre with tight controls, deep storytelling, and innovative mechanics. Meanwhile, competitive platformers like Brawlhalla and Rocket League dominated the multiplayer space, offering polished, accessible experiences with broad appeal.
In this context, Jumping Master faced an uphill battle. It lacked the narrative depth of Celeste or the mechanical precision of Super Meat Boy, and its multiplayer focus didn’t offer the same level of strategic depth as Brawlhalla. Furthermore, its free-to-play model, while attractive, was hampered by a lack of monetization strategies that could sustain long-term development. The game’s niche appeal—targeting fans of a largely forgotten subgenre—meant it struggled to carve out a distinct identity in an oversaturated market.
Narrative & Thematic Deep Dive
The Absence of Story
Jumping Master is, at its core, a gameplay-first experience. There is no overarching narrative, no character arcs, and no dialogue to speak of. The game’s “story,” such as it is, is conveyed through its visual design and the implicit challenge of its levels. Players are dropped into a vibrant, cartoonish world filled with floating platforms, treacherous cliffs, and whimsical hazards like turtles and fire pillars. The goal is simple: jump, collect mushrooms, and outmaneuver opponents.
This minimalist approach to storytelling is not inherently a flaw. Many classic platformers, from Super Mario Bros. to Donkey Kong, thrive on their mechanical purity. However, Jumping Master misses an opportunity to infuse its world with personality. The game’s heroes—drawn from “all kinds of Comic, Legends, [and] games”—include characters like Thomas, Karina, and Sun Wukong (the Monkey King from Chinese mythology), yet none of these figures are given any backstory or motivation. They exist purely as avatars, devoid of the charm that makes characters in games like Rayman Legends or Shovel Knight memorable.
Themes: Nostalgia and Competition
The primary theme of Jumping Master is nostalgia. The game’s entire premise is built around revisiting the “initial fun” of mushroom games, a callback to a simpler era of gaming. This is evident in its art style, which mimics the bright, exaggerated aesthetics of early 2000s flash games, and its gameplay, which prioritizes quick, repetitive actions over complex mechanics.
Yet, Jumping Master also introduces a competitive element that complicates this nostalgic foundation. The game’s multiplayer modes—such as the Guardian mode (5v5 team battles) and Gems Grab mode (a free-for-all scramble for resources)—transform the solitary experience of classic platformers into a social, often chaotic, affair. This tension between nostalgia and competition is the game’s most interesting thematic conflict. On one hand, it seeks to evoke the warmth of childhood gaming; on the other, it thrusts players into a cutthroat environment where only the most skilled (or lucky) survive.
The Problem of Tone
The disconnect between Jumping Master‘s nostalgic aesthetic and its competitive gameplay creates a tonal whiplash. The game’s visuals and sound design suggest a lighthearted, almost whimsical experience, yet the multiplayer matches can devolve into frustration as players grapple with imprecise controls and unpredictable hazards. This inconsistency undermines the game’s ability to fully commit to either its nostalgic roots or its competitive aspirations.
A stronger thematic throughline—perhaps a narrative about preserving the joy of classic gaming in a modern, hyper-competitive world—could have tied these elements together. As it stands, Jumping Master feels like two games stitched together: a love letter to a bygone era and a rushed attempt to capitalize on the battle royale craze.
Gameplay Mechanics & Systems
Core Gameplay Loop
At its heart, Jumping Master is a platformer with a simple loop:
1. Jump: Players navigate a series of floating platforms, avoiding hazards like cliffs, turtles, and fire pillars.
2. Collect Mushrooms: Scattered throughout the map, mushrooms serve as power-ups, allowing players to level up and gain temporary advantages.
3. Battle Opponents: Using a mix of basic attacks and special abilities (tied to “wild props” like thunderbolt spells or stealth cloaks), players attempt to push each other off the map or deplete their health.
4. Destroy the Enemy Crystal: The ultimate objective in most modes is to push down the opposing team’s crystal, a mechanic borrowed from MOBAs like League of Legends.
This loop is straightforward and easy to grasp, making Jumping Master accessible to casual players. However, the execution leaves much to be desired.
Combat and Character Abilities
Combat in Jumping Master is simplistic. Players have a basic attack and can utilize special abilities tied to the “wild props” they collect. These props—such as the Thunderbolt Spell (a ranged attack), Transport Witchcraft (a teleport), and Stealth Cloak (invisibility)—add variety to matches but are often underutilized due to their random distribution. The lack of a dedicated skill tree or progression system means that character customization is limited to cosmetic skins, which do little to differentiate gameplay styles.
The game’s roster of over 30 heroes, drawn from various comics and legends, is one of its most ambitious features. However, the heroes’ unique skills are often superficial, with most characters feeling interchangeable in practice. Sun Wukong, for example, might have a special jump ability, but the difference in playstyle is minimal compared to a generic hero. This lack of depth makes the roster feel more like a gimmick than a meaningful addition to the gameplay.
Multiplayer Modes
Jumping Master offers several multiplayer modes, each with its own twist on the core mechanics:
– Guardian Mode: A 5v5 team battle where players work together to destroy the enemy’s crystal. This mode is the closest to a traditional MOBA, with an emphasis on teamwork and objective-based play.
– Gems Grab Mode: A free-for-all where six players compete to collect gems while avoiding elimination. This mode is more chaotic, with a focus on survival and quick reflexes.
While these modes provide variety, they suffer from the same fundamental issues: imprecise controls, unbalanced matchmaking, and a lack of strategic depth. The absence of a ranking system or meaningful progression means that matches often feel disjointed, with little incentive to improve beyond personal satisfaction.
UI and User Experience
The user interface in Jumping Master is functional but uninspired. The main menu is cluttered, with options for different modes and customization buried under layers of submenus. The in-game HUD is similarly barebones, providing basic information like health and cooldowns but lacking the polish of more refined competitors.
One of the most glaring issues is the lack of a tutorial. New players are thrown into matches with little explanation of the game’s mechanics, leading to confusion and frustration. This oversight is particularly egregious given the game’s competitive focus, where understanding the nuances of movement and ability usage is crucial.
Innovative or Flawed Systems?
Jumping Master attempts several innovations, but most fall short of their potential:
– Mushroom Collection: The idea of using mushrooms as both power-ups and leveling tools is clever, but the execution is inconsistent. Mushrooms spawn randomly, leading to uneven power distribution in matches.
– Wild Props: The special abilities tied to props add variety, but their randomness makes them unreliable. A player who stumbles upon a Thunderbolt Spell early in a match gains a significant advantage, while others are left struggling to catch up.
– Hero Customization: The inclusion of over 30 heroes is ambitious, but the lack of meaningful differentiation between them renders the feature superficial.
The game’s most successful innovation is its blend of classic platforming with modern multiplayer mechanics. However, this fusion is undermined by technical limitations and a lack of polish.
World-Building, Art & Sound
Setting and Atmosphere
Jumping Master takes place in a fantastical, cartoonish world filled with floating islands, lush forests, and whimsical hazards. The game’s levels are designed to evoke the simplicity of classic platformers, with bright colors and exaggerated physics. However, the world lacks cohesion. Levels feel disjointed, with no overarching theme or progression tying them together.
The game’s fantasy setting is generic, drawing from a mix of Eastern and Western influences without committing to either. The inclusion of characters like Sun Wukong suggests a desire to tap into Chinese mythology, but this is never explored in any meaningful way. The result is a world that feels like a pastiche of ideas rather than a fully realized universe.
Visual Direction
The art style of Jumping Master is its strongest asset. The game’s 2D scrolling visuals are vibrant and colorful, with a hand-drawn aesthetic that recalls classic anime and manga. The character designs, while simple, are expressive, and the environments are filled with charming details like bouncing mushrooms and animated turtles.
However, the visuals are let down by technical limitations. The Unity engine struggles to deliver smooth animations, and the game’s physics engine occasionally produces jarring collisions. The camera, which follows the player in a side-view perspective, can also be uncooperative, particularly in chaotic multiplayer matches where multiple players are vying for screen space.
Sound Design
The sound design in Jumping Master is functional but unremarkable. The game features a cheerful, upbeat soundtrack that complements its lighthearted aesthetic, but the tracks are repetitive and lack the memorability of classic platformer tunes. Sound effects, such as the boing of a jump or the crunch of a collected mushroom, are serviceable but do little to enhance the gameplay experience.
One notable omission is the lack of voice acting. Given the game’s multiplayer focus, even simple voice lines—such as taunts or victory cries—could have added personality to the matches. As it stands, the game’s audio is forgettable, failing to leave a lasting impression.
Reception & Legacy
Critical and Commercial Reception
Jumping Master received mixed reviews on Steam, with a 63% positive rating based on 88 user reviews. Players praised the game’s nostalgic charm and accessible gameplay but criticized its technical issues, lack of depth, and short lifespan. Many reviews noted that the game was fun in short bursts but struggled to retain players due to its repetitive nature and lack of content updates.
Commercially, Jumping Master was a minor blip. As a free-to-play title, it likely generated little revenue, and its player base remained small. According to MMO Stats, the game had around 50 daily players at its peak, a far cry from the success of contemporaries like Brawlhalla or Fall Guys.
The Shutdown and Its Aftermath
On July 23, 2020, Chongqing Traveller Network Technology announced that Jumping Master would shut down on July 31, 2020. The studio cited a “redesign of Jumping Master gameplay and the adjustment of research and development strategies” as the reason for the closure. The announcement was met with disappointment from the game’s small but dedicated community, who had grown attached to its quirky charm.
The shutdown process was handled with a degree of care. The studio provided a clear timeline for the closure, including the cessation of in-game purchases and the removal of installation packages. They also expressed gratitude to the players, stating, “We express our deep regret and apologies for the trouble caused by this game closure!” This level of transparency is rare in the gaming industry, particularly for smaller titles, and it speaks to the studio’s appreciation for its community.
Influence and Legacy
Jumping Master has had little discernible influence on the gaming industry. Its blend of classic platforming and modern multiplayer mechanics was not unique, and its technical limitations prevented it from standing out in a crowded market. However, the game’s attempt to revive the mushroom game genre is noteworthy, if only as a curiosity.
In the years since its shutdown, Jumping Master has faded into obscurity. It is rarely discussed in gaming forums or retrospectives, and its Steam page serves as a digital tombstone for a game that could have been. Yet, for the handful of players who enjoyed it, Jumping Master remains a fond memory—a brief, imperfect experiment that captured the joy of jumping, collecting, and competing.
Conclusion
Jumping Master is a game of contradictions. It is a love letter to a bygone era of gaming, yet it struggles to recapture the magic of the games it emulates. It is a competitive multiplayer experience, yet it lacks the depth and polish to sustain a dedicated player base. It is ambitious in its scope, yet it is hampered by technical limitations and a lack of resources.
In the grand tapestry of video game history, Jumping Master is a minor thread—a fleeting experiment that arrived too late to make a lasting impact. Yet, it is precisely this ephemerality that makes the game worth examining. Jumping Master is a reminder of the risks and rewards of indie game development, where passion and creativity must contend with the harsh realities of market saturation and technical constraints.
For those who played it, Jumping Master was a brief, joyful diversion—a chance to revisit the simple pleasures of jumping and collecting in a world that had moved on to more complex challenges. For the rest of us, it is a cautionary tale about the importance of refinement, the dangers of nostalgia without substance, and the fragile nature of online communities.
Final Verdict: 5/10 – A Flawed but Charming Relic
Jumping Master is not a great game, but it is an interesting one. Its blend of nostalgia and competition is admirable, even if the execution falls short. For fans of classic platformers or those curious about the evolution of the genre, it is worth a brief look—if only to appreciate what could have been.