into private resorts. Aloha removes and hides the twelve jet pods that propel each world. Witnessing the destruction, the residents of Crater Planet call for help, and in response the Universal City Hall dispatches one of their agents, a mechanical rabbit named Robbit. Robbit is ordered to explore each world to retrieve the jet pods, stop Aloha, and save Crater Planet from destruction. At the end of the game, Aloha flees to his home, Little Muu, and vows revenge on Robbit. Throughout the game, Aloha surrounds himself with creatures called MuuMuus that appear as small, white, five-limbed creatures with miniature palm trees on their heads. Many of the game's full motion videos feature the MuuMuus in an izakaya tavern, recounting their defeat at the hands of Robbit. Development and release Jumping Flash! was developed by Japanese developers Exact (Excellent Application Create Team) and Ultra. The game was first revealed in early 1994 under the provisional title "Spring Man" as a technology demonstration for the upcoming PlayStation console. Sony Computer Entertainment hoped Jumping Flash! would be remembered as the first appearance of a new "platform star" with the same longevity as Sonic the Hedgehog or Mario. The game uses the same engine and shares similar gameplay traits with Geograph Seal, a 3D platform game released for the Sharp X68000 home computer the previous year by Exact. After seeing Geograph Seal and realising the potential in their game design, Sony's director of entertainment in Japan, Koji Tada, paired Exact with Ultra to develop a new game for the upcoming PlayStation console. Tada replaced Hiroyuki Saegusa as director of the game, although he had kept all key Exact staff to work on the project. The initial development was split into two phases. Exact developed the game engine and its gameplay; Ultra designed the story and 3D cutscenes, and created characters such as the mechanical rabbit protagonist, Robbit. Ultra felt they needed to depart from the "stereotypical science fiction vibe" that included the usual "space ranger" or double agent protagonists. To create a sense of individuality among platform games, the developers implemented a dynamic camera that would automatically pan down towards the shadow of Robbit on the ground during large jumps, allowing players to carefully line up their landings. Jumping Flash! was considered the first game of the platform genre to be developed with full 3D computer graphics. The music for Jumping Flash! was