A little adventure is waiting beyond the jungle leaves.


From the maker
This is an AI-generated game made from scratch. The goal is an Atari Falcon 060 jump ’n’ run with super-smooth animations. This browser version is the high-end one — the ambition is to bring nearly the same graphics to the Atari at 320 × 240.
The project brings together artwork, animation, sound, voice and video tools to create a little adventure in the wild.
Chapter I
A kingdom in trouble

Far away, beyond the mountains and endless forests, there was a beautiful kingdom ruled by a wise and beloved queen. For many years, the kingdom lived in peace.

After the queen passed away, chaos swept over the kingdom. Her daughter, the princess, was next in line to become queen. But not everyone wanted to see her on the throne.


A ruthless military gang had secretly planned to take control of the kingdom. They kidnapped the princess and demanded five billion dollars for her release. Their real plan was much darker: to take her far away into a forgotten jungle nobody dared to enter, abandon her there, and seize the throne.

Chapter II
The lost jungle

Deep inside the jungle lived a mysterious young woman known as Jungle Cat. With her long green hair, feline ears and fluffy tail, she knew the jungle better than anyone. Brave, clever and independent, she had learned to survive in a world where danger could hide behind every tree.
When she discovered what had happened to the princess, she decided to find her, following the clues the kidnappers had left behind.

Her journey would take her through dense tropical forests, dangerous river crossings, forgotten temples, mysterious caves and ancient ruins. Dinosaurs still roamed this lost world. Jungle Cat had to use all her courage, agility and jungle knowledge to survive.
Chapter III
The rescue

Eventually Jungle Cat discovered where the princess was being held. The gang had made a hidden camp deep in the jungle, inside an old temple ruin.

She approached carefully, avoiding the guards and using the jungle itself. After a dangerous confrontation, she reached the princess. Frightened and exhausted, the princess had never completely lost hope. And then, suddenly, there she was. Jungle Cat.

In the end, the gang was defeated. The princess was free. And the kingdom was saved.
Chapter IV
A new queen

When the princess finally returned home, the entire kingdom celebrated. Soon a magnificent royal ceremony took place. The princess received her crown and became the new queen.
Jungle Cat was there. The queen never forgot who had saved her life and her kingdom. As thanks, she declared Jungle Cat’s territory a protected nature reserve. Nobody would be allowed to destroy its forests or disturb its wildlife. And Jungle Cat would always be welcome at the royal palace.
Chapter V
A special friendship

Although Jungle Cat preferred her wild home to the royal palace, the two became very good friends. The queen sometimes visited, leaving her duties behind for a little while. They explored hidden waterfalls, ancient temples, mysterious rivers and sunny clearings.
Sometimes they simply listened to the forest. The princess had become queen, the kingdom was safe, and the jungle was protected. It seemed their adventures had finally come to a happy ending.
Chapter VI
One day… something unexpected

One beautiful morning the queen arrived in the jungle with a very different expression. Strange things had been happening back in the kingdom, and she was worried something dangerous was growing. She had come to ask her old friend for help.
Jungle Cat listened carefully. Then she looked toward the endless green. Perhaps their adventures were not over after all.
The legend continues
To be continued
Jungle Cat 2 — a new adventure awaits
Behind the adventure
About Jungle Cat
A little independent game project inspired by classic platform adventures, lush jungle worlds and the spirit of the Atari Falcon.
The game
Jungle Cat is planned as a fast, colourful jump ’n’ run adventure. Explore forgotten temples, cross rivers, avoid dangerous creatures and find your way through a mysterious lost world.
The hero
Jungle Cat is quick, resourceful and completely at home in the wilderness. Her whip, agility and knowledge of the jungle help her overcome obstacles and protect the princess.
Made with love for retro games
The project is being developed with the Atari Falcon 030/060 in mind, with a modern browser presentation to show the artwork and story in greater detail.
The world
Beyond the kingdom lies a vast jungle filled with waterfalls, ancient stone temples, hidden paths and creatures from a forgotten age. There is always another secret beyond the next bend.
Game configuration reference
SETTINGS
A complete reference to the game’s adjustable values. 287 variables in 12 groups.
Every setting of the game, its default value, and what it does.
How to change settings
- In the game: title screen > SETTINGS > GRAPHICS > EXPERT SETTINGS.
- Use UP / DOWN to choose a line and LEFT / RIGHT to change its value. Hold SHIFT for 10 times bigger steps. ENTER restores the default value.
- Your changes are saved in the browser. A few values only take full effect after reloading the page (F5).
- In
js/game.js: all settings are in theGAME SETTINGSblock at the top of the file, one line each.
Words used in this list
- unit — the game’s own length measure. The screen is 320 × 240 units, the hero is about 38 units tall. 1 metre = 3.2 units.
- tick — the game’s time step, 60 per second (60 ticks = 1 second).
- picture — one frame of an animation. “Picture pixels” are pixels inside the picture file.
- 1 / 0 — on / off. “ON” settings are switches, everything else is a number.
- TPF — ticks per picture (bigger = slower animation). K — size factor (units per picture pixel).
- AX / AY — anchor point of a picture, the spot placed on the character’s feet or hand.
287 variables in 12 groups. Defaults are the values in js/game.js. Step is the amount one click on the setting changes.
Hero Movement (65)
| Variable | Default | Step | What it does |
|---|---|---|---|
HERO_WALK_SPEED | 0.65 | 0.01 | walking / running speed on the ground |
HERO_CROUCH_SPEED | 0.35 | 0.01 | walking speed while crouching |
HERO_SWIM_SPEED | 0.55 | 0.01 | swimming speed in the water (sideways) |
HERO_AIR_SPEED_FACTOR | 1.9 | 0.1 | sideways speed in the air = walk speed x this (the hero flies further in a jump) |
HERO_ROPE_SPEED | 0.75 | 0.01 | speed while hanging on a rope hole |
HERO_CLIMB_SPEED | 0.7 | 0.01 | speed climbing up / down a vine |
HERO_JUMP_SPEED | 2.975 | 0.1 | start speed of a jump upwards |
HERO_GRAVITY | 0.095 | 0.001 | falling: speed gained every tick |
HERO_MAX_FALL_SPEED | 4.5 | 0.1 | falling never gets faster than this |
HERO_CLIMB_JUMP_SPEED | 2.4 | 0.1 | jump off a vine |
HERO_CLIMB_TOP_HOP | 2 | 1 | little hop when she climbs over the top of a vine |
HERO_ROPE_HOP_UP | 1.6 | 0.1 | hop up at the end of a rope hole |
HERO_ROPE_HOP_SIDE | 0.65 | 0.01 | hop sideways at the end of a rope hole |
HERO_SPIKE_BOUNCE | 2.5 | 0.1 | bounce up after she touched spikes |
HERO_WATER_TICKS | 600 | 10 | ticks in the deep water until she is eaten / drowns (600 = 10 seconds) |
HERO_HURT_INVULN | 80 | 5 | ticks she can not be hurt again after a hit |
SWIM_SINK | 0.04 | 0.001 | swimming: she sinks by this every tick |
SWIM_DIVE | 0.1 | 0.01 | swimming: extra downward push while the DOWN key is held |
SWIM_RISE | 0.18 | 0.01 | swimming: upward push while UP / JUMP is held |
SWIM_MAX_UP | 1 | 1 | swimming: fastest way up |
SWIM_MAX_DOWN | 0.8 | 0.01 | swimming: fastest way down |
HOLE_POST_W | 10 | 1 | |
JUMP_SLOW | 0.704 | 0.01 | |
HERO_SLOW | 0.85 | 0.01 | |
VINE_G | 0.19 | 0.01 | swing gravity of the swinging vines (was .38, faster). |
VINE_LAUNCH | 1.41 | 0.1 | swing gravity (was .38 = faster) and a launch boost so the jump distance stays the same |
RUN_ANIM_K | 1.4 | 0.1 | |
HANG_K | 0.95 | 0.01 | size of the vine-hang animation (1 = as exported) |
JAPEX | 20 | 1 | which picture (0-44) is shown at the top of the jump. |
JRATE | 1.7 | 0.1 | max pictures per tick (higher = snappier changes). |
JLAND | 18 | 1 | launch speed, apex frame (0-based), max frames per tick, ground distance where the landing reach starts |
RESP_SAFE | 1 | 1 | |
RESP_BACK | 34 | 5 | |
RESP_MAX | 260 | 10 | |
RESP_HOLE | 60 | 5 | |
RESP_ENEMY | 110 | 10 | |
RESP_HIT | 1 | 1 | |
FADE_OUT | 70 | 5 | |
FADE_IN | 45 | 5 | |
SWK | 1.12 | 0.1 | size of the swimming picture. |
IK | 1.1 | 0.1 | |
HID_STEP | 110 | 10 | hero idle: ticks one pose is held (the 6 new pictures play 1-2-3-4-5-6-5-4-3-2-1 ... and fade into each other). |
HID_FADE | 0 | 1 | part of every step used to fade into the next picture (0 = hard cut, 1 = always fading). |
IW | 1.22 | 0.1 | height / width factor of the idle pose. |
DUCK_K | 0.9 | 0.01 | duck pose size |
CROUCH_ANIM | 1 | 1 | 1 = new crouch-down animation, 0 = old single picture. |
CD_DN | 24 | 5 | ticks to go down. |
CD_UP | 16 | 1 | ticks to stand up. |
CD_DZ | 0.24 | 0.01 | share of the time spent dissolving into the hold pose. |
CLIMB_ON | 1 | 1 | 0 = old pose (run picture), 1 = the new climbing animation (33 pictures) |
CLIMB_FPT | 0.5 | 0.01 | pictures per game tick while she climbs (60 ticks/s -> 30 pictures/s). Up = forward, |
CLIMB_K | 0.165 | 0.01 | game units per picture pixel (size). CLIMB_AX / CLIMB_AY = point of the picture that sits on |
CLIMB_AX | 147 | 10 | |
CLIMB_AY | 315 | 10 | |
CLIMB_DY | 2 | 1 | |
ROPE_ON | 1 | 1 | 0 = old pose (run picture + drawn arms), 1 = the hand-over-hand animation |
ROPE_FPT | 0.7 | 0.01 | |
ROPE_K | 0.16 | 0.01 | game units per picture pixel (size of the animation). ROPE_AX / ROPE_AY = the point of |
ROPE_AX | 120 | 10 | |
ROPE_AY | 31 | 5 | |
ROPE_TILT | 0.5 | 0.01 | |
VL_ON | 1 | 1 | 0 = off (old behaviour). |
VL_TPF | 1.7 | 0.1 | game ticks per leap picture (19 pictures in about 32 ticks, the last one is held). |
VL_HOLD | 10 | 1 | |
VL_AY | 25 | 5 |
Hero Weapons (22)
| Variable | Default | Step | What it does |
|---|---|---|---|
WHIP_COOLDOWN | 26 | 5 | ticks before the next whip hit |
MACE_COOLDOWN | 18 | 1 | ticks before the next mace hit |
KNIFE_COOLDOWN | 20 | 1 | ticks before the next knife throw |
KNIFE_SPEED | 5 | 1 | flying speed of a thrown knife (the hero's "bullet") |
KNIFE_LIFE | 80 | 5 | ticks a knife flies before it disappears |
WH_T | 21 | 5 | ticks of one whip swing (smaller = faster). |
WH_A0 | -1.55 | 0.1 | start angle. |
WH_A1 | 0.5 | 0.01 | end angle (guide arc for jumps / hanging). |
WH_LAG | 0.38 | 0.01 | how much the tip trails behind (the "crack"). |
WA_LAG | 2.5 | 0.1 | same for the standing whip-attack pictures. |
WP_N | 22 | 5 | |
WP_ST | 1.656 | 0.1 | |
WP_HD | 4 | 1 | |
WP_G | 0.085 | 0.001 | |
WP_DAMP | 0.985 | 0.01 | |
WP_BEND | 0.2 | 0.01 | |
WP_DRV | 0.26 | 0.01 | |
WP_FADE | 30 | 5 | |
WP_W1 | 1.3 | 0.1 | |
WP_W2 | 0.55 | 0.01 | |
WP_HX | 7 | 1 | |
WP_HY | -24 | 5 |
Enemies (28)
| Variable | Default | Step | What it does |
|---|---|---|---|
SPEED_SNAKE | 0.25 | 0.01 | |
SPEED_BAT | 0.35 | 0.01 | flying |
SPEED_CROCODILE | 0.15 | 0.01 | |
SPEED_RAPTOR | 0.45 | 0.01 | |
SPEED_LIZARDMAN | 0.18 | 0.01 | |
SPEED_SPIDER | 0.3 | 0.01 | |
SPEED_DRAGONFLY | 0.5 | 0.01 | flying |
SPEED_BEAST | 0.14 | 0.01 | |
SPEED_SKELETON | 0.22 | 0.01 | |
BAT_BOB_PERIOD | 16 | 1 | the bat flies up and down: bigger = slower |
BAT_BOB_HEIGHT | 8 | 1 | ... and this high (units) |
DRAGONFLY_BOB_PERIOD | 9 | 1 | |
DRAGONFLY_BOB_HEIGHT | 12 | 1 | |
ENEMY_RESPAWN_TICKS | 18000 | 50 | a killed enemy comes back after this many ticks (18000 = 5 minutes) - but only when you are more than 220 units away |
NEVER_RESPAWN | 1000000000000 | 50 | the gorilla and the woman boss use this: they never come back |
ATK_ON | 1 | 1 | 1 = enemies play their attack animation, 0 = off. |
ATK_T | 44 | 5 | length of the attack animation in ticks. |
ATK_CD | 150 | 10 | ticks between two attack animations. |
ATK_RY | 34 | 5 | height tolerance for starting the attack. |
SK_HIT | 1 | 1 | 1 = the long sword really hurts (in the last 2 attack pictures), 0 = it is only a picture. |
SK_REACH | 0 | 1 | extra reach added to the sword hit zone (0 = exactly the blade in the picture) |
SPK_ON | 1 | 1 | |
SPK_K | 0.2 | 0.01 | |
SPK_HIT | 10 | 1 | |
SK_ATK_T new | 80 | 5 | skeleton: length of the whole sword attack animation in ticks (60 = 1 second) |
SK_HIT_FROM new | 22 | 1 | skeleton: the sword hurts from this attack picture (1–33) |
SK_HIT_TO new | 26 | 1 | skeleton: the sword hurts until this attack picture (1–33) |
SK_SND_FRAME new | 13 | 1 | skeleton: the sword sound starts at this attack picture |
Archer 10 (18)
| Variable | Default | Step | What it does |
|---|---|---|---|
ARR_VOL | 1 | 1 | |
ARC_ON | 1 | 1 | |
ARC_HP | 4 | 1 | hits to kill her (machete, whip or throwing knives each count 1) |
ARC_IDLE_LOOPS | 3 | 1 | she plays her idle animation this many times, then does ONE attack (shoots one arrow), then idle again ... (replaces the old fixed time between arr... |
ARC_IDLE_TPF | 4 | 1 | ticks per idle picture (12 pictures: 4 -> one idle loop = 48 ticks = 0.8 s, 3 loops = 2.4 s) |
ARC_FADE | 3 | 1 | idle -> attack: the first attack pictures fade in over this many pictures (0 = hard cut) |
ARC_TPF | 3.6 | 0.1 | ticks per attack picture (25 pictures). Draw+shoot takes 25*3.6 = 90 ticks |
ARC_REL | 22 | 5 | picture at which the arrow leaves the bow (the game spawns the real arrow there) |
ARC_RECOV | 16 | 1 | |
ARC_RANGE | 175 | 10 | she starts shooting when you are closer than this many units |
ARC_SPEED | 1.5 | 0.1 | arrow speed (units/tick). ARC_AIM = .3 how steeply she may aim up/down |
ARC_AIM | 0.3 | 0.01 | |
ARC_LEN | 21 | 5 | drawn arrow length. ARC_K = .1548, ARC_AX/ARC_AY = size / feet anchor of her pictures |
ARC_K | 0.1703 | 0.01 | |
ARC_AX | 156 | 10 | |
ARC_AY | 316 | 10 | |
ARC_SX | 13.5 | 1 | |
ARC_SY | 45.4 | 1 |
Archer 30 (18)
| Variable | Default | Step | What it does |
|---|---|---|---|
ARC2_ON | 1 | 1 | 1 = she shoots, 0 = she only stands. |
ARC2_HP | 2 | 1 | hits to kill her. |
ARC2_PERIOD | 300 | 10 | ticks between two shots (5 s). |
ARC2_RANGE | 175 | 10 | she starts shooting closer than this. |
ARC2_SPEED | 1.6 | 0.1 | arrow speed. |
ARC2_AIM | 0.8 | 0.01 | how steeply she may aim up/down (was .3 = arrows went straight past you when you stood higher or lower). |
ARC2_LEN | 24 | 5 | arrow length (units). |
ARC2_THICK | 1.7 | 0.1 | arrow thickness (1 = as drawn). |
ARC2_K | 0.129 | 0.01 | size of the picture (bigger = taller girl). |
ARC2_AX | 102 | 10 | |
ARC2_AY | 374 | 10 | |
ARC2_SX | 9 | 1 | |
ARC2_SY | 43 | 5 | |
ARC2_BX | 138 | 10 | |
ARC2_BY | 440 | 10 | |
ARC2_REC | 20 | 1 | |
ARC2_SCORE | 250 | 10 | points for a kill. |
ARC2_IT | 40 | 5 |
Gorilla (23)
| Variable | Default | Step | What it does |
|---|---|---|---|
GOR_ON | 1 | 1 | |
GOR_HP | 6 | 1 | hits to kill |
GOR_REACH | 137.5 | 10 | longest jump (units; was 125, now 10% wider) |
GOR_JMIN | 3 | 1 | |
GOR_JMAX | 7 | 1 | a visible gorilla hops 3 to 7 metres per jump (1 m = GOR_M units) |
GOR_CATCH | 5 | 1 | OFF screen he runs this many times faster and jumps GOR_REACH far, so he always catches up with you |
GOR_STUCK | 90 | 5 | off screen and no way forward (hole, wall) for this many ticks: he appears again on the ground behind you |
GOR_ARC | 44.9 | 1 | jump height (was 34, then 37.4, now +20% more) |
GOR_UP | 26 | 5 | highest step he can jump up |
GOR_DROP | 90 | 5 | deepest drop he jumps down |
GOR_WATER | 205 | 10 | ground lower than this is water |
GOR_TPF | 6 | 1 | ticks per attack picture (jump speed; was 2.4, then 3, now half the speed again) |
GOR_F0 | 8 | 1 | |
GOR_FT | 17 | 1 | |
GOR_FL | 28 | 5 | |
GOR_REC | 68 | 5 | |
GOR_CD | 68 | 5 | rest between jumps (ticks, was 34) |
GOR_STOMP | 26 | 5 | landing damage radius |
GOR_K | 0.192 | 0.01 | size (units per picture pixel) |
GOR_AAX | 170 | 10 | |
GOR_AAY | 287.5 | 10 | |
GOR_IAX | 101.55 | 10 | |
GOR_IAY | 338.5 | 10 |
Woman Boss (18)
| Variable | Default | Step | What it does |
|---|---|---|---|
WBS_VOL | 2 | 1 | woman boss shot volume (2 = 100% louder than before) |
BOSS_FIRE_TICKS | 120 | 10 | ticks between two shots (120 = one shot every 2 seconds). Higher = easier. |
BOSS_BULLET_SPEED | 1.3 | 0.1 | speed of the bullets (was 2.3). Lower = easier. |
BOSS_WALK_TPF new | 2.8 | 0.1 | end boss walk: ticks per picture (bigger = slower legs) |
WB_ON | 1 | 1 | |
WB_HP | 8 | 1 | end boss hp:12 (+ hp0:12, in bossInit) |
WB_PERIOD | 120 | 10 | ticks between shots (120 = every 2 seconds) |
WB_TPF | 5 | 1 | ticks per attack picture (draw + aim + shoot = 50 ticks) |
WB_RANGE | 230 | 10 | she starts shooting when you are closer than this |
WB_SPEED | 2.6 | 0.1 | bullet speed |
WB_AIM | 0.18 | 0.01 | |
WB_REL | 5 | 1 | |
WB_IT | 7 | 1 | |
WB_K | 0.1735 | 0.01 | size WB_MX / WB_MY = muzzle position (35 / 40.6 units from her feet) |
WB_AX | 259 | 10 | |
WB_AY | 308 | 10 | |
WB_MX | 35 | 5 | |
WB_MY | 40.6 | 1 |
Screen / Misc (11)
| Variable | Default | Step | What it does |
|---|---|---|---|
SFX_VOL new | 1 | 0.1 | volume of all beeps, clicks and pickups (the 8-bit WAV samples in audio/sfx/). 1 = as before, 0 = silent |
AMB_VOL new | 1 | 0.1 | volume of the jungle ambience loop (audio/ambience.wav: wind, insects, hum). 1 = as before, 0 = silent |
DANCE_SECONDS new | 5 | 0.5 | seconds the win dance picture is shown before the win screen (space / enter / click skips it) |
CHEAT_KEYS | 1 | 1 | 1 = test keys work while playing (5 = in front of an enemy 10 archer, 8 = enemy 30 archer, 7 = end boss, 6 = chimp, 0 = skeleton bridge, 9 = skip t... |
CRAWL_K | 4.8 | 0.1 | crawl animation speed: pictures per step of walking. Bigger = faster legs. |
BR_ANCH | 0.76 | 0.01 | share of the bridge picture above the walking line (bigger = bridge sits higher, |
CL_ON | 1 | 1 | |
CL_ALPHA | 0.2 | 0.01 | |
CL_SPAN | 420 | 10 | |
CL_DRIFT | 0.03 | 0.001 | |
CL_Y | 34 | 5 | height above the highest palm crown of the level (bigger = higher in the sky) |
Chimp (17)
| Variable | Default | Step | What it does |
|---|---|---|---|
CHAT_VOL | 0.8 | 0.01 | |
CHM_ON | 1 | 1 | |
CHM_HP | 2 | 1 | hits to kill him |
CHM_PERIOD | 300 | 10 | ticks from one throw to the next (5 s) |
CHM_RANGE | 150 | 10 | he throws when you are closer than this (units) |
CHM_TPF | 3.4 | 0.1 | ticks per throw picture |
CHM_ITPF | 2.4 | 0.1 | ticks per idle picture |
CHM_REL | 9 | 1 | throw picture where the coconut leaves his hand |
CHM_FLY | 1.7 | 0.1 | coconut speed (units per tick), CHM_GRAV = .05 gravity |
CHM_GRAV | 0.05 | 0.001 | |
CHM_K | 0.19 | 0.01 | picture size (units per picture pixel) |
CHM_BODY | 11.5 | 1 | how far his body hangs beside the vine |
CHM_LIFT | 26 | 5 | height of his hit box above the ground |
CHM_TOPY | 16.3 | 1 | |
CHM_ROPE | 130 | 10 | rope length above him |
CHM_W | 226 | 10 | |
CHM_H | 294 | 10 |
Princess / Dance (21)
| Variable | Default | Step | What it does |
|---|---|---|---|
DANCE_SCALE | 1.2 | 0.1 | size of the victory dance (1 = same height as the idle pose) |
PIL_H | 70 | 5 | |
DANCE_ON | 1 | 1 | 1 = the dance plays after the boss, 0 = no dance. |
DANCE_TPF | 2.5 | 0.1 | ticks per picture (2.5 = the video's 24 pictures per second). |
DANCE_LOOPS | 3 | 1 | how many times the dance is played. |
PR_ON | 1 | 1 | |
PR_K | 0.1985 | 0.01 | size (units per picture pixel; the hero's dance is about .2) |
PR_X | 18041 | 50 | |
PR_FY | 129.5 | 10 | where she stands (centre x / feet y) |
PR_DX | 42 | 5 | distance between the two dancers |
CAP_ON | 1 | 1 | |
CAP_X | 17862 | 50 | |
CAP_FY | 176 | 10 | |
CAP_K | 0.165 | 0.01 | |
CAP_TPF | 6 | 1 | |
CAP_ALPHA | 1 | 1 | |
CAP_VOL | 2 | 1 | volume of the captive scene sound (2 = 100% louder than before; 0 = silent) |
PRH_ON | 1 | 1 | |
PRH_X | 18028.6 | 1000 | |
PRH_FY | 131.9 | 10 | |
PRH_K | 0.13196 | 0.01 |
Red Gems (3)
| Variable | Default | Step | What it does |
|---|---|---|---|
RED_GEMS_ON | 1 | 1 | |
RED_GEM_DAMAGE | 1 | 1 | hearts lost when she touches a red gem |
RED_GEM_HIT | 6 | 1 | half size of the dangerous part (units) around the gem centre |
Animation Frames (43)
| Variable | Default | Step | What it does |
|---|---|---|---|
FRAMES_SNAKE_MOVE | 4 | 1 | number of pictures of the animation "snake move" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_SNAKE_ATTACK | 4 | 1 | number of pictures of the animation "snake attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_BAT_FLY | 4 | 1 | number of pictures of the animation "bat fly" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_BAT_ATTACK | 4 | 1 | number of pictures of the animation "bat attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_CROCODILE_SWIM | 4 | 1 | number of pictures of the animation "crocodile swim" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_CROCODILE_ATTACK | 4 | 1 | number of pictures of the animation "crocodile attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_RAPTOR_RUN | 4 | 1 | number of pictures of the animation "raptor run" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_RAPTOR_ATTACK | 4 | 1 | number of pictures of the animation "raptor attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_LIZARDMAN_WALK | 4 | 1 | number of pictures of the animation "lizardman walk" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_LIZARDMAN_ATTACK | 4 | 1 | number of pictures of the animation "lizardman attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_SPIDER_WALK | 4 | 1 | number of pictures of the animation "spider walk" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_SPIDER_ATTACK | 4 | 1 | number of pictures of the animation "spider attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_DRAGONFLY_FLY | 4 | 1 | number of pictures of the animation "dragonfly fly" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_DRAGONFLY_ATTACK | 4 | 1 | number of pictures of the animation "dragonfly attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_BEAST_WALK | 4 | 1 | number of pictures of the animation "beast walk" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_BEAST_ATTACK | 4 | 1 | number of pictures of the animation "beast attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_SKELETON_WALK | 36 | 1 | number of pictures of the animation "skeleton walk" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_SKELETON_ATTACK updated | 33 | 1 | number of pictures of the 33-picture sword attack animation (skeleton_attack_01..33.webp). Needs a page reload (F5). |
FRAMES_BOSS_WALK new | 81 | 1 | number of pictures of the animation "end boss walk" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_CAPTIVE | 17 | 1 | number of pictures of the animation "captive" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_ARCHER10_IDLE | 12 | 1 | number of pictures of the animation "archer10 idle" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_ARCHER10_ATTACK | 25 | 1 | number of pictures of the animation "archer10 attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_ARCHER30_IDLE | 17 | 1 | number of pictures of the animation "archer30 idle" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_ARCHER30_ATTACK | 39 | 1 | number of pictures of the animation "archer30 attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_GORILLA_ATTACK | 30 | 1 | number of pictures of the animation "gorilla attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_GORILLA_IDLE | 2 | 1 | number of pictures of the animation "gorilla idle" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_WOMANBOSS_ATTACK | 6 | 1 | number of pictures of the animation "womanboss attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_WOMANBOSS_IDLE | 7 | 1 | number of pictures of the animation "womanboss idle" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_CHIMP_HANG | 48 | 1 | number of pictures of the animation "chimp hang" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_CHIMP_THROW | 12 | 1 | number of pictures of the animation "chimp throw" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_SWIM | 11 | 1 | number of pictures of the animation "hero swim" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_HANG | 21 | 1 | number of pictures of the animation "hero hang" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_JUMP | 45 | 1 | number of pictures of the animation "hero jump" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_WHIP_ATTACK | 11 | 1 | number of pictures of the animation "hero whip attack" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_CROUCH_DOWN | 5 | 1 | number of pictures of the animation "hero crouch down" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_CLIMB | 33 | 1 | number of pictures of the animation "hero climb" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_SWING_LEAP | 19 | 1 | number of pictures of the animation "hero swing leap" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_CLOUDS | 5 | 1 | number of pictures of the animation "clouds" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_PRINCESS_DANCE | 82 | 1 | number of pictures of the animation "princess dance" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_IDLE | 6 | 1 | number of pictures of the animation "hero idle" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_ROPE_HANG | 37 | 1 | number of pictures of the animation "hero rope hang" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_CRAWL | 45 | 1 | number of pictures of the animation "hero crawl" (the numbered files in the graphics folder). Needs a page reload (F5). |
FRAMES_HERO_DANCE | 90 | 1 | number of pictures of the animation "hero dance" (the numbered files in the graphics folder). Needs a page reload (F5). |
287 settings · Jungle Cat
Gallery
Moments from the lost kingdom
Artwork from the adventure, in the order the story tells it. Select any picture to see it larger.