Floyd of the Jungle

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Floyd of the Jungle
Title screen of the game
Title screen of the game
Game No. 517
Voting 6.60 points, 5 votes
Developer Sid Meier, Grant Irani
Company MicroProse
Publisher MicroProse
Musician Sid Meier
HVSC-File /GAMES/A-F/Floyd_of_the_Jungle.sid
Release 1984
Platform Atari 400/800, C64
Genre Arcade, Platformer
Gamemode Single player
2 players (simultaneous)
Operation Joystick
Media Diskette
Language Language:english
Information Atari version released in 1982


Description[edit | edit source]

Floyd, Hero of the Jungle

In the game "Floyd of the Jungle", the player must guide a jungle man as quickly as possible from a starting point to his girlfriend Janice, who is in distress, in order to rescue her. Competing against rivals, who can be controlled by another player or the computer, the character traverses the jungle by running and jumping, floating in canoes, or climbing vines, while avoiding warlike pygmies and wild animals such as elephants, crocodiles, tigers, and snakes. The goal of each level is to be the first to reach Janice; losing a life sends the character back to the starting point, and the race must begin again. Additional points can be earned along the way by collecting birds and fighting pygmies.


Backstory[edit | edit source]

Girlfriend Janice
Spear-throwing pygmy

During a hunting expedition through the jungle, the jungle man Floyd is suddenly startled by a scream from his girlfriend Janice. What has happened? Has she been kidnapped, is she in danger? Or is it time for dinner? It quickly becomes clear that Janice is in trouble, and so he rushes to her aid, overcoming numerous obstacles and braving wild animals and warlike Pygmies.


Design[edit | edit source]

In the five different levels, a labyrinth of jungle plants is displayed across the screen. Paths roamed by wild animals, and sometimes rivers full of driftwood, crisscross the labyrinth horizontally, while hanging vines allow for vertical movement. The presentation of these graphic elements on a white background is unusual, but not unpleasant; however, the limited color palette and the jerky movements of the animals quickly make the game board seem monotonous.


At her cry, three jungle people rush to Janice's aid (waving in the upper right corner).
The player character is hit by a pygmy's spear while jumping and must return to the start.
After each game, this enigmatic animation appears, with no apparent connection to the backstory.



Graphics[edit | edit source]

What would a jungle be without vines?

The graphics are displayed exclusively in multicolor text mode (video RAM at address $4800, character set at $6800). Only Floyd and his opponents, as well as the spears thrown by the pygmies, are sprites; all other elements — including the animals on the jungle paths and the flotsam on the rivers — are part of the text display. The game detects when a character is hit by a spear using the collision detection of the VIC (register $D01E); the program has corresponding collision detection routines for collisions with other objects.

All elements, with the exception of a single frame depicting a pygmy (see element "P1" in the third table in the section "Elements of the Game Board" — presumably an oversight), are monochrome. Therefore, choosing the multicolor text mode for the display was unnecessary and only resulted in the disadvantages of lower horizontal resolution and a reduction to only 8 instead of 16 colors.

Sound[edit | edit source]

A short two-part melody plays during the intro, and a longer, three-part melody plays after the game ends. During the game, however, only the gameplay is accompanied by short, simple sound effects. Some of these serve to underscore specific events, such as catching a bird or losing a life (the two leftmost images in the gallery below), while others are simply sounds from the jungle that lend the game a mysterious atmosphere.


Catching a bird
Loss of a life
Monkey cries?
Bird call?
Elephant sounds?




Hints[edit | edit source]

Configuration screen

The goal of the game is to guide your character (black in single-player mode) as quickly as possible from the starting point in the lower left corner to Floyd's girlfriend, Janice, who is located on the top or second-to-top level and attracts attention by waving. The character must not fall into any rivers that may be present; encounters with pygmies and snakes must also be avoided. The character should not collide head-on with elephants, tigers, or crocodiles, but can leap onto their backs and ride them.

On their journey through the jungle, all characters can earn additional points by collecting birds sitting along the path or wandering on the trails (1 point each). Player-controlled characters can also earn 2 points each by defeating lurking (but not wandering!) Pygmies, and a bonus point is awarded for reaching Janice in under 60 seconds — in addition to the 4 points already awarded for a successful rescue.

In single-player mode, the character controlled starts each level with 7 lives. Two players competing against each other each start with 5 lives per level. In single-player mode, the game ends as soon as the controlled character loses all their lives. In two-player mode, the character of the first player eliminated is controlled by the computer until Janice is rescued or the second player also loses all their lives.

After losing a life — because the jungle dweller fell into the water or collided with an opponent — the affected character must try again from the starting point. When all players have lost all their lives, the game ends and a summary of the points earned appears.

Controls[edit | edit source]

"Floyd of the Jungle" is controlled exclusively with a joystick. A single player connects their joystick to port 2; a second player, if present, uses another joystick connected to port 1.

The keyboard is only used briefly at the start of the game: Pressing the F1  key opens the configuration menu, where the number and names of the players are entered. At this point, the difficulty level at which the game begins can also be selected using the F3  key: A higher difficulty level causes the predators and pygmies to move faster along the jungle paths; the game also starts at a higher level.

Each player can assign themselves a "handicap" using the fire button on their joystick, thus giving their potentially weaker opponent a compensating advantage (which, if any, is very small — after all, the computer-controlled character also needs to be defeated); then another press of F1  starts the game.

The characters are then controlled as follows:

Boxing and Climbing (enlarged section)
  • Joystick left and Joystick right: The character runs in the corresponding direction.
  • press fire button: The character jumps, either vertically upwards or — in combination with a joystick movement left or right — to the side.
    The fire button has a special function during a jump: If the character lands directly in front of a lurking pygmy and the fire button is pressed at that moment, the pygmy is punched down.
  • press fire button: The character climbs up a vine.
  • press fire button: The character climbs down a vine.

The game can be stopped, reconfigured, and then restarted at any time by pressing F1 .


Structure of the Levels[edit | edit source]

The following illustrations show the structure of all 5 levels of the game. The difficulty level selected in the configuration menu determines the starting level (easy corresponds to starting at level 1, medium corresponds to level 2, and tough corresponds to level 3).

First screen (Janice on the second-to-top right)
Second screen (Janice on the top left)
Third screen (Janice on the top left)



Fourth screen (Janice on the top right)
Fifth screen (Janice on the top right)



Rainforest Dwellers[edit | edit source]

In addition to Floyd and his rivals, numerous other jungle inhabitants roam the paths that crisscross the game board or lie in wait for prey. Encounters with these opponents should sometimes be avoided, and sometimes at least skillfully orchestrated:

  • A collision with snakes and wandering pygmies always costs the player a life, while stationary pygmies can be brought down with some skill, earning 2 points (see section Controls).
  • Elephants, tigers, and crocodiles should not be approached head-on to avoid being trampled or eaten. However, after jumping onto their backs, the player character can ride them — and in some places, this is the only way to reach a short vine that leads to the next level.
  • Birds sitting by the roadside or flying along the paths can be collected and are worth 1 point each.



Elephant

Tiger

Bird

Pygmy

Snake

Crocodile



Tips[edit | edit source]

  • Only in the first level do the computer-controlled characters pose serious competition in the race to Janice — there isn't much time for bonus points by collecting birds and fighting pygmies, otherwise one of these enemies will reach Janice first; only with flawless controls is a small detour to the bird on the far right of the lowest level possible. In all higher levels, however, it's worthwhile to take detours to collect birds and, wherever possible, to memorize the correct jumping positions for defeating the pygmies: Two successful fights yield the same number of points as rescuing Janice.
  • If the player character is riding an elephant, tiger, or crocodile, they can leave their position from this location by moving "backwards" (against the direction of movement of the mount) without falling off. Rather, the character often remains at the same level on the jungle path and can then, with another jump, either climb an even larger animal or reach a difficult-to-access vine.

Solution[edit | edit source]

There is no solution to the entire game in which Janice is permanently rescued and subsequently lives happily ever after with Floyd, because after successfully completing the fifth and final level, the game simply continues with the next higher difficulty level, starting again at level two. If the highest difficulty level, "toughest," has already been reached, it will not change after completing level five.

Accordingly, each level can only be solved individually. The paths along which the player-controlled character rushes to Janice's aid from the starting point are not precisely defined, but can vary in some places. The following gallery therefore shows tried-and-tested solutions, which can also be deviated from. In particular, the approach in level 5 relies on some truly hair-raising movement patterns, making it highly questionable whether the game's creators intended this solution. However, all videos of "Floyd of the Jungle" available online end after level 3 at the latest, so there are no points of comparison — and the following animations from level 4 onward are probably the only solutions documented so far.

To save memory, the opponents were temporarily hidden during the creation of these animations.


Solution to level 1
Solution to level 2
Solution to level 3



Solution to level 4
Solution to level 5, part 1 (starting point to middle level)
Solution to level 5, part 2 (middle level to goal)




Cheats[edit | edit source]

No cracks with an explicit trainer function are currently available online. However, the crack of "Bytebreaker" has a bug — presumably unintentionally — that prevents the pygmies from throwing spears. Instead, in this version of the game, sprites that should normally represent spears flash sporadically in the form of black rectangles in front of the pygmies (left image in the gallery below, near the right edge of the screen).

Since the game's main program is written in BASIC, and the behavior of the enemies and the computer-controlled characters is determined almost entirely by the level structure, it is advantageous to implement custom trainer functionalities by modifying these files. The levels are stored as individual files named "F0.MAP", "F1.MAP", ..., "F4.MAP" on the game disk and can be easily modified, as explained in detail in the section "Internal Data Structures". The animation on the right in the following gallery, for example, shows a bonus level created using this information.


When cracking "Bytebreaker", no spears are thrown; instead, black, rectangular image distortions flash in various places in the jungle.
A self-designed bonus level, developed based on the information in the section "Internal Data Structures"



The Pygmies' spear throws are firmly embedded in the program: It contains a constant table that specifies for each level from which four positions on the game board spears should be thrown sporadically — even if, after a modification or permutation of the levels, there is no longer a Pygmy at the position in question. As a remedy, it is advisable to modify the main program, written in BASIC and loaded first, before starting with "RUN" so that the spear throws are omitted. This can be done by successively deleting the program lines 975, 976, 977, and 978 (by entering these line numbers one after the other immediately after loading and confirming each with RETURN ).

If desired, this can be done as follows: The modified main program can be saved to disk using "SAVE" before starting, so that this cheat remains permanently activated.

Internal Data Structures[edit | edit source]

Program Structure[edit | edit source]

The game "Floyd of the Jungle" is only available on disk because the program consists of several individual files that must be loaded — sometimes in a different order.

The part of the program that the user initially loads from disk is the game's main loop, written in Commodore BASIC. After starting with the command RUN, this program first reads two machine language modules containing the assembly routines for the actual game and for the background music. It then displays the configuration screen, where the number and names of the players are requested using the BASIC command INPUT, and the difficulty level and any handicaps are set.

The program code of this central component is protected only by a primitive list protection. Protected from unauthorized view: Program line 9 begins with a REM command and is therefore not executed, but contains the invalid Token $CC and thus causes the LIST routine to terminate with a "SYNTAX ERROR". Since the line in question has no functionality, it is advisable to simply delete it (by entering line number 9, followed by pressing the RETURN  key) and then browse through the program code to your heart's content.

For example, line 1140 can easily be modified so that "TOUGHER" and "TOUGHEST" can also be selected as difficulty levels for starting the game on the configuration screen (the graphic symbol represents pressing the F3  key):

1012 LV$(0)="EASY":LV$(1)="MEDIUM":LV$(2)="TOUGH":LV$(3)="TOUGHER"
1013 LV$(4)="TOUGHEST":GOSUB 1200

1140 IF K$="" THEN LV=LV+1+(3*(LV=2)):GOTO 1090

Two small changes in line 1140 — the digits "5" and "4" instead of "3" and "2" in the mathematical expression that The variable "LV" is assigned to unlock the additional difficulty levels in the configuration dialog:

1140 IF K$="" THEN LV=LV+1+(5*(LV=4)):GOTO 1090

Structure of the Level Files[edit | edit source]

Each of the five levels of "Floyd of the Jungle" is stored on floppy disk in a separate 1017-byte file named "F0.MAP" through "F4.MAP". The following table documents the structure of this data.

Offset Content Value/Explanation
$0000 — $0001
(2 Bytes)
Load address (little endian) $4800
$0002 — $001A
(25 Bytes)
Colors/Scrolling for screen lines 1-25 Bit 7..4: Scrolling ($0x: no scrolling, $8x: scrolling to the right, $Cx: scolling to the left)
Bit 3..0: color code ($xD: dark green/multicolor, $xE: dark blue/multicolor)
$001B — $0029
(15 Bytes)
No function
$002A — $03E9
(960 Bytes)
Character codes for screen lines 2-25 24 entries of 40 bytes each (the top screen line always consists of spaces)
20 pairs of screen codes per screen line (both background and moving objects))
$03EA — $03F8
(15 Bytes)
No function

Elements of the Game Board[edit | edit source]

The game board of each level is composed of 40×24 multicolor characters, with two adjacent characters grouped together to form a unit that is the smallest element in the game board's structure. The difference between the screen codes of these two characters is typically $40, making it easy to identify the characters as belonging together. can.

The animation of the jungle inhabitants and the boats floating on the river is achieved by having four versions of a portion of the character set, which are switched between periodically (initially every 0.3 seconds, increasing in frequency as the game progresses). Once all four versions have been shown, all lines in which animals or flotsam move left or right are scrolled (rotated) by one character in the respective direction. Then, all four versions of the character set are displayed once again.

If the two screen codes of each element are assigned to a symbolic constant of type WORD, the game board can be easily encoded in 24 data lines, each containing 20 symbolic constants. The following subsections use symbolic identifiers that were defined and used in the provided ASCII versions of the levels and can also be used to design new levels.

Rainforest Dwellers[edit | edit source]

Janice (elements J0 — J1) and the Elephant (elements E0 — E5) are the only figures that extend across two adjacent screen lines:

J0 E0 E1 E2
J1 E3 E4 E5

Crocodiles (elements K0–K3 and K4–K7) and Tigers (elements T0–T2) manage with just one line of text:

K0 K1 K2 K3 K4 K5 K6 K7 T0 T1 T2

Even more frugal are the obras (elements C0 and C1), the bird (code V0), and the pygmies (codes P0–P5):

C0 C1 VO P0 P1 P2 P3 P4 P5


Elements of the Labyrinth[edit | edit source]

Among the graphic elements that make up the jungle labyrinth, only the ships are animated, which float on the rivers in some levels — paradoxically, in the fourth level, even in opposite directions:

F0 F1 F2 F3 F4 F5 F6

In contrast, water and grass (or green structures) are immobile — with the elements "G0" and "G1". Interestingly, they are used with different color schemes, both as white reeds on a blue background and as green plants on a white background:

W0 W1 W2 W3 W4 G0 G1 G0 G1 G2 G3 G4 G5 G6 G7

Also immobile, but stackable up to a height limited only by the size of the text screen, are the Lianas:

L0
L1


SPACE characters as control codes[edit | edit source]

One would expect a uniform coding for the space between the elements of the labyrinth. However, it turns out that this space consists of a total of 14 different screen codes, all of which are displayed as spaces, and that these can be combined into pairs in a total of 15 different ways in the five levels of the game — hereafter referred to as "S0" to "SZ," for "Space."

This is because the computer-controlled competitors possess no intrinsic intelligence. Instead, their current direction of movement is entirely determined by the screen symbol on which they are currently located. A total of seven possible movements, each encoded by two spaces that can be used interchangeably, are available for this purpose:

$40/$80: Run to the right
$5C/$9C: Jump to the left
$5D/$9D: Jump to the right
$5E/$9E: Run to the left (falling)
$5F/$9F: Jump upwards
$74/$B4: Fall downwards
$75/$B5: Run to the left (not falling)

Not only are the paths through the jungle labyrinth completely paved with such clues in the form of special spaces, but even the wandering animals push such signs ahead of them, thus signaling to the computer-controlled characters when it is necessary to jump to safety.

The left animation in the following gallery shows how even a single space with screen code $5C (jump to the right) completely throws the opponents off their game — and with a little more effort (middle animation), a real choreography can even be implemented. Finally, the right animation shows a level newly created by the author of this article.


Even a single space of the "Jump Left" type throws the opponents off their game.
The opponents dance along a series of carefully selected and placed spaces.
A new, user-defined level with appropriate spaces for the computer-controlled characters.



Structure of the Levels[edit | edit source]

The following illustrations — which can be enlarged by clicking on them — demonstrate the individual image elements that make up the levels included with the game. The coding of the spaces is particularly interesting: the codes "S2" on the bottom level of the first level stand for "Run Right"; the code "SW" directly below the vine stands for "Jump Up"; and the codes "S9" above the vine stand for "Run Left".


Structure of the first screen
Structure of the second screen
Structure of the third screen



Structure of the fourth screen
Structure of the fifth screen




Spear-Throwing Pygmies[edit | edit source]

In each level, four pygmies lurk at fixed positions, ready to hurl spears at Floyd and his companions — two on the left side of the screen (fourth column of text) and two on the right side (fourth-to-last column). The screen lines where these enemies are located vary from level to level. Unfortunately, the numbers of these lines are not stored in the level files but are instead contained as a constant table in the two-dimensional array MY. This array is dimensioned and initialized in program lines 20050–20090; each group of four consecutive numbers in the DATA lines contains, in succession, the screen lines of the two leftmost and the two rightmost pygmies.

If the program is to be extended with user-defined levels, the array MY must be modified and, if necessary, lengthened — otherwise, spears will sporadically appear during the game at the positions where pygmies are located in the supplied version of the levels, but these pygmies most likely do not correspond to the currently active, user-created labyrinth. Alternatively, as described in the section "Cheats", the program lines 975, 976, 977, and 978 can simply be deleted before starting the main program to suppress the throwing of spears.


Votes[edit | edit source]

Voting of the C64-Wiki users (10=the best vote):
6.60 points at 5 votes (rank 640).
You need to be logged in to cast a vote.
C64Games 4 May 02, 2025 - "befriedigend" - 19.598 downs
Lemon64 7,53 March 31, 2025 - 19 votes
Rombachs C64-Spieleführer 8 September 1984 - "Verdict 2"


Critics[edit | edit source]

Stephan64: "At first glance, 'Floyd of the Jungle' looks exactly as you would expect a computer game from 1984 to look: simple, jerky, and pixelated. Its only distinguishing feature is that it can be played simultaneously by two people (rather than against each other).
On closer inspection, however, the game reveals itself to be a small gem of programming: the various levels are not hardcoded in the program code, but rather stored as individual files with a fixed structure on floppy disk, making it easy to modify the game world or add additional levels. 'Floyd of the Jungle' is thus one of the earliest games for which a level editor can be developed without much effort.
I find the approach of using several types of spaces particularly noteworthy; these spaces look identical but contain different control commands for the computer-controlled characters. Having developed a similar game in the 1980s, I was initially completely baffled by the single-mindedness with which the computer-controlled opponents set off for Janice — until the clever mechanism behind it became clear to me. Therefore, I give it 6 points for a game that is clearly showing its age but can still be fun today.

Rombachs C64-Spieleführer: "With this game, you can have a real marathon run — especially at higher levels (Rating 2)." [1]

Pattensen Power: "For me, an absolute classic from my youth, because I had the game on floppy disk early on and always enjoyed playing it. Even in two-player mode with others, it was always a lot of fun. Even with the simplest means, this game manages to convey a jungle atmosphere; it's tricky and yet somehow funny. I'm happy to give it seven full points."

Miscellaneous[edit | edit source]

Cover[edit | edit source]

An image of the cover — presumably of the Atari version — can be found in the English Wikipedia article on the game.

Theme[edit | edit source]

The following gallery shows the title theme, which plays while the start screen is displayed, as well as the first page of the ending theme in standard musical notation. For creative reuse of all the melodies, the complete sheet music is also available as a PDF document (File:FloydOfTheJungle Theme.pdf) and in ABC musical notation (File:FloydOfTheJungle Theme.abc.txt).


Title theme, reconstructed by logging all write accesses to the SID
Ending theme (first page)




Video Recording[edit | edit source]


Short sequences from the game with incorporated explanations

Bugs[edit | edit source]

Collision detection between the jungle humans and their opponents is unreliable. In the left animation of the following gallery, the player benefits from this, as the oncoming crocodile completely ignores him. A close analysis of the image sequence shows that the crocodile and the player character apparently take a step towards each other simultaneously, thus moving 10 pixels relative to each other from one frame to the next — and as a result, the crocodile's deadly jaws (screen code $94) pass the character without ever overlapping with him.

This malfunction also means that the thicket between the paths is not as impenetrable as the game's authors probably intended. In the animation on the right, the player character, after jumping into the densest jungle (with the fire button pressed and the joystick tilted upwards), suddenly finds himself on the next higher level.


The collision detection fails to detect the collision between the player character and a crocodile.
A daring leap into the undergrowth leads to the goal faster than expected.



Trivia[edit | edit source]

According to its creator, Sid Meier, the idea for the computer game "Floyd of the Jungle" came to him after he had recently seen a Tarzan film on television and had also developed some suitable auxiliary routines for the simultaneous animation of multiple player characters.[2]

Diskette[edit | edit source]

In the user manual, presumably from the ATARI version of the game, a photo of the game disk can be found on the last page.

Highscore[edit | edit source]

The following list invites you to immortalize yourself with your highest score. The game can be started at any difficulty level. Since level 5 is followed by level 2, only the score determines the ranking; however, the last level reached can also be included. Naturally, only entries achieved without a trainer are valid; this also excludes the use of the faulty program version of "Bytebreaker" (in which the Pygmies do not throw spears).

Topscore of Pattensen Power
Topscore of Pattensen Power
  1. Pattensen Power - 32 (25.05.2025)
  2. Ivanpaduano - 29 - 4 (02.05.2025)
  3. Stephan64 - 26 - 4 (12.04.2025)


#2 Ivanpaduano #3 Stephan64
#2 Ivanpaduano #3 Stephan64


Links[edit | edit source]

Wikipedia: Floyd_of_the_Jungle

Videos[edit | edit source]

Sources[edit | edit source]

  1. Oswald Reim, Martin Scholer: "Rombachs C64-Spieleführer", Rombach, 1984, page 129
  2. "Interview: Sid Meier", ROM Magazine, Issue 3 (December 1983/January 1984), pp. 12f