Jimmy's Lost Fruits Journey - Early Beta

## Overview

The early beta of Jimmy's Lost Fruits Journey was created on the 1st of May, 2020, made in the game engine Clickteam Fusion 2.5. The game lacked an expanded moveset like wall-jumping and double jumping, and was overall much simpler in it's nature. The final version of the beta was relesed later on the 6th of June, 2020. In total, three worlds were finished, which were as follows:

* Overworld
* Desert
* Snow world

## Story

The game begins with an opening cutscene, in which Jessica is seen sleeping under a tree, with a stack of fruits next to her. Suddenly, two dark figures emerge (nowadays known as Vegg's Former Helpers) and steal the fruits. After the theft, Jimmy comes into view, and after seeing the lack of the fruits, quickly gives chase to the thieves, as the camera slowly pans to the game's logo.

## Exclusive content

Four worlds were intended to be made, leaving one world left unfinished, the world in question is a **Fire** world. No progress has been made on the World, only part of the Map was created.

### Desert

The desert is the second world of the Early Beta. The levels are set in a desert environment, with cacti and shifting sand as the main obstacles, sometimes set inside a pyramid.

#### Shifting Sand

The mentioned above shifting sand is an obstacle, in which the player slowly drowns. The way to prevent that is to continually attempt to jump to get out of the shifting sand.

**Being submerged in the sand does not damage the player, but it is hard to get out once submerged, often leading to falling onto below traps.**

### Snow World

The entirety of the Snow World was, as a concept, scrapped from the final game. However, the falling spikes were repurposed as stalactites in Crazy Caverns.

### Arcade Machines

The arcade machines are arcade cabinets that can be interacted with, which is required to progress in some levels. When interacted with, a game pops-up on the screen, in which you control a orange-purple character in a maze. The goal is to reach the key, after doing so, appropriate arcade locked blocks unlock, allowing for further progress.

## Differences from Final game

Being the first version of the game, it has many differences from the final game. Most of them are minor appearance changes, some having completely different behavior.

### Launch pads

Launch pads are essentially trampolines, behaving in a very similair manner to them, with the diffirence being they lower the gravity in the code, which gets reset when the player eventually lands on the ground.

### Doors

The doors work identally to the final game, with one exception. The key is not required to beat the level, which leads to the **Locked Blocks** being used a lot more often.

### Invincibility feather

The **invincibility feather** is a powerup, that when collected grants Jimmy temporary relief from any enemies or obstacles he may encounter. While under the effect of the feather, Jimmy has white sparkles over him, and a special song plays.

## Unused Level Editor

In the game's project file, an unfinished level editor can be found. While editing, a blue grid is visible, as well as a mouse cursor. When holding the right mouse button, a grass tile is placed onto the grid. The tiles automatically change depending whether there is a tile above them. Tiles that do not have any tiles above them turn into Grass Blocks, while the ones that do turn into grassless dirt.

## Trivia

* The arcade game is a reference to **Blasty Dudes**, a cancelled multiplayer combat game by one of JLFJ's beta-testers, ntsc270.