A new Jumping Flash game for PlayStation VR was in the early stages of development, but was cancelled, according to Shuhei Yoshida.

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Former SIE president Shuhei Yoshida, who was one of Sony's public faces during the marketing of both PlayStation VR and PlayStation VR 2 ,has revealed that prior to Sony's modern licensing deals – which have seen the re-emergence of Patapon and Everybody's Golf – the company considered licensing some long-dormant franchises for VR adaptations.
Speaking to VGC as part of an upcoming interview, the former Sony executive reflected on the classic PlayStation titles that were remade as VR experiences, such as the forthcoming Lumines Arise.
When the conversation shifted to other PlayStation franchises being considered for VR adaptations, Yoshida revealed that a VR adaptation of the PS1 cult classic Jumping Flash was in the very early stages of development.
"Some developers wanted to license Jumping Flash to develop it into a part of their new VR game," Yoshida said, stopping short of revealing which developer was working on the game.
"One of the ones that actually happened was that the original creator of Fantavision asked for the license and remade it in VR."
Fantavision 202X was developed by Cosmo Machia, a developer comprising former Fantavision staff.
VGC then asked if Vib-Ribbon had been considered for the VR treatment, to which Yoshida loudly laughed before answering cheerfully: "No."
Jumping Flash was a platformer developed by Exact and Ultra in the early 90s. The game was published by Sony, and released in 1995.
Jumping Flash was last referenced in 2024's Astro Bot, where one of the game's collectible Bots was modelled after Jumping Flash's main character.
 
That sounds like it would have been extremely disorienting and nauseous...there's no way a game like that could work in VR
 
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It's interesting the timing of all of this given that they didn't license out Wild Arms and Shadow Hearts. Maybe the devs couldn't afford the license, but if we're looking at the super low budget Everybody's Golf and even Freedom Wars remastered, it's a bit surprising. I wonder if the licensing is a flat license cost or a percentage of sales revenue.
 
I remember Adam Boyes or somebody else floating this idea back in the PSVR days and it seemed like the easiest layup.
 
It's interesting the timing of all of this given that they didn't license out Wild Arms and Shadow Hearts. Maybe the devs couldn't afford the license, but if we're looking at the super low budget Everybody's Golf and even Freedom Wars remastered, it's a bit surprising. I wonder if the licensing is a flat license cost or a percentage of sales revenue.
Shadow Hearts? Don't you mean Dual Hearts?
Also, I have a feeling that this could be WWS and Shu just used poor wording here. I recall Jim Ryan using similar bad wording several years ago.
 
That is so sad. I want to see that game on PSVR. Ryan and Hulst really mess up Sony 1st and 2nd party game development especially the Japan and Europe division which they closed.
 
Damn, I would have been all over that. I was going to ignore the PS1 until I played the Jumping Flash demo on a PS1 kiosk at Toys R Us about a month before launch. Well, the Wipeout demo was a factor too.
 
That sounds like it would have been extremely disorienting and nauseous...there's no way a game like that could work in VR
The game on PS1 was disorienting. It made me queasy until I got used to it. I can't imagine how much more stomach churning this would be.
 
Yeah, you're right Dual Hearts. Poor wording?
I remember Jim Ryan using the word 'licensing' when it came to giving IPs to external studios, and it was back in early 2021, so way before Freedom Wars and Patapon (which they seem to fully own nowadays instead of partially owning it alongside Rolito).
That is so sad. I want to see that game on PSVR. Ryan and Hulst really mess up Sony 1st and 2nd party game development especially the Japan and Europe division which they closed.
Stop being delusional, this was clearly on Shuhei Yoshida, as it literally talks about a PSVR1 game, so it happened between 2016 and 2018.
"especially the Japan and Europe division which they closed", LOL, daily yogaflame yogaflame nonsense.

Also, Angry_Megalodon Angry_Megalodon get ITT!
 
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I remember Jim Ryan using the word 'licensing' when it came to giving IPs to external studios, and it was back in early 2021, so way before Freedom Wars and Patapon (which they seem to fully own nowadays instead of partially owning it alongside Rolito).

I guess I'm not understanding what you mean here.

You think the use of the word licensing is incorrect here? How so?
 
I guess I'm not understanding what you mean here.

You think the use of the word licensing is incorrect here? How so?
I didn't say it is, I'm just bringing up the possibility of term being used loosely, especially with the interviewer bringing up Freedom Wars and Patapon in the first place, and Sony not doing stuff like this back in the day.
 
I think it could have been fun, but motion sickness + the brand being basically dead + VR only would probably hamper the sales potential by a LOT.
 
Jumping flash in VR would have made me immediately motion sick. Lets face it, VR is good for short 30 min gaming sessions. Outside of that, the best use case for VR is relaxing in bed while watching professionally trained women accomplish their jobs.
 
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I remember Jim Ryan using the word 'licensing' when it came to giving IPs to external studios, and it was back in early 2021, so way before Freedom Wars and Patapon (which they seem to fully own nowadays instead of partially owning it alongside Rolito).

Stop being delusional, this was clearly on Shuhei Yoshida, as it literally talks about a PSVR1 game, so it happened between 2016 and 2018.
"especially the Japan and Europe division which they closed", LOL, daily yogaflame yogaflame nonsense.

Also, Angry_Megalodon Angry_Megalodon get ITT!
But still you have to admit, Ryan and Hulst really hurt Sony 1st and 2nd party game development of exclusives. Nintendo is now killing Sony game development, with there exclusives which are not being ported to PC. They did not even support VR that much even if the potential is great. It's an unending Last of us and Horizon remakes and remasters. There GAAS focus on almost 60 percent of game development was a total failure which cause a painful job loses and wasted time for this gen of console, and wasted talents. Killing Japan and Euro studio is the worse thing they did.
 
Ah, Jumping Flash. One of those games where you heard people saying it's great, but the cover, title, and basically the entire premise all make you think they're just trolling you. But then you finally play it and it turns out it's friggin' awesome.

Took me years to figure that out - and a PS1 Classic.

Jumping Flash in VR would probably work only for the most ironclad of stomachs. I could handle it.
 
Should make a game from Crash Bandicoot's POV for VR. Just imagine after doing his spin attack a few times.
throw up team america GIF
 
But still you have to admit, Ryan and Hulst really hurt Sony 1st and 2nd party game development of exclusives.
I don't know, man. Sony's weakest games this gen (2021 and 2023) seemed to result that way from previous leadership planning + pandemic. Death Stranding 2 planned for 2023, anyone?
Nintendo is now killing Sony game development, with there exclusives which are not being ported to PC.
We've been going for 5 years over this. Can you just switch to PC and stay there instead of bringing up this shit all the time? I feel like I'm the only PS fan who doesn't give a fuck about the PC ports.
They did not even support VR that much even if the potential is great.
This was a miss, but it was already the result of previous leadership. We can even see this from Sony not publishing a single VR game in 2021 and 2022, with their only 2020 game (Iron Man VR) being delayed out of 2019. Again, you're extremely delusional if you think that Shu was actively championing over this.
It's an unending Last of us and Horizon remakes and remasters.
It's hard to take you seriously when you say shit like this.
There GAAS focus on almost 60 percent of game development was a total failure which cause a painful job loses and wasted time for this gen of console
I think it's unfair to blame this on Hulst when not only it literally started before he became the head of WWS, but you also have an entire board of directors pursuing what is best for shareholders' interests. When Tsuyoshi Kodera became the CEO of PlayStation, the first thing he talked about was exactly the continued revenue stream of video games (basically, GAAS), ffs.
Not a total failure, either. MLB The Show became bigger this gen, Helldivers 2 was an enormous hit and Fighting Souls will absolutely do pretty well.
Killing Japan and Euro studio is the worse thing they did.
They didn't do this, at all.
SIEJ and SIEE are still active production companies leading their own projects.
 
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I don't know, man. Sony's weakest games this gen (2021 and 2023) seemed to result that way from previous leadership planning + pandemic. Death Stranding 2 planned for 2023, anyone?

We've been going for 5 years over this. Can you just switch to PC and stay there instead of bringing up this shit all the time? I feel like I'm the only PS fan who doesn't give a fuck about the PC ports.

This was a miss, but it was already the result of previous leadership. We can even see this from Sony not publishing a single VR game in 2021 and 2022, with their only 2020 game (Iron Man VR) being delayed out of 2019. Again, you're extremely delusional if you think that Shu was actively championing over this.

It's hard to take you seriously when you say shit like this.

I think it's unfair to blame this on Hulst when not only it literally started before he became the head of WWS, but you also have an entire board of directors pursuing what is best for shareholders' interests. When Tsuyoshi Kodera became the CEO of PlayStation, the first thing he talked about was exactly the continued revenue stream of video games (basically, GAAS), ffs.
Not a total failure, either. MLB The Show became bigger this gen, Helldivers 2 was an enormous hit and Fighting Souls will absolutely do pretty well.

They didn't do this, at all.
SIEJ and SIEE are still active production companies leading their own projects.
The bottom line Hulst and especially Ryan will forever be labeled and have the stigma of being the culprit of ruining Sony's 1st and 2nd party game development. I believe its being fix now, and the good sign is after seeing the Japan centric SOP and Sony collaboration for Marvel Tokon.
 
I get the strong feeling that, similar to SEGA, modern SIE just hate their legacy IP that never had modern versions for PS4 or later. And that's a damn shame.

Hopefully they do a SEGA and consider investing in a few of them in the near future. Virtua Fighter & Jet Set Radio coming back are the two best things SEGA's had going in a long while.

The bottom line Hulst and especially Ryan will forever be labeled and have the stigma of being the culprit of ruining Sony's 1st and 2nd party game development. I believe its being fix now, and the good sign is after seeing the Japan centric SOP and Sony collaboration for Marvel Tokon.

True, and I think time might potentially be less kind to Hulst's legacy than Jim's, depending on who really spearheaded stuff like Marvel Tokon (technically could've been Jim) and how these studios recover after all these GAAS struggles & blemishes.

Jim did his fair share of damage but he also did help get stuff like Stellar Blade exclusive, and increasing SIE shares in From Software (even if Nintendo got an exclusive from them first). Jim's also the only exec who's publicly admitted that PC is a competing platform against PlayStation, and pushed back against Hulst's shorter timeframes for ports to Steam. I think if he stayed around and had more autonomy, Ryan would've pushed for a more obvious reduction of ports of PC, even with some of the GAAS titles.

But yeah, as far as things getting cleaned up at SIE internally WRT parts of their strategy, this year and next will reveal a lot, hopefully for the better.
 
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The bottom line Hulst and especially Ryan will forever be labeled and have the stigma of being the culprit of ruining Sony's 1st and 2nd party game development. I believe its being fix now, and the good sign is after seeing the Japan centric SOP and Sony collaboration for Marvel Tokon.
Not an argument, and a dubious statement at that.
 
Cmon I been spouting this forever sony catalog of games are perfect for vr. They don't even have to be full vr games

Spiderman vr - vr web traversal
Shadow of colossus - imagine scaling a colossus in vr
Lair - vr game of thronesque flying dragon battles
Cool boarders - vr snowboarding
The show - vr home run derby
Uncharted vr - imagine vr recreation of some of the set pieces from the uncharted series

Such wasted opportunity.
 
Not an argument, and a dubious statement at that.
May I ask you, about PS5 porting exclusives from Sony's 1st and 2nd party to PC, will that help increase the console sales, gain PS fans, and attract new PS console buyers? Will it also help PS game development and quality especially on the console side?

From what I know, exclusives is good due to the developer will focus all his resources and talents to one platform and really harness its capabilities of a specific console and will have more funding and less backlogs and expenses.
 
May I ask you, about PS5 porting exclusives from Sony's 1st and 2nd party to PC, will that help increase the console sales, gain PS fans, and attract new PS console buyers? Will it also help PS game development and quality especially on the console side?

From what I know, exclusives is good due to the developer will focus all his resources and talents to one platform and really harness its capabilities of a specific console and will have more funding and less backlogs and expenses.
Let me tell you; I don't really care. These games are already exclusive for a year before hitting PC, which means that all the resources on the initial launch are already directed at one single platform.
 
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I think they made the right move. You don't sell expensive VR hardware by plucking a 20+ year old PS1 launch game from the obscurity void. It would be PlayStation VR's "OMG Glup Shitto is back :messenger_loudly_crying::messenger_loudly_crying::messenger_loudly_crying:" moment and sell about three copies.
 
Let me tell you; I don't really care. These games are already exclusive for a year before hitting PC, which means they all the resources on the initial launch are already directed at one single platform.
I see. I'm starting to agree on PS games porting PS exclusives to PC later. Even my brother who is a PS fan said there is nothing bad to port exclusives to PC. I also researched that Mr. Shu Yoshida also approves of it. It is just me, but maybe on the long-term and on a larger scope, the Nintendo strategy style of full exclusivity ignoring pc, might have an Achilles hill.

And maybe, it can also help developers in game development since they can also access some powerful tools from PC game development side and combine that with there PS devkits. We might agree on one thing and that s about PS porting exclusives to PC.

images



But still, I don't agree on same launch date with PS console.
 
It sounds cool in theory but in reality it would probably be...

bljuvotina.gif
There are still a few who are really now comfortable with VR and has some health issue. I agree. But its just a minority. Me at first, it feels nauseating , but after a few minutes I got use to it.
 
I wonder how much money Sony has lost on PSVR2. I can't imagine it's profitable, taking R&D and advertising into account. Then again, maybe they had fat margins on the hardware.
 
The game on PS1 was disorienting. It made me queasy until I got used to it. I can't imagine how much more stomach churning this would be.
The deluxe edition was to come with a Jumping Flash branded barf bag. Straps onto your face so no need to feel around for it.
 
I wonder how much money Sony has lost on PSVR2. I can't imagine it's profitable, taking R&D and advertising into account. Then again, maybe they had fat margins on the hardware.
I honestly think that not that much, and it's probably why it's so expensive in the first place.
 
I get the strong feeling that, similar to SEGA, modern SIE just hate their legacy IP that never had modern versions for PS4 or later. And that's a damn shame.


That's because your vision is being clouded by main character energy.

The people most chiefly involved in many of these games are no longer their respective studios and/or those relationships aren't the same anymore and/or there hasn't been the financial incentive to make these games.


Until Dawn came out in 2015. In 2024, Sony outsourced a remake and produced a movie on the IP.

You see someone not doing something you want them to do, so you ascribe malice to their intentions.

Let's examine this further starting with PS3. Focusing on the best selling franchises that did not appear on PS4.

The first franchise that hasn't gotten a direct sequel but sold well would be LBP, but let's think about LBP3... Media Molecule didn't develop the game, they farmed it out to Sumo Digital. The first game sold 4.5 million units and the sequels sold less. Even then Sony greenlit Sackboy Adventures...


Next? Motor Storm, which also got declining sequels and the studio was shutdown after DriveClub.

Next Heavy Rain. We saw Sony continue to greenlight Quantic Dreams games but after their contract with them ran out they didn't renew because of the issues surrounding David Cage. Heavy Rain got remastered for PS4.

Next is Resistance, which sold 3 million copies. Insomniac's Spider-Man sold 20 million copies. They MUST hate Resistance right? Spider-Man 2018 and Miles Morales have sold more than all of the previous Insomniac games combined.

This list gets worse and worse the further back you go...

What PS2 franchises that sold well were abandoned? Jak and Daxter? Tailed off and was replaced by Uncharted and TLOU. Uncharted hasn't gotten a PS5 entry except the port. Does Sony hate it too?
 
jumping flash ps1 armazing sony better make now

farley-fat.gif
You're not allowed to shill for Sony until at least 3 months after the Switch 2 release. It's in your GAF contract.
 
That's because your vision is being clouded by main character energy.

The people most chiefly involved in many of these games are no longer their respective studios and/or those relationships aren't the same anymore and/or there hasn't been the financial incentive to make these games.

We're talking about a video games market that continuously saw growth of new players for multiple generations. Trust me, financial incentives existed for a long while for some of those SIE AA-tier IP to come back. SIE just either didn't capitalize on them, didn't do so the right way, or ran into funding issues to justify the investment (particularly during middle of the PS3 gen, which had a knock-on effect even into the early PS4 years despite PS3's recovery during 2010 - 2013).

As for certain people not being involved at the studios any longer, well for IP that SIE own, they could have certainly found a 3P studio who'd of been interested in continuing the IP. Again, they just either didn't find the right studios, or never tried.

Let's examine this further starting with PS3. Focusing on the best selling franchises that did not appear on PS4.

The first franchise that hasn't gotten a direct sequel but sold well would be LBP, but let's think about LBP3... Media Molecule didn't develop the game, they farmed it out to Sumo Digital. The first game sold 4.5 million units and the sequels sold less. Even then Sony greenlit Sackboy Adventures...

Let's not pretend market conditions at the time didn't have a negative impact on LBP2's sales. Not only was PS3 in a rough spot still, but market tastes had shifted heavily. Tastes had began to change and only platformers with very well-known characters like Mario, Sonic or Rayman had large viability. Also have to consider the commercial market of new game releases at the time of LBP2's release, plus Sony's marketing efforts (or lack thereof).

All of these things impact a game's sales potential in a given environment, it's not as simple as saying "gamers didn't care" or "the game was bad".

Next? Motor Storm, which also got declining sequels and the studio was shutdown after DriveClub.

You mean the Driveclub that was mismanaged and only half-finished when SIE released it in 2014? Yeah, considering that, no wonder the studio got shut down.

Shame, too. Very talented studio, and Driveclub is still one of the Top 5 best-looking racing games ever in spite of running on a "potato" base PS4. I'd even argue most new racers look worst comparatively outside of image quality and some modern anti-aliasing or filter effects.

Next Heavy Rain. We saw Sony continue to greenlight Quantic Dreams games but after their contract with them ran out they didn't renew because of the issues surrounding David Cage. Heavy Rain got remastered for PS4.

Next is Resistance, which sold 3 million copies. Insomniac's Spider-Man sold 20 million copies. They MUST hate Resistance right? Spider-Man 2018 and Miles Morales have sold more than all of the previous Insomniac games combined.

Resistance came out at a time when Halo was at its peak, and as good as that game was, it was not on Halo's level. Or Gears of War's for that matter, also a 360 exclusive back in the day. But the sequels did improve on the formula, for sure. In any case, Resistance isn't the type of game I'm referring to since it's a gritty sci-fi shooter, and the market isn't really struggling for that type of game in terms of presence.

It's a well-fed niche in the market, and on PlayStation. Even in terms of theme and template if not so much gameplay genre, SIE's 1P AAA hits a lot of similar beats.

This list gets worse and worse the further back you go...

What PS2 franchises that sold well were abandoned? Jak and Daxter? Tailed off and was replaced by Uncharted and TLOU. Uncharted hasn't gotten a PS5 entry except the port. Does Sony hate it too?

SIE probably don't hate Uncharted, no. But Neil Druckmann might 😁
 
That sounds like it would have been extremely disorienting and nauseous...there's no way a game like that could work in VR
Having succesfully played several dozens of flatscreen games in VR thanks to mods like Unreal Engine VR Injector, REframework, Unity Universal VR, etc. I'd argue any game could work in VR, and come off as a better experience from it.

Cmon I been spouting this forever sony catalog of games are perfect for vr. They don't even have to be full vr games

Spiderman vr - vr web traversal
Shadow of colossus - imagine scaling a colossus in vr
Lair - vr game of thronesque flying dragon battles
Cool boarders - vr snowboarding
The show - vr home run derby
Uncharted vr - imagine vr recreation of some of the set pieces from the uncharted series

Such wasted opopportunity
The demand for such titles is there, we've had almost every game on that list having a VR equivalent or mod playable for years.

Spider-Man? Resist
Shadow of the Colossus? Skydance's Behemoth
Lair? Panzer Dragoon Remake VR mod
Coolboarders? Carve Snowboarding
The Show VR? MLB Homerun Derby VR
Uncharted VR? Reach
 
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