About Jetpac

Jetpac put Ultimate Play the Game on the map in 1983, and its single-screen formula still holds up: fly Jetman around a small planet, assemble a rocket out of scattered parts, pump it full of fuel, then launch off to the next world before the local wildlife gets you first. There's no story beyond that loop, and it doesn't need one — the whole game is the tension between building efficiently and staying alive.

Each planet reshuffles the layout, the gravity, and the alien types, so the collect-refuel-launch routine never quite repeats. Sessions are short by design: you're either chasing a personal best across as many planets as you can survive, or picking it up for five minutes between things.

Tips

  • Get the rocket assembled before you start hunting aliens for points — a half-built rocket under fire is how runs end early.
  • Use the jetpack's vertical range to stay above swarms rather than fighting through them at ground level.
  • Fuel canisters only count once they're actually loaded into the rocket, so don't stop collecting a beat too soon.
  • Enemy patterns repeat per planet type — a few failed runs teach you where the real threats spawn.

It's a good fit if you like early-80s arcade design at its most stripped-down: one screen, one loop, and a difficulty curve that rewards repetition over reflexes alone.

Jetpac FAQ

Who made Jetpac?
Jetpac was developed by Ultimate Play the Game, the British studio founded by Tim and Chris Stamper that later became Rare, and it was their debut release in 1983.
What's the actual goal each round?
Collect the rocket's scattered parts and stack them together, load in fuel canisters, then launch — all while dodging or shooting the aliens that spawn continuously on the planet.
Is there a story, or is it just score-chasing?
Just score-chasing. Jetpac has no plot beyond planet-to-planet survival; the appeal is entirely in the build-and-launch loop and how many planets you can clear in a row.
Does progress save between sessions?
No. Like the original 1983 release, each run stands on its own with no save system, so every session starts a fresh attempt.

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