Jazz Jackrabbit 2

Release Date - May 7, 1998 (EU)

Developer - Epic Megagames

Publisher - Gathering of Developers

Platform - PC

The original Jazz Jackrabbit released all the way back in 1994 on Microsoft’s MS-DOS operating system.

It would be four years before the iconic PC game would see a sequel in Jazz Jackrabbit 2, with the sequel having some substantial changes and improvements based on learnings from the first game, while retaining the irreverent sense of humour and over the top character of the first. The action was now zoomed out, allowing players to see more of the game world at any given time, an important feature for a speedy protagonist like Jazz (it also allows the player to take in some of the beautiful parallax scrolling going on in the background). The controls were overall improved with more precision platforming being possible, and the level designs were overall more open and lent themselves to exploration.

Gameplay was similar to the original with lots of running n’ gunning and exploring large levels. The levels themselves were all distinct and stood out from one-another, with some amazing looking detail making up the foreground and background. Check out stain-glass windows, electronic machinery and some decidedly weird, surreal worlds to explore.

You can’t really tell from a screenshot, but the background makes use of some beautiful parralax scrolling.

Designers from the origins, Robert A. Allen and Cliff Bleszinski (who would later go on to work on the Unreal, and Gears of War franchises) returned in producing and designing roles. The title is capped off with an atmospheric soundtrack and brilliant cartoony sound effects, not to mention some rudimentary voice clips warning the player to ‘Look out!’ or hurrying them along with a ‘Hey, come on! What’s up!?’.

Jazz’s running animation looks oddly familiar. Check out the beautiful detail on the level and backgrounds! (all screenshots are taken from AL82 Retrogaming Longplays; https://youtu.be/0I7vyNtcuV8)

A second playable character was added to the game as well, a somewhat unhinged companion called Spaz. More than just a visual change, the two characters have functionally similar but unique moves available, such as Jazz’s jumping punch attack or Spaz’s flying karate kicks. Jazz and Spaz had a wide range of abilities to navigate the levels including using ears to hover like a helicopter and the good old-fashioned butt-stomp to break through to lower sections of the level. Beyond the expanded moveset, Jazz’s arsenal also grew, with power ups and weapons returning from the first game along with all new ones. Players could pick up various snacks through the level, pick up enough of them and they’ll experience a ‘sugar rush’, that lets them shoot through walls and move at top speeds. Move over Super Sonic, Chaos Emeralds ain’t got nothing on some good old fashioned cake and sweets. The collecting doesn’t end there, with the player also able to accumulate coins that will let them save up and get warped to a new area filled with health and power pickups.

Shot of Jazz taken moments before a watermelon driven sugar rush.

Spaz makes an appearance in a pretty surreal level.

With the addition of Spaz came multiplayer, both in the form of co-op and competitive, local split-screen and online. Co-op is rather self-explanatory with players being able to help each other get through the main game, but the competitive modes were quite robust for a platformer; featuring deathmatch, capture the flag and racing. Not only that, but the game came with a level creation kit, allowing players to make their own levels and share them online and with friends, adding huge amounts of replay value to the title.

Jazz Jackrabbit 2 went on to spawn a number of spin-offs and expansions to the title, such as Holiday Hare also coming in later 1998 and adding some Christmas themed content, and The Secret Files in 1999.

Some nice use of bright colours to differentiate the levels. And what platform game is complete without a box-pushing puzzle?

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