![]() The demo also included a few classic enemies: there were Turtle goons, henchlizards and bees. Ofcourse, this might also mean Jazz had been on vacation for the past few years and returned, but didn’t tell the inhabitants of Carottus he did. The rabbit tells the player that he “looks like King Jazz in his outfit”, not that he IS King Jazz and that everything was better when King Jazz was still around and Devan Shell wasn’t. In Hopteego village, there’s a huge statue that, according to another rabbit who’s looking at it, represents “ King Jazz“. Though the character the game is played with bears a very strong resemblance to Jazz, it is possible that he is actually someone else. ![]() Unlike in the previous Jazz games, there was no ammo needed for the guns: repeatedly shooting a gun would drain your gun’s power bar, and if the power bar was empty the gun would need to be recharged to work again. Ofcourse there were carrots to regain health, and also an item called the Energy Booster which worked like a fast fire. Gems could be used to activate “gem switches”: platforms with a big gem picture on it, that would spawn various goodies when you stepped on them and had the right gem. ![]() Coins seemed to be rather important as they were spread all over the Single Player levels, and it was possible to spend them in a shop in Carrotus Village (also referred to as “Hopteego Village”) for new guns or health. ItemsĪpart from guns, the game includes classic pickups such as gems and coins. The airboard however was glitchy and not used in the playable levels of the demo. There were also plans for integrating the airboard or an item like it into the game, as shown by this screenshot. You can also kill enemies by jumping on top of them: something Jazz has always wished. The fire cell would just make your blaster fire a red orb, but it would have an interesting effect on the gizmo gun: it would shoot one rainbow-colored rocket and in alternate fire mode three seeker-like missiles (though they didn’t automatically hit its target). The alternate fire mode combined with cells would power up the effect of the cell: powering up with the freeze cell would shoot an ice crystal that would create a huge ice block, trapping anything it hits. A blaster that was powered up with an ice cell would fire missiles that could freeze others, like JJ2’s freezer gun. Dream cells represented a nature’s element: there were varieties such as the ice cell and the fire cell, however more existed in the editor. The Gizmo guns alternate fire mode was somewhat buggy, as it wouldn’t fire a bullet but change the player’s character into another random object in the level, such as a wooden box. With the Blaster’s alternate fire mode you could charge your shots: holding the alternate fire button would make your shots more powerful and even heatseeking. The Gizmo gun was similiar to the Bouncer. The demo included two guns: the Gizmo Gun and the ordinary Blaster. The game, however, was not a first-person shooter like Unreal but a third-person action-adventure, where the camera was placed just behind the character you were playing with. The demo is based on the first version of the Unreal Engine, which was also used for games such as Unreal and Unreal Tournament. This demo is officially a “pre-alpha version”. The only persons from the original Jazz Jackrabbit team that worked on JJ3 were Dean Dodrill and Alexander Brandon.Ī demo exists, but is very hard to get, and is technically not legal to have. However, Epic was unable to find a suitable publisher for the game and it was shelved, following much hard work from people that received no pay. Initially it showed promise to the people at Epic. It was originally being developed by World Tree Games in 1999. Jazz Jackrabbit 3 (subtitle: Adventures of a mean green hare) is the cancelled sequel to Jazz Jackrabbit 2.
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