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Jazz Jackrabbit 2 Beta 0.98k (E3 1997)

Jazz

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The Jazz Jackrabbit 2 Beta 0.98k is from the 1997 E3, this is the oldest known beta version of Jazz Jackrabbit 2 and was discovered in 2018.

A DOS Version of Jazz Jackrabbit 2:

What is interesting about this version is it includes a DOS version of Jazz Jackrabbit 2, which was never actually released.
To get the Dos version working in Dosbox or Dosbox Staging edit your configuration file e.g. dosbox-staging.conf and limit the cpu cycles to 10000 in the config like so:

Code:
[cpu]
cycles=fixed 10000

You should then be able to launch the jazz2d.exe and play the dos version of the Jazz Jackrabbit 2 0.98k beta.

Once you have started playing a level you can increase the cpu cycles by pressing ctrl + f12 until the game runs at full speed.

jazz-jackrabbit-2-0.98.k-dos.jpg

Jazz Jackrabbit 2 Beta 0.98k Windows Screenshots:

jazz-jackrabbit-2-0.98.k-epic.jpg jazz-jackrabbit-2-0.98.k-menu.jpg jazz-jackrabbit-2-0.98.k-levels.jpg

MLLE - (What became Jazz Creation Station) Screenshots:

mlle_1.jpg mlle_2.jpg mlle_3.jpg

Misc changes​

  • Two text files are included with 0.98k: ChangesLT.txt, which lists the changes to the game made in past versions back to 0.98h, and Readme.rtf, which appears to be from an earlier version of the game and includes a list of old names for cheat codes. (The modern list was introduced in 0.98i.)
  • Two different Jazz 2 executables are included: jazz2w for Windows, and jazz2d for DOS. It is currently unknown how similar they are, due to troubles getting jazz2d to run successfully.
  • Demo files use the extension “mac” instead of “j2m,” and only two are included, Castle1n and Labrat1
  • “High Scores” is not available from the main menu; instead there is a “Custom Game” option that does nothing when selected. From the Options menu, only configuring controls is implemented.
  • The Party Mode menu has four different options: “Splitscreen,” “Internet,” “Modem,” and “Lan.” However, none of them appear to do anything; you start setting up a local splitscreen game no matter which of the four you choose. ChangesLT.txt suggests that there should be network code, but it is unclear how it should be accessed.
  • Unlike 1.00, 0.98k can run in a window. The dropdown Video menu has options for setting resolution and color bit depth, but not Low Detail, Ambient Lighting, etc.
  • A lot of information gets written to jazz2w.log, including records of every cheat code.
  • The JJCPU cheat code, which does nothing in the final game, here makes JJ2 frequently write some debug info to the log until JJCPU is typed again.
  • The game’s final F1 screen is not yet implemented; instead pressing F1 brings up the debug info shown by F10 in 1.00 (and F9 in 1.20 and above). Pressing F1 twice shows strings counting the current numbers of objects, sprites, particles, as well as the current level of ambient lighting.
  • The F7 and F8 keys adjust the ambient lighting level for debug purposes.
  • The F4 key reduces the screen size by adding black borders, similar to the final game’s F3 and F4 keys but using a series of predefined reduced sizes instead.
  • Pressing F12 to take a screenshot only works in 8-bit; trying in 16-bit mode writes an error message to the log.

Specific Levels / Enemies / Bosses​

  • Battle Game D (battle4.lev) includes a number of Big Rock events.
  • The text string after defeating the Queen boss reads “Good job! Now go get Devan Shell!”
  • The sign introducing frozen springs says simply “This spring is frozen.” without suggesting the use of Toaster.
  • The tree background layers in the Jungle tilesets in 1.00 are not present in 0.98, suggesting they were only in the game for a very brief period.
  • Instead of playing a sound continuously while flying, bats make a single sound when they start flying and are afterwards silent.
  • Sucker enemies, once deflated from their Float Sucker forms, are unable to turn around and simply stop moving when they reach a wall or cliff. This is likely to be a placeholder behavior, given that the animations library includes sprites of Sucker enemies walking on walls and ceilings.
  • Stand Monkey enemies do not animate while not attacking. Their walking counterparts sometimes have troubles turning around and can get stuck in place.
  • Defeating the Tuf Boss turns him into his unused-in-later-versions sprite of a spiked turtle shell. The shell simply sits there unmoving until the level ends.
  • Devil Devan seems to have no code. He can be placed in the level as an invisible object that players can shoot and get hurt by, but he never draws any sprites or moves around.
  • Bilsy stands in place and animates quickly but does not move and has less health than usual.

Bugs and Other Unfinished Code​

  • Crates and barrels are not solid while frozen, and nothing comes out of them if they are destroyed before unfreezing. (Big Rocks and Big Boxes work the same as in the final game when frozen, though.)
  • Shooting a Destruct Scenery event on a non-animated tile freezes the game.
  • Many sounds are missing (e.g. getting hurt) or occasionally just different (e.g. standing on a ledge).
  • When playing as a bird, you always face right, even when moving left.
  • There is no special animation for shooting up while hanging from a vine, so your bullets go up at a 90 degree angle from your gun.
  • It doesn’t seem possible to get a sugar rush, neither from the JJRUSH cheat code (though the game does register it as a valid cheat) nor from collecting 100 food pickups.
  • Unlike in 1.00, bridges are always at the correct height.
  • Players are able to control themselves a little while inside sucker tubes or after going through a warp. (The former in particular can occasionally result in getting stuck.)
  • TNT is much less sensitive and will only explode prematurely if very near to another object.
  • Buttstomp scenery blocks can be trivially destroyed by buttstomping either below them or to their sides, making them useless as ways to force the player to use uppercuts or sidekicks.
  • Pressing the 1-9 keys to switch weapon doesn’t work while the shift key is being held down.
  • From time to time, with unknown cause, a single repeating character (usually 5 or the infinity sign) will be drawn across the bottom of the screen.
  • Cheat codes can be used in splitscreen, including battle/treasure/race. (Some of the codes apply to multiple local players, and others do not, but they still shouldn’t be usable at all when “j” is player 2’s default run key.)

Major Differences​

  • Instead of showing the 3D animation of the Epic MegaGames logo when the game starts up, there is a hand-drawn version of the logo in the menu palette, accompanied by an ingame animation of Jazz eating a carrot then dashing off.
  • Except for Flashback, all the episodes have different names. “Formerly a Prince” is “Formerly Known as the Prince”; “Jazz in Time” is “Jazz to the Future”; and “Funky Monkeys” is “Doomed, Too” using the image from the shareware episode in the final game. (0.98k does include the Share1, Share2, and Share3 levels, but offers no way to access them from the menu system.)
  • Beating an episode sends you back to the main menu instead of the first level of the next episode. You are shown a black screen with the words “End of Episode” in the center and “not done yet” at the bottom.
  • The camera tries to predict the player’s movements and centers above them while they are jumping and below them while they are falling. This is actually pretty unpleasant to look at.
  • Collecting 100 gems in single player gives you an extra life, just like the sign in Rabbit in Training says it should. No sound plays, but there’s a brief animation at the bottom of the screen of the strings “+1” and “Extra Life.” (The JJGEMS cheat code always gives you an extra life, even in multiplayer.)
  • When you visit a coin warp but don’t have enough coins, the display at the bottom of the screen tells you how many more you need, e.g. “need x18.” This is changed in 1.00 to show the total number of coins needed by the warp, instead of the difference between that number and your current supply, but reverts back to 0.98’s behavior in the final game, albeit with an additional word “more.”
  • When you visit a coin warp and do have enough coins, the coins are animated flying out of you to the top left corner of the screen, where they linger for a little while before flickering out of existence. The coin collection noise is also played multiple times.
  • Only enemies give points, not gems or food or ammo or anything else.
  • You can’t buttstomp too often; buttstomping, using a special attack, or pressing down to fall off a vine all reset a counter until the next time you’re allowed to buttstomp. (Crouching while on ground does not reset this counter, though.)
  • The Red, Green, and Blue parameters of the Set Light event are all fully functional and tint the level’s ambient lighting, albeit only in 16-bit color.

Beta Download:

Jazz Jackrabbit 2 Beta 0.98k (1997 E3) Download

Full Game:

Enjoyed this beta? get the full final game by purchasing Jazz Jackrabbit 2 from GoG - you will be supporting game preservation done correctly.
 

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