I remember the laser shield being bugged in the editor, and the JJ1 tilesets being sadly unusable since they have the wrong background color for detecting masks.
This is a nice video! Some notes: * You say the laser shield is fully functional, but it crashes the game in online multiplayer. Also it doesn't have any monitor sprites. * Based on the game's code, Max Weapon would have made players "berserk" for a period of three seconds, and Auto Fire turned an autofire mode on. Neither of these properties were coded to do anything once set (and there's no indication of what would have turned autofire off again), but at the least it doesn't look like Max Weapon was actually supposed to change your ammo amounts. Your guesses for Fast Feet and Extra Time do match what little code is associated with those events, though. * There's evidence in the code that they did try letting Jazz and Spaz climb ledges, using the sprites you mentioned, so it's likely that feature was deliberately removed. Others like diagonal shooting there's no indication for one way or the other; they may never have started coding them at all; we just don't know. * Diamsecr was presumably going to be a secret level in Diamondus, and uses the layout as the first level because they wanted to copy the parallax background layers and never got around to erasing the layout. But the cool part is that that copying happened so early on that it's the single EARLIEST level layout we have. In particular, it dates to before either trigger crates or animated warp events were coded. * The tilesets from the first game are notable for being _unfinished_ versions of those tilesets, therefore featuring unfinished graphics and unused ideas, particularly the colorful bricks in Marbelara, the alternate color scheme in Candion, and the fact that Exoticus and Lagunicus were originally the same planet. * The green rectangle sprites are used as the hitboxes for the various destructable block events. The pulsing circle was probably intended for the blast of TNT or RF missiles or something like that, but as far as I know isn't used in the final game. * There's certainly other stuff you didn't mention at all--the bee boy enemy, the butterfly enemy, the blue ghost enemy, the psych pole, the tuf boss's shell sprite, numerous unused tiles in individual tilesets, numerous unused sound effects, the fourth battle and race levels from the first beta, and so on--but I imagine you made an editorial decision to focus on the flashiest stuff.
Nice notes. So funny, I recognize your name from jazz2online. I used to go there YEARS ago and download custom levels, I think you either made levels or reviewed some. Awesome work. Cool to see the community is still alive :)
@@dzllz I realise this is an insane necro but DAMN YES thank you for jogging my memory. I knew I recognised VioletCLM from somewhere, but then I've always liked that name so I thought maybe just my brain being funny... but no! Old J2O days... wow the memories :') Thanks to you also Violet for a cool update on the video! I'm always fascinated by stuff that doesn't make the cutting room floor (in film, series, games, books, etc.)
But it was well worth it. Very well made :) Back in the day I would always go to my friends house to play Jazz2, as I only had the first part. But I bought it myself a few years later. Sadly I only got the CD left and the box is fucking expensive...
The Time-Limit leaves another Trace: After the Time-limit has passed, the Digit '1' Flys on the Bottom of the screen for every Minute. Has anyone else noticed that ? I could only confirm, that it happens every Minute, and that the Time-Limit starts is a integer number of minutes when the level began (same second on the clock). Has noone else noticed that ?
Gotta point out at 00:21, there are hotkeys for copying and pasting events so you don't have to use the menu. CTRL E copies an event, SHIFT E pastes events, and E just opens the event dialog. I did NOT know this when I was young and was horrified to think they made all the maps that way, one event at a time.
I think max weapon was supposed to set your current ammo to 99, while autofire, well, I think that initially, the pistol was supposed to shoot by spamming the button and this bonus allowed you to hold the button in order to make things easier. Seems that in final product, auto-fire function ended up implemented.
The Blue Mapper Development on Jazz Jackrabbit 3 (in 3D) did start but because the second game didn't make much money no publisher picked it up. There is an early build floating around out there but I think it's technically illegal to possess/distribute due to engine licensing or something?
Have you noticed, that sometimes the figure One is flying through the lower end of the screen ? This may be a leftover from a countdown (as it seems not to be related to a specific action). It is also possible that it should have indicated an extra live (maybe from gems) or is a debug output. It seems that 100 gems should give you an extra life at the end of the level, as they are counted, and the in-level counter stops at 100. I think the ledge climbing was abandoned, because it would be hard to do with the Jazz Jackrabbit collision detection. Commander Keen 4 (and the other Keen games or Bio Menace) use a directional vector-based approach, that makes it easy to see that you have a ledge or not. Jazz Jackrabbit (1 and 2) use a mask-based approach, that allows fine control over the clipping, but cannot handle advanced stuff.
That is a good point! However, if I'm not mistaken, somebody attempted to put climbing animations back into the game via Jazz 2 Resurrection source port. And it worked and looked pretty decent!
When Epic Games will eventually run out of options to keep that lump of cancer Fortnite alive, someone needs to pitch them with a Jazz Jackrabbit 1 remake in the style of Freedom Planet, with Spaz and Lori playable.
Is this a Joke ? Making a platformer with a 3D engine is like building sandcastles with a bulldozer. They should just release the source code, so we could turn it into platform independent C with a SDL backend, and fix the many open bugs. In general the only thing, that should ever be traded for performance is portability. If you really write a platformer in C from scrath instead using some game engine/game maker it shouldn't need more than a few MB of RAM and a Windows XP era CPU.
The Bonus 3 music reminds me somewhat of the OMF2097 and later Tyrian 2000 soundtracks. Then again, both those and the Jazz Jackrabbit soundtrack were written by Alexander Brandon...
Once, I was looking in the food list in the level editor when I came across a food item simply called " thing " . When I put it in a level, it didn't spawn anything like usual.
Thanks for sharing I never new until now.The Jazz Jackrabbit series is underrated it deserves a remastered (Like Ducktales).Maybe later they pick up “Jazz Jackrabbit 3”that got canceled in 2013 now to be finished and published to modern console’s and pc.I even want to help out if there is a kickstarter project I would support with a donation.
Do you like cut game content? Well, it turns out there's an entire wiki dedicated to it. Drop by, and contribute if you want! tcrf.net/The_Cutting_Room_Floor
Good video i remember exists a lot ot stuff they lefts in the final game..some things will be changed during the develepment in old versions like 1.00g
10:38 anyone is recognizing those punches things ? i think i saw them in some games but hell i cant remember where...But i am 100% sure that i saw them somewhere
I had the beta version which didnt have the same number of boses or the boss soundtrack. But i did have that colonial ost and tnt boxes. No 3d bonus stages tho.
Hey TRG. At 4:00, what exactly do you need to do to be able to edit levels within the JCS? I can't seem to figure it out, or maybe it doesn't work for my JCS version.
*To place Events, press 'E' *If you have troubles saving, check the Acess rights. Newer Windows Version write protect directories in Programmes by default. Permit full acess for everyone, and it should work. *If Leves are Password protected, there are ways to crack them: *Get a Hex-Editor *Save a file with no password, one with empty password, and one with a password. *The no-pasword level should have three bytes with BA BE 00. Theese should be zero in the empty pasword and somthing else with a password. To crack a level, set theese bytes to 00 00 00 ant open it with an empty password. DO NOT set it to BA BE 00, as the file has markers elsethere to detect the presens of a password. The Warning is "Securty Envelope destroyed", but infact it only checks a CRC32 Hash capped to 3 Bytes.
go in the editor, open a level, go to edit, and fill in the music file. Note that only mod tracks are allowed in 'vanilla' JJ2 (.xm .it . s3m .mod .mtm .j2b). If you want to use an .mp3, it works if you run it with JJ2+, otherwise it crashes the game upon loading.
If they were to use Unreal engine 4 or 5 considering that they already showed it on PS 5. To make a remake of the first would be a bad idea. 1st there is the problem what kinda 2d platform will it be ? The classic 2D ? or a 2.5D ? 2nd is the terrible screen tearing. In both Jazz games, there was no screen tearing because the engine they used was made specific for 2D platformer. If anything they should make another engine that support 2D or 2.5D with out the need for vsync, and to have high quality sprites. And by high quality I mean also smooth animation, not those jerky animations most cgi cartoons have nowadays. I want the characters to feel overly animated with lots of expression and personality.
The perfect 2D game with the perfect soundtrack!
I remember the laser shield being bugged in the editor, and the JJ1 tilesets being sadly unusable since they have the wrong background color for detecting masks.
This is a nice video! Some notes:
* You say the laser shield is fully functional, but it crashes the game in online multiplayer. Also it doesn't have any monitor sprites.
* Based on the game's code, Max Weapon would have made players "berserk" for a period of three seconds, and Auto Fire turned an autofire mode on. Neither of these properties were coded to do anything once set (and there's no indication of what would have turned autofire off again), but at the least it doesn't look like Max Weapon was actually supposed to change your ammo amounts. Your guesses for Fast Feet and Extra Time do match what little code is associated with those events, though.
* There's evidence in the code that they did try letting Jazz and Spaz climb ledges, using the sprites you mentioned, so it's likely that feature was deliberately removed. Others like diagonal shooting there's no indication for one way or the other; they may never have started coding them at all; we just don't know.
* Diamsecr was presumably going to be a secret level in Diamondus, and uses the layout as the first level because they wanted to copy the parallax background layers and never got around to erasing the layout. But the cool part is that that copying happened so early on that it's the single EARLIEST level layout we have. In particular, it dates to before either trigger crates or animated warp events were coded.
* The tilesets from the first game are notable for being _unfinished_ versions of those tilesets, therefore featuring unfinished graphics and unused ideas, particularly the colorful bricks in Marbelara, the alternate color scheme in Candion, and the fact that Exoticus and Lagunicus were originally the same planet.
* The green rectangle sprites are used as the hitboxes for the various destructable block events. The pulsing circle was probably intended for the blast of TNT or RF missiles or something like that, but as far as I know isn't used in the final game.
* There's certainly other stuff you didn't mention at all--the bee boy enemy, the butterfly enemy, the blue ghost enemy, the psych pole, the tuf boss's shell sprite, numerous unused tiles in individual tilesets, numerous unused sound effects, the fourth battle and race levels from the first beta, and so on--but I imagine you made an editorial decision to focus on the flashiest stuff.
Nice notes. So funny, I recognize your name from jazz2online. I used to go there YEARS ago and download custom levels, I think you either made levels or reviewed some. Awesome work. Cool to see the community is still alive :)
He also said that Voltage Village was a level with nothing in the background, when the level is actually just a background and nothing else.
@@dzllz I realise this is an insane necro but DAMN YES thank you for jogging my memory. I knew I recognised VioletCLM from somewhere, but then I've always liked that name so I thought maybe just my brain being funny... but no! Old J2O days... wow the memories :')
Thanks to you also Violet for a cool update on the video! I'm always fascinated by stuff that doesn't make the cutting room floor (in film, series, games, books, etc.)
It's been long since last I saw you. Hope the current weather is nice to your...condition.
Wow, this took me a while.
But it was well worth it. Very well made :)
Back in the day I would always go to my friends house to play Jazz2, as I only had the first part. But I bought it myself a few years later. Sadly I only got the CD left and the box is fucking expensive...
Hey come on! What's up?!
The Time-Limit leaves another Trace: After the Time-limit has passed, the Digit '1' Flys on the Bottom of the screen for every Minute. Has anyone else noticed that ? I could only confirm, that it happens every Minute, and that the Time-Limit starts is a integer number of minutes when the level began (same second on the clock).
Has noone else noticed that ?
That is exactly the kind of tedious nerd shit I love about this channel.
Gotta point out at 00:21, there are hotkeys for copying and pasting events so you don't have to use the menu.
CTRL E copies an event, SHIFT E pastes events, and E just opens the event dialog.
I did NOT know this when I was young and was horrified to think they made all the maps that way, one event at a time.
I think max weapon was supposed to set your current ammo to 99, while autofire, well, I think that initially, the pistol was supposed to shoot by spamming the button and this bonus allowed you to hold the button in order to make things easier. Seems that in final product, auto-fire function ended up implemented.
thanks for uploading this. damn, why didnt they continue the game.... :/ :(
The Blue Mapper Development on Jazz Jackrabbit 3 (in 3D) did start but because the second game didn't make much money no publisher picked it up. There is an early build floating around out there but I think it's technically illegal to possess/distribute due to engine licensing or something?
@@doggo3338 No shit it sucks, it's just an alpha, barely a playable demo
@@user-oh6tt5cf1l It's kinda silly to call an alpha bad, as it is FAR from a demo lol
Have you noticed, that sometimes the figure One is flying through the lower end of the screen ?
This may be a leftover from a countdown (as it seems not to be related to a specific action). It is also possible that it should have indicated an extra live (maybe from gems) or is a debug output. It seems that 100 gems should give you an extra life at the end of the level, as they are counted, and the in-level counter stops at 100.
I think the ledge climbing was abandoned, because it would be hard to do with the Jazz Jackrabbit collision detection. Commander Keen 4 (and the other Keen games or Bio Menace) use a directional vector-based approach, that makes it easy to see that you have a ledge or not. Jazz Jackrabbit (1 and 2) use a mask-based approach, that allows fine control over the clipping, but cannot handle advanced stuff.
That is a good point! However, if I'm not mistaken, somebody attempted to put climbing animations back into the game via Jazz 2 Resurrection source port. And it worked and looked pretty decent!
5:16
sounds like the henchman voice from spiderman 2000 ps1 game
When Epic Games will eventually run out of options to keep that lump of cancer Fortnite alive, someone needs to pitch them with a Jazz Jackrabbit 1 remake in the style of Freedom Planet, with Spaz and Lori playable.
Maybe just spaz
@@CorporalTailsDude As long as they'll revive this IP properly, in the same way as Crash or Spyro, I'd take anything.
@@DanieleMulas-up7np yeah true
Omg i didnt know about any of this stuff!! Really cool video!
You know what we need?
This game redone with the new unreal engine
Remake of the original Jazz Jackrabbit would be awesome.
YES! 1 and 2!!
@@bacd-nn2lg A Jazz Jackrabbit 1 remake in the vein of Freedom Planet (including Spaz and Lori) would be so cool.
Is this a Joke ? Making a platformer with a 3D engine is like building sandcastles with a bulldozer. They should just release the source code, so we could turn it into platform independent C with a SDL backend, and fix the many open bugs. In general the only thing, that should ever be traded for performance is portability. If you really write a platformer in C from scrath instead using some game engine/game maker it shouldn't need more than a few MB of RAM and a Windows XP era CPU.
just realized that in colonius there is not doors in the houses, their appear in the tileset but not in game, someone figured that out?
Woah, interesting, I think a lot of the unused content would have been cool
Good video!
Actually the option of turning into a bird was used in the demo version....
Also, I tried putting Tweedle in one of my levels and he actually spawned, but he was invisible. 😐
The Bonus 3 music reminds me somewhat of the OMF2097 and later Tyrian 2000 soundtracks. Then again, both those and the Jazz Jackrabbit soundtrack were written by Alexander Brandon...
excellent video.
I like this video about jazz jackrabbit .
I completed the Far Out half-level and released it on jazz2online as Far Out Finished.
Once, I was looking in the food list in the level editor when I came across a food item simply called " thing " . When I put it in a level, it didn't spawn anything like usual.
just realized that in colonius there is not doors in the houses, their appear in the tileset but not in game, someone figured that out?
Hey Cool! Nick Stadler interview! I've made that :-)
Cool! :D
Thanks for sharing I never new until now.The Jazz Jackrabbit series is underrated it deserves a remastered (Like Ducktales).Maybe later they pick up “Jazz Jackrabbit 3”that got canceled in 2013 now to be finished and published to modern console’s and pc.I even want to help out if there is a kickstarter project I would support with a donation.
Do you like cut game content? Well, it turns out there's an entire wiki dedicated to it. Drop by, and contribute if you want!
tcrf.net/The_Cutting_Room_Floor
Good video i remember exists a lot ot stuff they lefts in the final game..some things will be changed during the develepment in old versions like 1.00g
It would of been cool if epic games added a time travel gimmick I feel it would of been perfect for jazz jackrabbit 2
THank you for making this video, much appreciated!
Thanks for the video, sad that many stuff didn't make it
Thanks for a dose of nostalgia :)
This game is my life. 😇
Thank you ThatRatGuy. Very cool!
10:38 anyone is recognizing those punches things ? i think i saw them in some games but hell i cant remember where...But i am 100% sure that i saw them somewhere
Maybe, Desert Demolition?
@@xnagytibor Thats probably it :P
JJ & JJ2 ❤️
I had the beta version which didnt have the same number of boses or the boss soundtrack. But i did have that colonial ost and tnt boxes. No 3d bonus stages tho.
Also had the sideways and upside down suckers...
Hey TRG. At 4:00, what exactly do you need to do to be able to edit levels within the JCS? I can't seem to figure it out, or maybe it doesn't work for my JCS version.
*To place Events, press 'E'
*If you have troubles saving, check the Acess rights. Newer Windows Version write protect directories in Programmes by default. Permit full acess for everyone, and it should work.
*If Leves are Password protected, there are ways to crack them:
*Get a Hex-Editor
*Save a file with no password, one with empty password, and one with a password.
*The no-pasword level should have three bytes with BA BE 00. Theese should be zero in the empty pasword and somthing else with a password. To crack a level, set theese bytes to 00 00 00 ant open it with an empty password. DO NOT set it to BA BE 00, as the file has markers elsethere to detect the presens of a password. The Warning is "Securty Envelope destroyed", but infact it only checks a CRC32 Hash capped to 3 Bytes.
@@Ribulose15diphosphat thanks!
Nice video. I think the two first things are just cheat items made just for fun.
The medivo music also shows up in the alice levels in Jazz 2 demo
Awesome video, man
that intro is familiar, could you please tell me where it is from?
Awesome stuff, nice research!
Nice video man. I am subscribing
Where is the levelmaker in the game
it's a separate program in the game folder called jcs.exe
@@AlexanderBurgers thx👍
do u know how to put own music in own level or picture ?
Not possible I think.
@@emanuelhrenka4899 bruh
go in the editor, open a level, go to edit, and fill in the music file. Note that only mod tracks are allowed in 'vanilla' JJ2 (.xm .it . s3m .mod .mtm .j2b). If you want to use an .mp3, it works if you run it with JJ2+, otherwise it crashes the game upon loading.
If they were to use Unreal engine 4 or 5 considering that they already showed it on PS 5.
To make a remake of the first would be a bad idea.
1st there is the problem what kinda 2d platform will it be ? The classic 2D ? or a 2.5D ?
2nd is the terrible screen tearing. In both Jazz games, there was no screen tearing because the engine they used was made specific for 2D platformer. If anything they should make another engine that support 2D or 2.5D with out the need for vsync, and to have high quality sprites. And by high quality I mean also smooth animation, not those jerky animations most cgi cartoons have nowadays. I want the characters to feel overly animated with lots of expression and personality.
Nice video. Are you German-speaker by chance?
Jazz 3 as dead
Wow....nice I didn't know this game had such secrets -) and I used to tinker with jazz editor too