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Jazz Jackrabbit 3
Jazz3d titlescreen

Developers

World Tree Games
Epic Games

Publisher

N/A

Composer

N/A

Platforms

pc,ps2

Release date

(Never Released)

Genres

3D Adventure
platform game

Jazz Jackrabbit 3 (alternatively called Jazz Jackrabbit 3D or simply Jazz3D, subtitled Adventures of a Mean Green Hare) is the unreleased third installment of the popular PC game series, Jazz Jackrabbit. Spearheaded by Dean "Noogy" Dodrill (an animator for Jazz Jackrabbit 2) and coded by World Tree Games, it was developed for the original Unreal Engine technology in 1999. Like many other mascot characters of the late 90s, Jazz would venture into the realm of 3D for the first time.

It was originally being developed by World Tree Games in 1999. Initially it showed promise to the people at Epic. However, despite interest to develop the game, it never was released after Epic MegaGames failed to find a publisher, and it was canceled sometime in May 2000. Since then, the original proof-of-concept alpha has been leaked on to the internet.

Game DesignEdit

The demo is based on the first version of the Unreal Engine, which was also used for games such as Unreal and Unreal Tournament. 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 included two guns: the Gizmo Gun and the ordinary Blaster. The Gizmo gun was similar to the Bouncer. 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 heat seeking. 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.

Guns were upgradable with dream cells. 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. A blaster that was powered up with an ice cell would fire missiles that could freeze others, like JJ2’s freezer gun. 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. 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).

You can also kill enemies by jumping on top of them: something Jazz has always wished. There were also plans for integrating the air board or an item like it into the game, as shown by this screenshot. The air board however was glitchy and not used in the playable levels of the demo.

ItemsEdit

Apart from guns, the game includes classic pickups such as gems and coins. Coins 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. Gems could be used to activate “gem switches”: platforms with a big gem picture on it that would spawn various items when you stepped on them and had the right gem. carrots were used to regain health, and also an item called the Energy Booster which worked like a fast fire. 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.

CharactersEdit

HeroEdit

Jazz has entered the 3D world and in it can fire his weapon, or charge up a more powerful shot similar to games like Mega Man X. Jazz's arsenal can be expanded using coins collected to purchase new weapons and combine them with Elemental "Dream Cells" to create various weapon effects. In the alpha, only Fire and Ice Dream Cells can be acquired, and usable with two guns (the standard Blaster and the Gizmo Gun.)

VillainsEdit

The demo included many classic enemies: there were Turtle goons, henchlizards and bees. The turtles had with little or no AI, but at least could hide in their shells when you attacked them. The henchlizards were simple lizards that would stand around looking for you, and attack you when you shot them or came close enough. The bees were a little more civilized than in the previous games: they could shoot at you.

Apart from the normal enemies, there were a few bosses in the game. All of them were lizards, but they didn’t have the ordinary yellow color the other lizards had. They all represented a power cell, and killing a boss would earn you his cell.

MultiplayerEdit

The demo also supported Multiplayer. The only functional game mode was Battle, but there were quite a few levels available to play in, though some of them were actually Single Player levels or didn’t work. Just like in the single player game mode, the player could only play as Jazz, but this time it was possible to change the colors of Jazz’s fur. This game mode was unfinished. The demo comes with a functional level editor, called JazzEd. This is a modified version of Unreal’s UnrealEd editor, and works much the same.

StoryEdit

Following the events of Jazz Jackrabbit 2, Jazz and his wife, Eva Earlong, settle down in Carrotus Castle to rule the planet and have children. The game ties in with Jazz 2, starting with a battle between Jazz and Devan in a 2D environment, either in cutscene form or actual gameplay. (A story board for one such cutscene was drawn, but never animated.) The premise has Jazz and his wife with kids, which Devan comes to kidnap. Devan is successful in snatching the kids away, taking them into an alternate universe using the Jazz 2 Time Machine. (converted to a Dimensional Machine) This alternate universe turns out to be the 3rd Dimension, and of course, Jazz must venture into the 360-degree world to rescue his children. During the search, Devan uses the kid's dreams against Jazz.

The game is non-linear, and from there Jazz can move to Carrotus forest, which connects to several other places, like the Prairie grand (which was not available in the demo version) and the Carrotus observatory, which links to the Rocket launch pad. Here, the player has to make the rocket launch by completing a puzzle there. The rocket is supposed to be property of Razz a ma Tazz, Jazz’s cousin, but the launching and Razz were both not available yet. From Carrotus village, the player can also go to Carrotus Castle via a canyon. In this castle, Jazz’s son is held captive, but when Jazz finally reaches his cell, he has disappeared. This is where the demo ends.

Possible RevivalEdit

It was revealed at the end of the 2005-07-29 episode of G4TV.com that Cliff Bleszinski is still very interested in the idea of doing Jazz Jackrabbit 3, and is still actively pitching the concept to publishers. Although Bleszinski would not reveal too many details about the game, he seemed to imply it involved Jazz getting into trouble with the Turtle Mafia, suggesting that his concept for Jazz Jackrabbit 3 is completely different from the version Dean Dodrill was working on in 1999.

During the “Gears of War: The Gearsiverse” panel at the San Diego Comic-Con 2009, Epic Games’ Cliff Bleszinski confirmed that the development house wasn’t working on a new Jazz Jackrabbit game, when asked of the possibility by a fan during the Q&A session. However, he did mention that he’s willing to discuss the possibility with Chair Entertainment.

External LinkEdit

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