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Jazz Jackrabbit (1994, DOS) Review


HARE-RAISING SPEED


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Jazz Jackrabbit is a 2D sidescrolling platformer and a rare DOS-exclusive from 1994. At the time, the PC was not widely respected as a platform for platforming; that domain belonged to Sega, Nintendo and, to some extent, the Amiga crowd. Against those odds, Jazz Jackrabbit is surprisingly competent. It isn’t without flaws—many of them typical of the era—but it manages to turn an unpromising setup into something mostly enjoyable.

The game combines large sprites, a narrow field of vision and breakneck speed. On paper, that sounds disastrous: how are you supposed to react to enemies when the screen scrolls wildly and the camera is zoomed in? Often, you can’t. But Epic MegaGames built in small concessions that soften the blow. Thanks to generous checkpoints and a forgiving structure, Jazz Jackrabbit becomes playable—sometimes even exhilarating—despite its inherent drawbacks.

Technically, it was never a console killer, but it was impressive for a PC-exclusive platformer. Jazz himself is a solid mascot, holding his own against console contemporaries. He looks cuter than intended, despite the Rambo-esque bandana and oversized gun. His mission is simple: rescue his girlfriend, Eva Earlong, from the evil turtle Devan Shell. It’s hard not to read the hare-versus-tortoise theme as a thinly veiled celebration of speed over sluggishness.




In classic 1990s shareware fashion, the game is divided into six episodes, each structured like a self-contained mini-game. Every episode features six themed levels—jungles, crystal caves, snowy mountains—as you hop between planets. The game overflows with enemies, secrets, trampolines, pickups and traps, and each episode ends with a boss fight. Sprite work is detailed and varied, but the environments are visually crude. It’s often unclear whether a surface is solid or merely decorative.

The music, however, takes center stage. The soundtrack is catchy and memorable, approaching the quality of Amiga contemporaries, though lacking some of their raw, distorted punch. Sound effects are subdued by comparison; the only one that truly sticks is the sharp clatter of bouncing grenades hitting the floor.

Speed is both Jazz Jackrabbit’s identity and its biggest problem. The game almost dares you to fail, but it gives you tools to recover. I found success by playing cautiously—tapping movement keys instead of holding them down. Otherwise, I’d frequently plow straight into enemies. Inspired by titles like Sonic the Hedgehog and Zool, Jazz can be punishing, but it at least allows you to continue where you left off. Its episodic structure and save feature make progress manageable.




Levels are open and maze-like, branching vertically and horizontally. You only need to reach the exit to complete a stage, but exploration is often rewarded. Directional arrows in the background point the intended path forward, though you’re free to ignore them in favor of detours. When health runs low and checkpoints feel distant, tension ramps up nicely.

Pickups are generally useful. Temporary invincibility, rapid fire and an auto-attacking parrot companion all feel meaningful. Ammo upgrades are less exciting, though bouncing grenades become essential in later stages where enemies swarm from below. Smart bombs—which clear the screen—are far too rare. The inability to aim upwards is particularly frustrating; the “up” direction is sorely underused.




A delayed but helpful feature lets you nudge the screen up or down, preventing blind jumps into spikes or enemies. Mid-level checkpoints and plentiful healing carrots keep frustration in check. One episode includes a solid underwater section with rising water mechanics, and others introduce a hoverboard. Occasional Mode 7-style bonus levels add variety, challenging you to collect gems for extra lives.

Jazz is a likable protagonist, and the game suits short, episodic play sessions. Still, hit detection can feel harsh, and some design choices are simply tedious. Why must certain bouncing mines on the final stages be shot ten times? It doesn’t add difficulty—only boredom. Boss fights are equally underwhelming, often reduced to standing in a safe spot and firing whenever the enemy drifts past.


Ultimately, Jazz Jackrabbit is very much a product of its time: shallow, colorful, and harmless fun. You play it, enjoy it, forget it—but you don’t regret it. Released today, it would likely be ignored. Yet despite its shortcomings, it remains a solid 2D platformer. I cursed it more than once, especially toward the tougher late-game sections, but that frustration only revealed that I cared enough to see it through. It never felt unfair or cruel—just challenging.

It also rekindled my appreciation for keyboard controls, something I hadn’t engaged with since my ZX Spectrum days. They sharpened my reflexes and carried me through the game with minimal friction. I played the GOG CD-ROM version, which includes several extra episodes, but chose to skip them. The main campaign was enough finger exercise for now. Maybe I’ll return someday—when jackrabbits fly.

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