Jazz Jackrabbit manual
Jazz Jackrabbit manual
jazz jackrabbit manual
Jazz Jackrabbit * ON-DISK MANUAL * Copyright 1994 Epic MegaGames
To play Jazz, you'll need at least:
* A 33-Mhz or faster 80386 processor
* 4 Megabytes of memory
Jazz also supports:
* Joystick, Gravis Gamepad
* Sound Blaster, SB Pro, SB-16, PAS-16, Gravis Ultrasound sound cards
Remember the Tortoise and the Hare?
3000 years later, they're still at it!
The notorious leader of the turtle terrorists, Devan Shell, has
kidnapped the beloved rabbit princess, Eva Earlong, and has
inhabited the galaxy with his looting goons! Is all hope lost
for the galactic rabbits?
Enter: Jazz Jackrabbit!
The fate of planet Carrotus is in the hands of one lone rabbit! It's
up to you to rescue Eva Earlong and prevent Devan Shell from financing
his maniacal plot of turtle domination by swiping the goods out from
under his slimy beak.
There is one only rule to remember while exploring -- if you
can't collect it, shoot it!
GAME STRATEGIES -- FOLLOW 'EM AND MAYBE YOU'LL SURVIVE!
You're about to play an action-adventure game starring a little bunny
with a big gun. Your objective can be summed up like this:
1. Collect everything. There is a new kind of treasure in every level
to satisfy your appetite for loot.
2. If it moves, shoot it. If it doesn't move, what the heck -- shoot
3. Find and shoot the checkpoint signs.
The checkpoints mark out areas that the Turtles have claimed. When Jazz
shoots these signs, it means that the area now belongs to the rabbits!
Yeah! There are two of these signs in each level. The first one is
halfway in and the second is at the end. If you shoot the first
checkpoint then later lose all of your health, you will return to that
point instead of having to navigate the entire area again.
Other survival tips:
* Be careful when you're about to jump into an area you can't see. There
may be baddies swarming everywhere!
* When in doubt, SHOOT.
* Don't collect carrots if your energy is full; remember where they are
should you need them later.
* Conserve ammunition!
* When in doubt, SHOOT.
* Look for secret areas! There are tons of them in every level.
* The faster Jazz runs, the higher Jazz jumps. When his feet are blurry
he is going fast and can jump very high. Use this to find hidden stuff!
* Collect as many "Rapid Fire" guns as you can. If you collect 10 or
more, Jazz will have immense firepower!
* If you find an AirBoard then be sure to backtrack through the parts of
the level you have already seen; you may be able to reach hidden areas
* Did we mention SHOOT?
Controlling the Bunny
Shoot. Read on for a list of Jazz's weapons.
Jazz looks up.
Jazz ducks and looks down. HINT: Jazz can shoot smaller enemies
Cycle through Jazz's arsenal. You can see what weapon Jazz is using
by looking on the STATUS BAR at the bottom of the screen. Jazz can only use
special weapons if he has collected ammunition for them. See "WEAPONS" for
Puts you in a menu of useful options.
Slow-Motion. For those who cannot handle Jazz's incredible speed, the
game plays at half-speed. Hey, we don't blame you. Some people get dizzy
while playing Jazz because it's so fast.
Pause. Pauses the action. But why would you want to stop playing?
& See Jazz Run. Run, Jazz, Run!
Jazz looks up.
Jazz ducks and looks down.
If you have a Gravis PC Gamepad or another 4-button joystick, use
to cycle weapons.
The Status Panel -- Keep yourself informed!
This shows vital statistics during gameplay. In other words, it might
help to sometimes look down here. Some of this information is:
Health: Jazz's energy and life force. Every time Jazz is hit by a bad guy
he will lose some health. When Jazz runs out of health he will lose a
life. You can get extra health by collecting carrots. Yum!
Jazz: How many tries you have before your game is over. Every time you
lose all of your health he will lose a life. You can get an extra life by
collecting 1-UPS (a floating picture of Jazz's big green head) or by
clearing a 3D bonus stage. (See BONUS STAGES!)
Score: This shows how well you are doing. Jazz earns points by destroying
baddies and scenery and collecting treasure. He can also earn points by
completing a level with plenty of time remaining.
Time: How long Jazz has to complete the area he is currently in. Run out of
time and you will lose one JAZZ. Jazz can earn extra time by collecting
hourglasses. Hurry up!
Weapon Picture: This shows the current weapon Jazz is firing. Jazz can change
weapons by pressing ALT or FIRE + UP on Joysticks. Weapon ammunition
is scattered *everywhere* in the game. See "WEAPONS" for more information.
JAZZ'S ARSENAL - BIG WEAPONS FOR A BIG GUN
Jazz has four basic weapons available to him plus several special
weapons. Jazz's LFG-2000 Blaster is already equipped to fire most
kinds of conventional fire-power. But, he needs ammunition to
fuel these special weapons.
Ammunition comes in quantities of 2 or 15. Find an orb for 2 shots, or
shoot a Weapon Container with an orb inside it for 15 shots.
Remember, Jazz can change weapons (if he has ammunition) by pressing ALT or
FIRE + UP on the joystick.
Some of the weapons Jazz can kick butt with are:
Blaster: The basic, wimpy weapon. Jazz has unlimited ammunition of this
tiny bullet. Find some better ammunition FAST or Jazz will be a goner!
Toaster: Find RED ORBS to fuel the red-hot TOASTER! The Toaster flies in a
horizontal path and is much larger and quicker than the Blaster.
RF Missile: Find GREEN ORBS to fuel the super-fast RF MISSILE! The RF
Missile fires TWO shots at once in a "V" path. Great all-purpose shot for
hitting foes above and below.
Launcher: Find BLUE ORBS to fuel the crazy LAUNCHER! The BBT Launcher
is made up of a TOP SECRET new substance similar to plastic explosives.
However, instead of plastic explosive, the LAUNCHER is made of a RUBBER
EXPLOSIVE! It bounces along a horizontal path until it comes to a slope
and will destroy all in its way.
SPECIAL WEAPONS FOR SPECIAL OCCASIONS
If Jazz searches carefully enough he will locate Special Weapons.
Some of these weapons are:
TNT (Episodes 2-6 only): Perhaps the most powerful weapon in Jazz's
arsenal. Collect floating charges to stock up on it. A very rare
item hidden in several planets, it will eradicate all enemies within
range in a brilliant flash of light!
Rapid Fire: Collect floating guns to give Jazz's weapon RAPID FIRE! Hold
down the fire button to spew forth a torrent of Jazz's current weapon. The
more RAPID FIRES that Jazz finds, the faster he will automatically shoot!
POWER-UPS AND OTHER GROOVY GOODIES
Jazz can find a multitude of power-ups to aid in his mission. Some of
these power-ups include:
JUMP AROUND: Collect red spring-shoes to increase Jazz's jumping abilities.
The more you find, the higher he leaps!
HIP HOPS: The turtles have a particular taste for bird so they have
captured these rare half-pheasant/half-eagles for supper. If Jazz frees
one of them by shooting its cage, the bird will be Jazz's companion
until Jazz is hit by a baddie. HIP HOPS will fire at will, destroying
all who attempt to harm their savior Jazz!
FAST FEET: Shoot one of these icons and Jazz will have super speed for 20
seconds! Run as far and as fast as you can when you find FAST FEET!
FALLEN STARS: Collect a fallen star and Jazz will be invulnerable to all
attacks for 15 seconds.
GIANT GEM: Find a GIANT GEM and jazz will be transported to the bonus stage
when he clears the level! See BONUS STAGE for more info.
AIRBOARD: Find the AirBoard and Jazz will jump on it. He can now fly
anywhere he chooses! Yeahoo!
SHIELD: Shoot the Shield icon and Jazz will be protected by rotating gems
for one hit.
FIRESHIELD: Shoot this and Jazz will be protected by the fire gems,
which protect Jazz from four hits.
1UP: Find one of these and you'll be awarded an extra life! They are very
rare and look like a floating bunny head.
CARROT: Find a Carrot to replenish Jazz's lost health.
HOURGLASS: Gives you some extra time to secure the area you're in. You'll
need these if you're playing on HARD or TURBO, where there's a time-limit!
NATURAL HAZARDS AND "THINGS THAT MAKE YOU GO BOUNCE!"
Beware of Spikes, Cacti, and anything else that looks sharp.
If Jazz finds a sign post with a check mark on it, shoot it! Jazz will
return to this spot if he later runs out of energy.
Springs are everywhere, so use them to your advantage to reach higher
There are BIG magnets on certain levels! Use them to your advantage.
Certain floors are "One-Way"; Jazz can jump through them but cannot fall
through them. Beware of traps with these floors!
If Jazz is lucky enough to find an oversized red gem, he will be
transported to the 3D BONUS STAGE when he clears the level! Here, Jazz
must find Power Gems that Devan has stashed. If Jazz finds enough Power
Gems, he'll earn an extra life!
Roll. Jazz will curl up into a ball and zoom along the landscape.
HINT: Be careful when using this! Jazz may gain speed, but he also loses
Jazz runs forward.
Jazz turns and runs towards the left.
Jazz turns and runs right.
Adjust the "detail level" of the bonus stage. If Jazz is running
slowly, press this to speed it up. The game will run much faster,
and you'll only lose a little bit of graphical detail
Watch out for:
EXIT SIGNS: These will kick Jazz right out of the bonus stage,
regardless of his time remaining! Avoid at all costs!
HOURGLASSES: These will extend your time in the bonus stage a bit.
BLUE GEMS: Treasure that Devan has hidden in these strange 3D landscapes.
Grab as many as you can!
BOUNCEPADS: Reverse gravity spots on the playfield that will send Jazz
flying into the air.
SPINMEISTERS: Step on one of these and Jazz will be turned around and
WATER and GOOP: These slow Jazz down, so avoid them!
EPISODES -- THE SAGA CONTINUES!
Episode 1: TURTLE TERROR!
In this Episode, Jazz begins his war on the malicious turtles. The
planets he must conquer are:
DIAMONDUS -- A beautiful grassland planet with a healthy atmosphere and
plenty of goodies. However, the turtles know this also and are pillaging
the land as we speak! Beware of bees and look for secret passages by
shooting walls! Can you find the hidden Birdland in level 2?
TUBELECTRIC -- This planet is full of electronic mayhem. Once a giant
munitions factory, it was abandoned after a freak accident involving
one of the nuclear reactors. Jump in the Transport Tubes to move to
MEDIVO -- The atmosphere of this ghostly planet is incredibly thick;
so thick that it is constantly raining on the surface. The planet
is covered with enormous marble ruins which hold many secrets. Look
out for spikes and ghost swords.
Episode 2: BALLISTIC BUNNY
After securing the first three planets, Jazz's skills have improved greatly.
He quickly discovers a highly advanced area of the galaxy where Devan is
building a battleship to destroy Jazz's home planet. Jazz must destroy
everything he sees.
Jazz will go ballistic on:
LETNI -- This is Devan's ENORMOUS supercomputer designed for building
battleships, destroyers, and figuring out where to get lunch on a
rainy Tuesday afternoon. Beware of magnets and "bugs" in the system.
TECHNOIR -- Bathed in a choking red atmosphere, this planet has NO plant
life upon it. In fact, the turtles are the only organic creatures here.
They have secured their areas with tanks, missiles, and floating mines.
Be very careful, it's a war zone out there!
ORBITUS -- Because of the odd structure of this planet, the turtles have had
difficulty inhabiting most of it. It is an elaborate structure of pipes,
anti-gravity floors and bounce-walls. Jazz will bounce around most of the
time he's visiting Orbitus.
Episode 3: RABBIT'S REVENGE
Jazz receives a fax from Princess Eva in her cell: "JAZZ: LUCKY I BROUGHT
MY PORTA-FAX WITH ME, HUH? DEVAN IS REGROUPING TO 1320,23 IN SECTOR X!
YOU'D BETTER GET HERE RIGHT AWAY!"
Jazz discovers the location of Devan's destroyers! Hurry, before Carrotus
becomes space dust!
FANOLINT -- Beneath the harsh surface of this wasteland is a thriving
arbitorium in which the turtles are breeding Flowers of Death to feed their
soldiers! Destroy them all, but watch out for Super-Tanks and plant life.
SCRAPARAP -- This is the junkyard of the universe. Here, the turtles are
stealing metal and parts for their battleships with robotic droids. Destroy
everything that moves, beware of the electro-magnets, and you might survive
DEVAN'S MEGAIRBASE -- Oh no! Devan has built an airbase! Jazz *might* have
a chance at destroying the two areas if he avoids the tanks, missiles, and
Episode 4:GENE MACHINE
Jazz blew up the base, but Devan escaped with the princess in his tiny
ship, leaving Jazz to crash in an unknown location... Shipless, Jazz soon
discovers that the turtles are cloning themselves with the SUPERCOPY 2000
Mean-Gene-Machine! And they've chosen a galaxy that's virtually untouched
by modern technology as a breeding area. Looks like Jazz must put a stop
TURTEMPLE -- The secret Temple of the Turtle! What luck! Now Jazz can
cause some *real* trouble for Devan and his minions. Trash it, but beware
of scorpions and cacti!
NIPPIUS -- After ruining the Temple of the Turtle and stealing a Turtle
Spacecraft, Jazz hops to the next planet- a *freezing* ball of ice infested
with penguins and (you guessed it) Snow Turtles! Careful not to slip and
slide into danger.
JUNGROCK -- These temperature changes are going to give Jazz pneumonia!
Now he is stuck on a steamy jungle planet, complete with enormous
insects and serpents. As Jazz touches down on this planet he hears a
shrill cry come from the end of the second area... Whatever it is, it
Episode 5: The Chase is On!
Jazz has Devan against the ropes. Strike first, strike fast, strike hard!
MARBELARA -- This is the secret playground of Devan's elite
SchwarzenGuards, a perfect place for them to play phaser-tag! Just make
sure that you're not "it!"
SLUGION -- The mazes within this planet house untold treasures... Guarded
by Slugs and Dragoons!
DREEMPIPES -- This is the fuel refinery for Devan's destroyers! The entire
planet is covered with purple goo and Jazz must swim through it in order to
destroy Devan's handiwork. Shoot the switches to raise and lower the water
Episode 6: The Final Clash
At last, Devan's warships loom in the distance! Can Jazz hop, skip, and jump
past two planets on the way?
PEZROX -- Enormous concrete blocks form impregnable mazes that Jazz must
navigate while dodging lethal spiked balls. As the sun sets in the
distance, Jazz can almost smell victory... Or is that Devan's feet?
CRYSILIS -- Once a barren wasteland, now a shimmering gem in the night sky.
Crysilis is Devan's depository for all of his (stolen) treasures... Time to
TWIN MEGA BATTLESHIPS -- The turtles have built their crafts of
destruction! A pair of ENORMOUS battleships loom in the distance, armed to
the teeth and ready to fight! Jazz must pilot his AirBoard, find a way into
each ship, and destroy the central CPUs. Beware of Hyper-Bees, Generators,
BESTIARY -- UGLY THINGS WILL CHASE YOU IN THIS GAME. WE WARNED YOU!
Episode 1: TURTLE TERROR!
Turtle Goons: The first line of defense in Devan's lackeys. Not too smart,
they will aimlessly search for Jazz.
Turtlettes: Tiny turtles that pose no immediate threat to Jazz. They wander
around looking for something to eat. Blast 'em anyways!
BumblingBees: Oversized bees that have enormous eyes for finding Jazz and
sharp stingers for when they do locate him! Ouch!
Spark: Similar to the famous "Will-o-the-wisps" but a lot faster and a lot
meaner. Don't turn your back on them for a second!
Floor and Ceiling Blasters: Defense turrets that Devan had set up as your
welcome wagon. You can stand on top of these guns, but you must avoid
Spark-Barriers: Huge electric walls. Jazz must blast 'em before he proceeds.
Helmuts: Turtles who lost their shells in battle, they've replaced the
shells with giant helmets. They hop around looking for trouble.
Ghost Rapiers: There are two types of these fierce sword-shaped baddies.
The first Ghost Rapier flies straight at you, the second floats around
seeking rabbit flesh.
Episode 2: BALLISTIC BUNNY
Bugs: There are two types of bugs on Letni, the floor bugs and ceiling bugs.
Mindless slaves of the enormous PC they're in, they will attack whatever
Elec-Barriers: A smaller, more dangerous version of the Spark-Barriers. They
take more hits, also!
TanketyTankTanks: These tanks are out of control! Devan's private tank
guards are waiting for something to blast with their pineapple guns,
and it might be YOU!
Misfires: Teenage turtles decided to play a prank by jumping on missiles
before they were fired. Unfortunately, they are now petrified by fear and
will not jump off of their missiles!
MiniMines: Flying mine traps set by Devan just for you. They take a lot of
shots, so start firing as soon as you see one!
Beholders: These strange creatures come in two varieties: Purple and
Silver. They are natural inhabitants of this planet and are unassociated
with Devan Shell; and they will try to kill anything they see. And they
see everything -- including you!
SilverSnakes: It will take a full barrage of weaponry to take one of these
toughies out for good. Beware!
Episode 3: RABBIT'S REVENGE!
Potted Plants: These prancing flowers dance the dance of death. They will
fire in both directions, making them a fierce enemy! However, they are
stuck in their pots and cannot come chasing after Jazz. Unlike...
FlyFlowers: These CRAZED flowers have lost their stems! They are LIGHTNING
fast and will cut down anything that gets in their way. Time to wack some
SuperTanketys: The TanketyTankTanks have been refined and are faster than
ever. Look out!
Robo-Turtle Drones: Tiny robotic turtles who move incredibly fast. They
have the latest in Rabbit-Seeking technology, so they'll swarm you like
a pack of hungry dogs!
GunnerDrones: Devan put these guns here to defend the resources that he
intends on stealing. They fire incredibly fast bullets and will quickly
take Jazz out if he's not careful.
LaunchCarts: Touching these rovers will do no harm, however getting past
them is another story! They will spout out bullets at Jazz relentlessly,
so move quickly!
Missiles: Large, rotund, fast, and highly explosive things will be flying
at you every second. Don't get hit.
DoofusGuards: Need we say more?
SuperSparks: Remember the sparks? Devan liked the job they did, so he
enlisted their evil cousins! These guys are FIERCE and will stop at nothing
to zap Jazz's furry butt! Keep moving and you MIGHT survive!
Episode 4: GENE MACHINE
JeTurtles: Jetpack-outfitted turtles will attempt to blast Jazz with their
pea-shooters. They're quick!
ScorpWeenies: Ticked off mutant scorpions. Dangerous.
Boulderolls: These boulders don't harm Jazz, they just trip him up a bit.
They can be used to Jazz's advantage when crossing dangerous areas!
SkiTurtles: Jet-Skiing turtles of death are screaming towards you! Move
fast, or you won't last long.
SkatePens: Someone taught these stupid Penguins how to skate. Now they
work for Devan. Beware!
SnoGoons: Mutant snowmen that are looking for lunch. Their enormous mouths
are just large enough to eat...a rabbit!
JetSnakes: Serpents that are outfitted with turbo speed. They are tough to
view in the lush jungle floor, so keep a sharp eye out for them.
YellowBuzzers: Ugly. Mutant. Fly.
RedBuzzers: Uglier. More Mutated. Flies faster. Need we say more?
Episode 5: THE CHASE IS ON!
Schwarzengaurds: Devan's meanest and dumbest guards will shoot each
other if they don't get you first!
Drageens: Flying dragons that take many hits to destroy.
Firebombs: Flaming bits of debris zoom up to singe Jazz!
RedBats: These tiny bats are made up of wings and eyes. Nothing else!
Sluggi: Spotted slugs that will ooze their way towards Jazz with *bad*
Dragoons: Little brothers of the drageens; they're smaller and slower,
but they take several more shots. Look out!
Terrapin-Swimmers: These turtles are at rest on land, but when the water
level rises, watch your back: they wake up!
Mines: There are two kinds of mines: OVERGROWNS and MINITES. The overgrowns
will bounce around looking for something to pierce, and the Minites will
follow their big brother's patterns.
Episode 6: THE FINAL CLASH!
Clammys: Jet powered land and air clams that are looking for someone to
GreenSnakes: Their razor sharp fangs are aching to chomp some
LooGuards: These are Devan's personal loogie-hocking guards! They will fly
around on their AirBoards looking for Jazz. Let's not give them a target.
GoldenBounceSpikes: Similar to the Bounce Spikes, these guys will float and
bounce instead of land on the ground looking for Jazz. Tough as nails and
twice as sharp.
BounceSpikes: These used to be friendly balls that young bunnies would
play with. Now, Devan has outfitted them with spikes and they're intent on
bouncing their way to Jazz!
Generators: Flaming-bullet spouting machines from hell adorn the walls of
Devan's ships. Approach with caution.
Super-Bees: Remember all of those bees that you blew up in Diamondus?
They're back, and they're mad! Devan has outfitted them with guns and
turbo-butts, so they can attack twice as well!
Armor-Doofi: Dumb, tough, and sword swinging armordillos guard the ships.
Save your ammo for these baddies!
CPU MONITORS: The driving PC on each battleship, it will start firing at
Jazz the second it "sees" him. They take quite a few shots, but Jazz
has to destroy them in order to destroy the battleships!
CHARACTER PROFILES -- WHO'S WHO
Weight: 90 lbs.
Favorite Food: Carrot Pizza
Favorite Book: Watership Down
Motto: "When you're a little rabbit, carry a BIG gun!"
Weight: 163 lbs.
Favorite Food: Asparagus
Favorite Book: How to Make Friends and Kill Rabbits
Motto: "Rabbits are lousy!"
Weight: Won't tell
Favorite Food: Turnip Ice Cream
Favorite Book: My Secret Carrot Garden
Motto: "Take your time, Jazz."
Arjan Brussee, programmer of Jazz:
Weight: 150 lbs.
Favorite Food: Any Pizza and Beer
Favorite Book: Neuromancer
Motto: "Owww...What a headache. I hate hangovers."
Cliff Bleszinski, designer of Jazz:
Weight: 135 lbs.
Favorite Food: McDonald's
Favorite Book: Games and how to make them. (By him, coming soon!)
Motto: "Wake me at 4 PM, will you?"
Nick Stadler, Jazz animator:
Weight: One Hundred and something
Favorite Food: Anything in a cardboard container
Favorite Book: Mrs. Frisby and the Rats of NIMH
Robert Allen, musician:
Weight: 165 lbs.
Favorite Food: If it's processed, he'll eat it.
Favorite Book: None. Prefers music to reading.
Motto: "Well, it HAS to be! No one likes my music!"
Buy More Jazz!
By the way, did me mention that there are a total of SIX Jazz Jackrabbit
episodes? If you don't have them all, please consider purchasing them!
In the USA and Canada, call us at 1-800-972-7434. Or, see the "Order Info"
in the game for more details.
CREDITS -- PEOPLE WHO HAVE NO LIFE BECAUSE THEY WORKED SO HARD ON THIS GAME!
Programming/Game Engine: Arjan Brussee
Central Design and Graphics: Cliff Bleszinski
Character Design & Animation: Nick Stadler
Music: Robert A. Allen
Cybersound Music System: Joshua Jensen
Sound Effects: Nando Eweg
Additional Artwork: Joe Hitchens, Tomisa Starr & James Schmalz
Additional Design: Robert Allen & Arjan Brussee
Producers: Tim Sweeney & Mark Rein
Special thanks to the Epic Beta Testers and to our Families.