JJ

JJ

released on Jan 07, 1988
by Square

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JJ

released on Jan 07, 1988
by Square

JJ is an action game developed and published by Square for the Famicom in 1987. In English, it is sometimes referred to by its long form, Jumpin' Jack, or by its subtitle, Tobidase Daisakusen Part II. The game was only released in Japan. The sequel to Tobidase Daisakusen (known in North America as 3-D WorldRunner), JJ is a typical scrolling shooter, but it incorporates a third-person view, where the camera angle is positioned behind the main character. As in the previous title, the main character Jack must travel through various worlds, armed with his laser cannon and jumping ability, to defeat the serpentbeasts who have overrun the planets. JJ was the last game by Square to utilize the "3D mode" and 3D glasses, and was Square's last work before the inception of the popular Final Fantasy franchise. The soundtrack of JJ consists of eight tracks, and all of them are either remixed or reused from the game's prequel, 3-D WorldRunner. The game was scored by Nobuo Uematsu, and is Uematsu's 16th work of video game music composition.


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I'll be honest, I wasn't really wanting to play this close to playing the first one on FDS but one of my oomfs motivated me to and yeah it's alright. I think this was made to be harder but I found it easier and it doesn't even have that awful pillar jumping world the first game had. They even made the powerups better and brought in a new shield item.

It also feels almost identical to the same game. I'm almost wondering if this was only made to give cartridge owners a chance to play the game. Also at the end it tells you to press B 4 times, hold up and left and then press start but I don't know where or what it does. Does anyone know??


Game Review - by Spinner 8

This is the sequel to 3-D Worldrunner. Don't break out those glasses just yet, kids: this game requires special glasses in order to see the rad 3D effect.

As far as how it plays compared to the original, it's… well, it's pretty much the same game. Your speed is fixed (meaning, constant) here, so your only choices are basically to move left and right. And jump, goddammit, jump. You won't be able to avoid those damned spinning orbs of death on the ground by just running past them. Maybe at first, sure. But not forever!
(editor's note: the last game Square released before Final Fantasy)

It's the first 3D WorldRunner game but with a more sickly presentation - compare this screenshot of the prior game to this one here - as well as a faster speed. This is supposedly the more difficult followup, yet I actually found myself having a much easier time due to there being way, way less "do or die" scenarios, even if they are still present here, and having its increasing amount of onscreen enemies feel more like a step up in challenge instead of throwing them on the screen to ostensibly form a sense of "difficulty". For instance, the sixth world in 3DWR has you making precise jumps to land exactly on pipes in order to get while having to deal with distance differences, which means getting to land on all of them consistently while maneuvering towards them tends to feel more like luck than skillful plays. The sixth world here, meanwhile, feels a lot more like a traditional auto-run platformer, having to balance around jumping over the enemies and gaps while minding the flame pillars and overhead bugs, all while never feeling overwhelming and giving way to tight moments. I've obtained far more lives here, powerups never felt too far apart, levels tended to feel shorter instead of overlong, and even the Space Harrier-esque boss encounters were far easier to handle due to seemingly having a lowered health pool. The only thing I can say the first game does better is having variety in obstacles, but when most of them, especially in the middle section, tended to drive me up a wall with how stupidly exact they are, I'd say it was for the better this is more straightforward and instead rehashes only a portion of them.

There's not much to say as a review for either title, since Cadensia gave a far better outline of the formula and history in a far more eloquent and concise manner than I would've shared. Only thing I could've added was an interview on Next Generation magazine were Hironobu Sakaguchi explained the game's sale figures and why it was created, and that this one right here was the last game Square made before Final Fantasy released onto the public.