Unfortunately, he’s also a bit floaty and slippery to control, which makes precision platforming a little tough at points. Jazz can also aim in shoot in all eight directions, both on the ground and in the air, which is pretty handy. There are a few times when you’ll have to use this move to get up to a higher platform by activating it right before you hit the peak of your jump, which the game never explains to you at all. Jazz still has helicopter ears move from Jazz 2, and it’s much more important this time around now that Jazz can actually take fall damage. The writing’s not mind-blowing, of course, but it’s appropriately goofy, with a few chuckle-worthy lines. There’s actually something of a plot this time around, with dialogue and cutscenes between words. Jazz is the only playable character this time around, although a weird looking Spaz makes a cameo appearance. Whether Dark Shell is actually supposed to be Devan in a new outfit or not is never explained. There really should be some kind of rule of comedy that making a parody of a parody never works out. Jazz himself was changed from a Rambo-esque mercenary to a more Han Solo-ish secret agent, and the villain this time around is a turtle named Dark Shell. The publisher, out of all possible companies, was oddly enough, Jaleco. The only real involvement Epic seemed to have had in this was putting their logo in the opening to the game, as it was developed by some unknown company called Game Titan. The bad news is that they might as well have not even bothered. The good news is that an attempt at the reboot of the series was made for the GBA. It had been a while since Jazz’s last game, four years in fact, and it seemed he had undeservedly ended up in the same obscurity that belonged to lesser mascots, like Socket and the seal from High Seas Havoc.
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