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1* AnticlimaxBoss:
2** Possibly as the result of a bug, [[spoiler: Devan Shell]] has the potential to become this in ''[=JJ=]2'' when playing with Spaz or Lori. If you [[spoiler: defeat Devan in his first form (turtle, holding a gun) by only using Spaz's or Lori's karate kick, you can defeat his second form (the dragon) with a single shot.]]
3** TNT can also make fast work of him if used en masse.
4* SugarWiki/AwesomeMusic: What, you thought the name Jazz in the title was just for show? So effing awesome, [[https://www.youtube.com/watch?v=BlgeS_Sxkh0 especially in the second game]], thanks to Platform/{{MOD}}:
5** Tubelectric. Just...yeah. [[https://www.youtube.com/watch?v=o2idyeFWdmA ''Hell'' yeah.]] The '[[https://www.youtube.com/watch?v=rzpBLiM3AcA Remix]]' version from ''Jazz 2'' is a very faithful and awesome revisit of the theme.
6** [[https://www.youtube.com/watch?v=DzAEB2a6pX0 Orbitus.]] Just goes to show how awesome music can be with just ''[[Platform/{{MOD}} four channels]]''.
7** From ''The Secret Files'', we have a boss theme-- [[https://youtu.be/ke89OqQR08Q wait, you're telling me Jazz Belmont's a LEVEL THEME?!]]
8** [[https://www.youtube.com/watch?v=_E8LSvpyULw The menu theme from the sequel]]. Its smug energy and bombastic beat serve as a way to show you what you're in for. ''Y'all ready for this?!''
9** Also from the sequel, [[https://youtu.be/D1QaemJsr3M White Hare]], which manages to make a ''Christmas carol'' catchy. [[LetsPlay/{{Chuggaaconroy}} Don't read into that too much.]]
10** Another highlight from the sequel, [[https://youtu.be/C7DQeHHCbdg Hippie Haven]], which is what happens when you use 90s synths to make a song that is influenced by the 80s. Would make for a good battle theme, too.
11** [[https://youtu.be/aWLuqafkZ-Q Technoir]]'s level theme provides us with, on top of super catchy 90s techno, a vocal sample that's still hard to decipher even in the present day.
12** [[https://youtu.be/L_GF6UjbHV0 The first boss theme of the second game]] would put the first game's boss theme to shame in pure scale.
13** Triple the channels, triple the awesome. [[https://www.youtube.com/watch?v=3cO4SxcqXfI Labrat]].
14** The sequel's [[https://www.youtube.com/watch?v=3iUnlIr4CgU second boss music.]]
15** The original's [[https://youtu.be/Pb8WbGIT57E Medivo chant]] and its countless remixes.
16* BaseBreakingCharacter: Lori. Her move set is powerful and a perfect boss killer, but infamously makes a lot of levels in Jazz 2 harder to complete as she doesn't have any tools to extend her jumps higher like Jazz's super jump and Spaz's double jump. Many fans are also divided on whether another playable character was even needed. That said, she is also a...
17* BreakoutCharacter: Many fans still love Lori for her appealing design and peppy personality, especially furries. She even has [[http://loricentral.com/ her own fan site]], although it hasn't been updated since 2006.
18* EvenBetterSequel: Jazz Jackrabbit 2 is generally considered the superior game by fans for its refined and more precise controls, wider field of view meaning that you don't constantly run into off-screen enemies, the introduction of more playable characters and fleshed out multiplayer modes, which not only reduced the frustration present in the first game but also added significantly to the game's longevity. Dedicated fans still play Jazz 2 online to this day and there's a huge selection of user-made content out there as a testament to its lasting appeal.
19* FanonDiscontinuity: Most fans understandably try to pretend the GBA release doesn't exist for its mediocre gameplay and the game itself ignoring canon set by the previous games.
20* GameBreaker: Sort of, in the second game. Spaz's double jump not only gives him a leg up on maneuverability when compared to Jazz, but the combination of running full speed and a well timed double jump can reach most spots in the game, including places you ''should'' need a teleporter to get to.
21** Spaz in general is a Game Breaker. The combination of his super speed, double jump, and sidekick makes going through most levels a piece of cake. When playing online you'll be hard-pressed to find ANY experienced player who isn't playing Spaz.
22* GoddamnedBats:
23** A good majority of enemies from Jazz 1 can count as this due to the zoomed in window making it very hard to avoid incoming enemies if you are already running at max speed.
24** Despite not having the aforementioned problem of the first game, the second game still has a few enemies that can count as this, especially the ones that chase/attack the player when he gets close to them. The bees from the Diamondus levels are an infamous case of this, not helped by the fact that they can fly through walls and take you by surprise, as sometimes they can spot you 8 tiles away when you can barely see them. The levels also feature hives that respawn bees.
25* GoodBadBugs: JJ 2 has tons, one of the most dramatic being the Multiple Combo Event. In the level editor, placing 3-6 of certain events in a certain order with certain parameters does anything from generating random bullets (including [[BeamSpam lasers]] and [[DummiedOut beta weapons]]) to [[ZergRush lots of enemies]] to [[ThisIsYourPremiseOnDrugs copies of the main character on a hoverboard, that make you dizzy if you touch them]].
26* LowTierLetdown: The second game has three playable characters with all the expansion packs. Jazz has a super jump that would let him reach high areas. The same command for Spaz is a flying kick, so Jazz's helicopter ears were replaced with a double-jump to compensate. Lori has Jazz's helicopter ears and Spaz's flying kick...making it difficult to bypass certain areas where a normal jump wasn't quite high enough. Players were not pleased.
27* NightmareFuel: The levels set in Hell in the second game aren't nice at all, with all those skeletons, trees made of living demons merged together and skeleton turtles wandering all over the place. The last two levels, also set in hell, have creepy looking walls consisting of angry-looking, horned demons with huge sharp teeth fused together.
28* OnceOriginalNowCommon: The first Jazz Jackrabbit game was a ''marvel'' when it was released, as until then, a PC platformer with gameplay and graphics that rivaled even the finest console platformers of that era was practically unheard of. While it certainly wasn't the first PC platformer (even Epic's own ''VideoGame/JillOfTheJungle'' predated it by two years), it was the first to have the buttery smooth gameplay and excellent level design of games like ''VideoGame/SuperMarioWorld'' and ''VideoGame/SonicTheHedgehog1''. Combined with gorgeous 2D pixel art and an excellent soundtrack, the game single-handedly made it clear that the PC could indeed to be a viable outlet for side scrolling hop-and-bop platformers - and was basically ''the'' reason to own a Gravis Gamepad[[note]]which the developers clearly knew, as Gravis Gamepad references are scattered all over the game[[/note]]. Today, with [=PCs=] having long been note-for-note harmonized with gaming consoles and high quality 2D platformers being a dime-a-dozen on them, it might be difficult for newcomers to see what made Jazz Jackrabbit so special in 1994.
29* SpiritualSuccessor: ''Franchise/SonicTheHedgehog'' plus ''ComicBook/BuckyOHareAndTheToadWars'' equals Jazz Jackrabbit.
30* ThatOneBoss: Bilsy from JJ 2. He teleports around the room and throws fast-moving homing fireballs that chase after you for quite a while before dissipating.
31* ThatOneLevel: Orbitus 2 in JJ 1, if your copy had a certain extremely common GameBreakingBug, was very nearly impossible. If it didn't, the level was ironically [[Awesome/VideoGameLevels one of the best in the game]].
32* ValuesDissonance: Spaz's name and deranged personality were considered little to no problem to audiences, thanks to the edgier standards of 90s gaming media. Nowadays, the character would be considered nothing less than offensive.

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