Jazz 2 Finished Secret levels

Date uploaded:
3 Apr 2009 at 00:08 (Major update on 7 Apr 2009)

Download details

Re-upload/Edit Download
sonicnathan 1 (More uploads by sonicnathan 1)
Single player
Spazz18 for beta testing

File contents

Labrat1.j2l Weirder Science 15.09 kB 07 Apr 2009
Labrat3.j2l Return of Birdland 5.53 kB 03 Apr 1998
Medivo1.j2l Medieval Kineval 10.80 kB 02 Apr 2009
Psych2.j2l Funky Grooveathon 6.82 kB 02 Apr 2009
Psych3.j2l Far Out 9.53 kB 02 Apr 2009
Tube2.j2l Voltage Village 10.27 kB 02 Apr 2009
Tube3.j2l Pinball Land 12.09 kB 07 Apr 2009


Made this about 4 years ago. I finished any secret levels and made them all accessible without the repeat bug.

Notes for reviewing:

Medivo and Labrat secret level I only made able to play properly without Jazz. (Medivo is in the same place) I didn’t change the secret levels though so don’t rate.

The Pysic and Tube secret levels I made almost from scratch. Those are the only ones you can rate. The pycis one I took a little from epic, but most of it’s my word. Same with Tube.


Edit: For some reason, Pysic secret level crashes when loading in JCS. Not sure if it works in Jazz 2. please tell me so I can fix it if it’s broken.

Edit2: Well it seems the using the TSF converter left the pysic level unable to load in JCS. Sorry! I’ve also fixed some missing tiles that were a result of the converter. (Some animations didn’t go through) Also, please rate!


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User Reviews (Sort by Helpful Index or Date Posted) Average: 0

Review by plunK

7 Apr 2009, 01:02 (edited 7 Apr 09, 01:05)
CTF Bug (9 Points)
Number of reviews with ratings9 Featured reviews0 Average helpfulness44%

Well we got some good, some bad and some ugly here.

Good: I love the concepts behind these and they are very fun to play, and appear as Epic would have done them

Bad: Masking is buggy in places, excessive enemies in places

Ugly: Although they work in Jazz2, most will not open through JCS{specifically Labrat1, Psych2, Psych3). AS well, there are several places where it looks like there was supposed to be tiles but they are missing.

I would rate down alot because of that, but these are both negative side effects of using ZapS’s TSF to 1.23 convertor, as for now i will assume it was converted from 1.24.

Despite this, try it out using homecooked or captain cook (or even replace in your campaign) as these are all entertaining in the classic campaign sense.

1 of 1 users found this a good review. Did you? Yes/No

Review by mortalspaz

6 Aug 2009, 08:18
Turtle Goon (70 Points)
Number of reviews with ratings43 Featured reviews4 Average helpfulness76%

there’s a problem.
1) In far out in most of the places JCS gives error and stops responding and in gameplay soon after start i get access violation.
2) I don’t see anything changed in Birdland.
3)On psych 3 JCS on save & run sais there are unknown references.

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Review by sonicnathan 1

25 Aug 2009, 05:38
Spaz Slackrabbit (136 Points)
Number of reviews with ratings99 Featured reviews6 Average helpfulness70%

most of these come from the converting process. Not much i can do. Also birldland wasn’t meant to changed. It was only make assessable from the first labrat level.

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RecommendedReview by Violet CLM

30 Sep 2022, 18:41
I might as well work here (539 Points)
Number of reviews with ratings280 Featured reviews26 Average helpfulness90%

I’m not thrilled with the secret level entrances, particularly the Tubelectric one, but I guess they’re not horribly out of line with existing JJ2 secrets… if this were really part of the game, eventually players would have found them over a period of months or whatever. Still, more visual cues would have been nice I think. But whatever that’s not the focus here.

Far Out is actually pretty good in terms of new event placement while sticking to the existing psych3 level. There’s a decent variety of pickups and enemies, and the little pipe organs on the platforms after the warp target are a good touch that make that area much more interesting to navigate. The new parts of the layout kind of lose me, though. The idea of warping through a bunch of little rooms (kind of like in Medivo1) is nice but eventually I got tired of hunting for trigger crates, and there are too many invisible warps and weird blocks that need to be destroyed or removed in unpredictable ways.

The other, all-new level here, though, Pinball Land, I actually really liked. Toward the end it gets annoying in the part when you track down four trigger crates behind lots of layer3 and stuff, but the rest of the level is I think a really good take on a Tubelectric secret level. There are clever pinball tables, and crucially, they’re not all at once, they appear from time to time within the level so they don’t get stale. There are spike platforms, one of Tubelectric’s other main unique features. Goodies feel fairly plentiful and the graphics are nice and varied. This is a nice one.

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