Thanks for the feedback and the reviews so far!
I'll address a few of the issues mentioned here and in the reviews in this thread...
Being a big supporter of good
stories backing up games, I agree it's a pity that any story is missing in this release. Obviously, as with many other things missing, this was not intended, and there is actually quite a bit of story behind every level. But I decided to exclude the story because not only would it have been a lot of text simply telling you what you were missing in this "unfinished release", but who knows if some time in the future I am able to continue work on this little pack. It's unlikely, but as Fievel once sang, "never say never". For which reason I'd prefer not to give anything away
There would indeed have been more
tile enemies in other levels (although I would like to mention that besides in the training level, the snakes in the first jungle level can bite too!

). The pacman was one too, and although it is fully "functional", the level I made with it was simply horrible.
The
wonky star block segment in the elevator tileset, as Violet mentioned, was of course a temporary solution. I agree it's absolutely out of place in the level, but then I figured it'd be stupid not to include that level because of a few unfinished touches.
All
music was made by me, and all levels would have had there own soundtracks, although I agree picking the Jazz2 jungle music for all three jungle levels as temporary music was a poor decision.
The train level is definitely one of the levels I looked most forward to to create, and the "
moving vehicle" design -- and the design of the entire level -- have actually long been written down

Ahh, but then there are many planned levels I would've loved to have made, the Illusion Palace... the Frozen Whirlpool... the Final Battle..... Could someone give me one million euros, so I could quit my day job and just spend three months fulltime working on them? That should do it, really!
There are
pieces of artifact to collect, only none of the levels where you actually collect one is present in the pack. The collected artifacts would have appeared in the border as in TR1.
I am aware that the
box puzzle in the training level is flawed. Anyone with a bit of Jazz2 experience can walk right through it. It was definitely on the todo list for redesign. But I'm not sure which second rock puzzle needs work too, Violet?
So what about the
tombs and the original Tomb Rabbit atmosphere? There were definitely tombs planned that would take you straight back to the TR1 experience, but as I started development very soon after TR1's release, I was very tired of making tombs, so I decided at that point to put a lot more variation into TR2, and I started working on some non-tomb levels first. And then real life kicks in and suddenly no tombs are getting built ever again...
Hey, that reminds me! I've only recently found out about Gus' "mini makeover". I had no idea! It was really fun to watch what Gus had done with it, thanks a lot!

Which also made me wonder if anyone actually ever used one of the TR1 tilesets in their own levels? I'm really curious to see what people have done with it, if anything at all. So if anyone could point me to some downloads, I'd greatly appreciate it!
Then the
coins. I've always found collecting fruit in Jazz2 a bit pointless. Other than the occasional sugar rush, there is really not much point in picking them up. In any game I play, I like the things I collect to have a point, and not just be there to keep the environment alive and myself busy. So I decided to screw the fruit, and came up with the coins. If Mario and Wario are happy with coins, I figured Jazz and Spaz wouldn't mind either.
The two HQ levels (ventilation system and elevator shafts) where two of the first levels built for the pack, and as such their design differs slightly from the other levels. In fact, the
elevator level (made in 2001) is a rebuild from a level I made in 1999, when I'd just started experimenting with
MS Paint and custom tilesets.
Most of the levels were made between 2001 and 2003. The island level was the last to be finished (somewhere summer 2003). As you can see in the screenshot section at
the Tomb Rabbit 2 website, most of the tilesets have had a few little improvements (changing the sky color in the island level was a great decision, don't you think?

).
I'd posted some new screenshots in January 2004, but actually they were older than the ones posted in May 2003

Not that I hadn't done
anything since then, but progress was extremely slow and I had rejected most of it.
The
colored block-switches are indeed heavily featured in most of the levels. Although they would have appeared in most other levels as well, these levels would not have focused so much on them, as each level was planned with it's own design and concepts.
Monkeys were planned in the fourth jungle level.
Just thought I'd mention that too
I love the fact that White Rabbit was able to play the beginning of the Elevator Perils level at the right pace -- I tried to get the timing between level and soundtrack just right, and I'm thrilled to hear that it actually worked for at least one player
The lack of
ammo is also intentional. The fact that later (unreleased) levels involved collecting specific ammo is one reason. Another reason is that the focus of Tomb Rabbit is on figuring out each level, and not so much on shooting stuff. Further into the game some more action based levels were planned though, and they would have involved more baddies, and more ammo...
Ok, now, someone, give me that million