I have gone through several possible introductions to this review, and none seem to properly encompass how much I am blown away by this release. That it was released at ALL is of course unexpected, but that Kejero should have evolved so far beyond his work in Tomb Rabbit 1, although the same style is still at times visible, and that despite all the work visible in this pack being (as I understand it) many years old it blows all modern work completely out of the water… that is nigh-impossible to describe. I have thought through many authors and packs hailed as great examples of the single player genre – Moonblaze’s demon invasions, the ramblings of Spaztic and Agama and Blade, Mike’s sprawling classic narrative, the first venture into a world of tombs (which as you may already know are not present in this pack), the cinematic joy of the Lost World episode, or the antiquated inspiration of Another Story, and while TR2 is not able to beat every one of them in every field, it comes amazingly close.
TR2 is a pack that draws on all the atmosphere of the Lost World – aside from, regrettably, the 3D cutscenes – and then doubles it, throwing you into one new world after another without ever losing consistency. The story is largely absent – there are brief references to the player’s brother, and after apparently finding that brother you gain the ability to morph, which makes perfect sense – but this is because the parts of the pack that would tell the story are themselves absent. Still, it seems standard fare – you travel through a jungle, find a base, the base blows up, you go somewhere else… and then the pack abruptly ends, all too soon, despite the length of each individual level.
You start off in a training level, which is a relatively old concept from the days when packs would propose to be games, rather than just series of levels, and thus you would need to be taught how to play. And indeed a lot of what you learn in the training level is basic stuff, special moves, etc. But you also get introduced to some of the innovations of the pack, which I will describe in more detail later, including one feature people may remember from the end of TR1: tile enemies. Here they are done much better, quite amusingly, and had the pack been finished they might even have appeared in more than just this training level. The Island tileset has remnants of what appears to have been a planned Pacman obstacle, though it does not appear ingame. Anyway, the training level guides you through most things you’ll need to know, and is absolutely gorgeous – possibly my favorite of the many tilesets TR2 brings to play, though the elevator set definitely has its charms. The training set is chess-themed, is done in a style much more common in TSF tilesets than 1.23, and works flawlessly, pulling you into the TR2 experience without a backward glance at the rest of JJ2.
After that it would be senseless to try to focus on individual levels or even tilesets, because despite the different art style present in each set (sometimes even among the tiles of a single set), and the different level designs that come with each, TR2 functions as a whole. The only clues to its being unfinished are the choppiness of the level order, missing the story and other things to hold it together, and an occasional tile bug, uninteresting section, or spot where it’s not quite clear where you are supposed to go next (there are, sadly, a fair number of these, which is the only real con of the pack). For the most part, everything is brilliant, presentable, and, again, surpasses all else.
Kejero takes full advantage of the fact that every tileset used in the pack is made FOR the pack, and he may thus do absolutely whatever he wants for the level design. In the first jungle level, slot-machinesque levers trigger the disappearance of giant numbered wooden platforms. In the second and third, colorful staircases switch direction at the flick of one of the delightful multi-state blocks that fill TR2 and work flawlessly, while other blocks point spikes out of them and conceal or display new passages each time they are switched, making for a huge variety of possible environments, seemingly all of which Kejero happily inserts. Your main challenge in the first base level is to traverse a number of giant tubes that connect different sections of the level, and the second answers a question that I actually have asked many times before – how would Kejero design a level where you escape from a base that’s being destroyed? – and answers it incredibly well. The elevator sequences are pretty enough to sit and watch for many long seconds before bothering to figure out how to progress (although the third is a bit boring), and except for the wonky star block segment, everything about the level is beautiful. Finally you return to the trigger-friendly, kiddy-colored design of the training level for a journey through some caves and island huts, also featuring the introduction of the morph mechanism, which adds another enjoyable dimension to gameplay, though it wasn’t used too often or in any great detail.
I’m not sure if Kejero made the music himself – though I suspect he did – but it is all very good and works perfectly with the levels. An unused track for an unmade train level is also included, which only serves to make me wonder how Kejero would have tackled the moving vehicle design, a type of level which has long struggled to be finally “gotten right.” Anyway, the music contributes to the atmosphere, as do the various trigger innovations, and so does the familiar foreground border effect from TR1 or Agent Jackrabbit. This time around there are no pieces of artifact to collect and store in the border, so it serves a purely ornamental purpose, but adds beautifully to the pack, taking you away from everything else you’ve ever played. I definitely recommend playing this in fullscreen, particularly during the second base level, at which point you could easily be in a completely modern FPS were it not a 2D game.
There is really very little to say about TR2 that is not praise. The main problem is, of course, that it is not done, but while the levels fail to be held together plotwise, everything else is cohesive. A boss would have been interesting to see, though none appears. Again, there are no tile enemies after the training level. The classic rock puzzles from TR1 make two reappearances, but both badly need testing, as I was able to bypass them both without ever pushing a single rock. And there are a few moments when the level design is not quite perfect and it’s not clear where you should go – mostly the first base level, really, although the unfamiliarity of the underlying gameplay mechanic probably contributed to that, and a few in the later jungle. There exist minor tile bugs, the checkpoints need some work, and the perspective is at times insane. But most of these are minor ills. More important is the very real delight felt when the walls open up to reveal gorgeous hidden passages in the island level, which is just another reminder of just what’s so special about this pack: it WORKS. There is absolutely no reason not to download it; the only thing to worry about is the sadness felt at the end of level 7 when you realize that you may never in your lifetime see the other 13.