It’s easy to dismiss Jazz 2 as just a multiplayer game, because its default single player campaign is so easy (at least if your age is in the double digits), but that’s not really fair. Jazz 2’s single player is easy but there’s still something undeniably fun about it, and many levels over the years—Agama’s Night World comes to mind here as an example—have succeeded on the basis of giving you that gameplay with all the ingredients measured out just right. Keep changing up the flow of things, but not too much, not too frequently, and yet not too infrequently. Ammo pickups, springs, enemies, crates, coins, carrots, on and on and on for as long as Jazz (or Spaz if you’re nasty) can run and jump. It’s a proven formula for success.
Blackraptor does not quite follow that pattern to the letter, despite the level’s name, but instead treats it as a template to add just a little bit to here and there. Enemies feel tougher and more demanding of strategic handling. Health feels more rewarding. Change in level design is accomplished by mixing in and out different parts of the tileset across the course of a single level, rather than employing level transitions to use entirely new tilesets. Obviously the xargon set gets a lot of credit here for offering so many possibilities in the first place, but blacky uses those possibilities to immense effect, liberally covering the screen with layers and eyecandy that somehow rarely (though not never) obscures the level design more than it should.
I played through this level a number of times while it was in development… I’ll confess I haven’t actually played through (or even downloaded?) its final release, which hopefully cleared up some issues I had with unclear design elements, so I can’t comment too much there. One way or another though, there are times when the level becomes less clearly linear than others, and at its extreme that can become frustrating. The level shines when it’s basic JJ2 gameplay with that added bit of polish/heft/zest/shine to it, and conversely falters when it wanders too far off in another direction. The White World is an example of this—it feels very blackyish, to be sure, but it doesn’t seem to totally fit in with its surroundings.
I feel somewhat the same way about the scripted enemies, despite having rather contributed to their existence… the fact that they’re fairly back-loaded, appearing toward the end of the level but not the beginning, gives off the impression that the level was designed linearly and those enemies were a late addition. (Fun fact: basically true.) Obviously I’m not complaining about scripted enemies on their own, but I think a more balanced distribution would have worked better in this case, to prevent the impression that the level loses confidence later on in its ability to please without bringing in bells and whistles. There’s nothing wrong with games getting better or more complicated with time, but it’s important for that progression to feel natural, rather than to give the impression that the earlier parts of the game simply didn’t get much editing after they were first designed. (A similar problem applies in blacky’s JJ1 pack as well.)
Nonetheless, I don’t want to give the impression the above complaints are a huge deal. It’s just that we’re all very familiar with the standard JJ2 gameplay, and when most of the level is that—albeit implemented very well_—it’s only natural to talk about the handful of _deviations from that pattern. But really, the level plays and looks great. It’s huge and majestic, hard but not impossible, pretty but not incoherent. There’s always stuff to do. There are plenty of secrets to find. There are no obvious places to skip ahead. It’s a great level that sometimes strays outside its wheelhouse but is mostly more on point than can be managed by some entire packs.