3-D World Runner was not a personal favorite of mine growing up but I could at least appreciate what it tried to do. It could have been a great game if not for some baffling design choices such as a ridiculous difficulty curve. At this point I wouldn’t be surprised if the game isn’t remembered more for its goofy 3d mode than its gameplay. In America it was one and done but in Japan a sequel was released the same year called JJ: Tobidase Daisakusen Part II. JJ is more of the same but executed better and is far less frustrating making it a decent purchase.
While this is technically a sequel in terms of gameplay it is virtually identical to the first game. What that means is you are essentially playing Space Harrier except instead of flying you can jump extremely high. Power-ups such as missiles, invincibility and a shield are gained by running headfirst into massive columns. I never thought about it before but that sounds really dumb. The structure is also the same, with eight levels separated into four stages followed by a free roaming boss battle. It’s disappointing that nothing else has been added to the game however the refinements in gameplay and presentation make this the better game of the two.
JJ could be looked at as 3-D World Runner’s darker cousin, the one that went away and came back goth. Gone are the bright colorful worlds of the original and in its place is a sinister art direction that gets across the havoc being wreaked across the solar system. In many ways despite being different genres this resembles Square’s own Rad Racer 2. While the change in art is most apparent in screenshots what has really been increased is the game’s speed.
JJ is fast. I would even go so far as to say too fast. 3-D World Runner already moved at a brisk pace that was annoying to deal with. I don’t see why the designers felt the need to go even further in that direction other than bragging rights. No one can say the World Runner isn’t in a rush to save the universe. Unfortunately this affects the gameplay. Unless you have lightning reflexes there is no point in even bothering. The columns that produce your power-ups fly by so fast you will likely spend a good chunk of any stage without a weapon or armor. Despite the increased speed the levels are about the same length as the original.
It sucks that the speed nearly ruins the game as my main gripe with the first game has been dealt with. The insane difficulty curve of the original has been dialed back significantly with a more gradual increase in challenge. Those who played 3-D World Runner will remember being literally thrown to the wolves as the game expected you to master techniques such as leaping on poles and changing speed in midair to land on multiple platforms. These elements were introduced fairly early which was completely unfair. They still exist here but do not show up until the later stages of the game where they feel appropriate. It is true that the increased pace can be difficult to handle but personally that wasn’t a deal breaker and I could handle.
While I’ve mentioned the change in art style from an all-around standpoint this is a much more technically accomplished game which is surprising as it was developed in less than a year. The game is incredibly fast for an NES title yet there is no slowdown or flickering sprites. It beats the pants off the Famicom version of Space Harrier, that’s for sure. I do miss the variety and color of the first game as the dystopian setting can be a bit tiring to look at since it also applies to the strange creatures that inhabit each world. That however is my own personal preference.
In Closing
At the end of the day despite the subtle gameplay improvements JJ: Tobidase Daisakusen Part II is still exactly like its predecessor. If it didn’t grab you the first time there is probably nothing here that will make you a fan this time around. As for myself I liked what 3-D World Runner tried to do and this turned out far better in my opinion and is worth a purchase.