Jumping Flash! 2

2: The Tale of the Greatly Troubled Baron Aloha[b], is a 1996 platform video game developed by Exact and MuuMuu and published by Sony Computer Entertainment for the PlayStation.

New features include a much longer draw distance, updated enemy AI and a meter displaying whether or not Robbit can triple-jump.

However, also like its predecessor, it was criticised for its short length, lack of challenging gameplay and close similarities to the first game.

Aloha flees the onslaught in his space pod, and lands on an asteroid far away from Little Muu, where he calls for help from his sworn enemy, Universal City Hall.

2 is virtually identical to its predecessor; the game is presented in a first-person perspective, and the player can move freely in three-dimensional world and rotate the camera in any direction.

[1] The player retains the ability to shoot low-powered projectiles where a target reticle is centred in the middle of the screen.

[1] Identical to its predecessor, the core of the gameplay is centred on the player's ability to make Robbit jump and shoot projectiles at enemies.

Robbit can jump up to three times (as indicated by the new interface), allowing him to reach extreme heights in the game.

2 a much larger draw distance,[6] higher quality textures, and updated enemy AI in order to give the game a more memorable first-person 3D perspective.

A reviewer for Next Generation commented that "while it's nearly impossible for any sequel to have the same impact as an original, JF2 does an excellent job of recreating the magic of the first game, yet still adds creative details and fresh ideas throughout".

He found that like the original, the game is far too easy, and in particular that the impressive visual presence of the bosses is lost when the player defeats them in a matter of seconds.

In positive side, he noted that the levels are much larger than the original's and include hidden bonuses, giving it greater longevity.

[18] GamePro's Major Mike found it made a satisfying sequel, noting additions such as underwater travel and the ability to ride objects.

He also praised the lack of pixelization and the full motion video cutscenes, but agreed with Next Generation that the game is both too short and too easy.

[27] In a retrospective review, Shawn Sackenheim of Allgame also found the main downfall of the game to be that it is too short and too easy.

2 was a "very worthy sequel with better graphics, higher jumps, and lots more levels", and that upon release the game "really [excelled] beyond the competition".

A screenshot from the first level showing the updated interface