Reviews from

in the past


I know how it is. I've been in those awkward silences. Nobody wanting to say what's burning away at them. It's time to speak up - Um Jammer Lammy's FMV compression is fucking brutal. Really brings you back to the RealPlayer days. I get it, though. Nobody wants this to become the talking point. For Sony to get excited to fart out a new remaster with AI upscaled cutscenes and interpolated animation. Maybe I should have kept my mouth shut.

It's understandable, though. The PlayStation had changed a lot over the course of a few years. The team who once put out Destruction Derby were now the guys behind Driver 2. NanaOn-Sha have insisted that they were pushing the upper limits of the CD-ROM's capacity with SIX whole levels in PaRappa 1, and somehow they managed to squeeze out one more, multiple 2-player modes and a whole second campaign for UJL. None of those weird borders around the FMV sequences, either. It's 1999. We're ready to throw away those Mega CD-era crutches and embrace full-screen video. Those cowards at Squaresoft might have just thrown an extra disc or two in the box, but this is how the real game developers do it.

Um Jammer Lammy is an odd game. The original told a fairly typical coming of age story, whereas this seems more trivial. Lammy has slept in and only has fifteen minutes to get to her concert. PaRappa was faced with challenges that he'd need to overcome to grow up and win over the flower of his dreams, but each stage in UJL represents Lammy being interrupted from her journey to the concert hall. Irritations that she doesn't learn anything relevant from. It's a sillier, less heartfelt story, and the game feels less significant as a result.

The core gameplay hasn't changed, but there's been some neat refinements to the UI. It's much easier to tell when a teacher's phrase ends and your one begins, with consistent on-screen bar length, colour-coding and a neat use of the Dualshock's rumble when it's your shot. Timing seems much easier overall, too, with the button prompts pulsing when you're supposed to hit them. It's subtle, but it feels far more playable as a result. It's not uncommon that I'll get several levels into PaRappa without feeling I have any kind of handle on the timing, but all those little tweaks make UJL feel far more responsive and reliable.

That said, the game's cluttered, messy and a little incoherent. There are moments of characterisation that feel really underbaked, and like they were significantly established in the production material, but those cutscenes just couldn't make it into the 700MBs of space that the game was allotted. There's a running joke aimed at Joe Chin, PaRappa 1's pompous braggart, who has seemingly transformed into a tacky Donald Trump-style casino owner, stamping his name on cheaply-made products (likely the result of Rodney Greenblat's personal irritations, as a resident of New York), even though he has no place in the story and doesn't interact with any of the characters. They likely spent a lot of time coming up with ideas on what to put in a PaRappa sequel, and they just couldn't squeeze it all in. It doesn't feel like we spend enough time anywhere to get a sense of the world that they're attempting to establish. Those cutscenes don't grow on trees, ya know?

Then there's the music. If you hear Matsuura's work as a recording artist, you can tell that PaRappa was far closer to his comfort zone. He's done a lot of great work with funk, soul and disco, and when he focused on that, PaRappa 2 undoubtedly had his best compositions in a game. Lammy comes off like it's going to focus on rock, but it's all over the place. There's a kind of rockabilly thing for one level and a heavy metal pastiche, but there's a bunch of weird detours, plumbing the depths of the confused misfire that is Taste of Teriyaki. I was digging deep to try and link it here, but I once saw a mainstream music review site covering MilkCan's "Make It Sweet" (a sort of reimagined soundtrack where Katy sings all the songs) and it was deeply embarrassing thinking of someone judging these songs without the context of the game. Of course, they hated it. It's frequently quite intolerable. That said, Fire Fire and Casino In My Hair totally rule, and of course, the last level makes for one of the all-time feel-good finales to a game.

Rhythm action hadn't really made much progress as a genre until immediately after Um Jammer Lammy, when DDR, Pop'n Music and Beatmania really started to take hold. PaRappa gameplay's fairly tame in relation to the high-level challenge of the emerging rhythm arcade scene, and UJL hasn't really moved on. There's a little more ambition in some of the phrases, but tethering everything to that old COOL/GOOD/BAD/AWFUL ranking system prevents them from doing anything too interesting with song structure. Levels typically feature tricky phrases a third of the way through, and then hand you a couple of really easy ones right at the end to save you at the last minute. It doesn't really incentivise you to play the whole song well. You just have to get those last couple of phrases right.

It may sound like I've given Um Jammer Lammy a real hammering here, but none of these things are important. These games hinge on their charm, and Um Jammer Lammy is really endearing. The looser tone really lets Rodney go wild with his designs, and I really enjoy the background characters, from the guy with an accordion for a head, to the guy with a tree stump for a head, to the guy with a human ear for a head. Please keep an eye out for them. It doesn't really get a lot of credit for it, but it's a wide-appeal nineties videogame with non-sexualised female leads (even if SCEA opted to promote the game with tattooed midriffs), and as low a bar as that is, it's depressing how brave a direction that seemed at the time. Lammy, Katy and Ma-san are all fun and likeable, and for as little as we get to see of their dynamic, they each really seem to care for their friends. It's very sweet, and I think the message of finding conviction in your own unique style is really positive. Giving PaRappa his own post-game campaign was such a treat, though it does highlight that the gameplay works better when button inputs correspond to words as opposed to relatively abstract guitar phrases. Fans love him, and it's nice to see him hanging out with his friends in more relaxed situations. For all the niggles you can point out with the design or soundtracks, these games are really successful in creating a fun, optimistic atmosphere that's comforting to spend time in, and that's what keeps me coming back. The nice time.

It goes without saying that they don't make games like this any more. They never made games like this. Um Jammer Lammy was a fairly audacious thing to print on a PS1 CD-ROM. It retains its unique appeal. The progression of the PlayStation as a platform lent itself to creating more confident, thrilling blockbuster titles, but it also created little niches for the weird stuff to find a home in. UJL sits in a unique position between the platform mascot juggernauts, Crash Bandicoot and Spyro, and the odd, artsy, experimental releases like Pet In TV and Fluid. It's on the border, noooooowwwwww. We're never getting anything quite like this again, but wasn't that a groove?

Fun, silly, a banger soundtrack
you can do anything as long as you put your mind to it, that's what this game says to me

PaRappa defined the rhythm genre. Lammy perfected it.

I've played PaRappa 1 and 2 before and now I've finally got around to playing this game. I can proudly say that not only is this the best rhythm game I've played, but also one of the best games I've played.

The gameplay is simple, you get a sequence of buttons to press and you have to press them in time with the stage's song. Simplistic, but really fun.

An improvement this game has over PaRappa 1 is that the timing in UJL is much better than in PaRappa 1. But it still has a welcome amount of difficulty, unlike PaRappa 2, which I felt was too easy.

I deducted half a star because the difficulty for stages 6 and 7 can feel frustrating sometimes, but otherwise a really great game that, along with PaRappa 1, became a pioneer for the rhythm game genre.

It also gave us the best cutscene of all time

What! The! Fuck! ♪♪

this is like. what your parents try to tell you caffeine does to you when youre 3.


i really like this game lammy is really cool and the music is good

kind of a bummer that gameplay of these are janky as hell because im really fond of the style

this game is also freaky as fuck in its little convoluted stories

Joguei sem esperanças que eu iria terminar, mas não é tão difícil como eu imaginava. Tirando que eu sentia um certo imput lag nas notas, o jogo é muito bom.
As músicas são muitos boas, ouviria algumas vezes aleatoriamente pelo dia a dia.
A história não é algo muito importante mas ela é bem legalzinha nada pra criticar sobre ela. É bem engraçado algumas situações que o jogo bota a Lammy pra resolver as coisas.
O jogo é bem curtinho, terminei em menos de 2 horas tendo que repetir várias vezes as mesmas músicas por noobagem minha.

this game was my personality in 6th grade

Um Jammer Lammy builds on a lot the first game did, fixes a few problems like the weird stiff animations that feel delayed, but it misses the mark by continuing issues from the first game, like having really delayed inputs and a judge that makes no fucking sense.

Like, the only way you're going to even dream of getting a positive result from your notes is if you do them before they end up flashing, it's really weird and I don't understand how this survived all the way up until the second game where the judge and controls are all perfectly fine.

Past that the tracks are pretty neat, minus the sixth stage where it's brutally hard (YOU SHOULD BE BANNED FROM EVERY GAME) and that's all fine and dandy, and the extra Parappa mode is cool, but the versus mode is really crap, if you want to play versus just play the second game.

The cutscenes range from just confusing and weird to confusing and hilarious though, I don't know what they were thinking but they clearly toned it back down for the second game.

I do recommend it a play, with most of the series being very fun rhythm games even putting aside their frustrating difficulty in the first 2, fun times.

booted up my ps3 to play mgs4, came out with this

it feels like you earn points or lose them at total random in this game but is one of the most charming games the original playstation has to offer
great late 90s vibes all around

a teenage girl with an anxiety disorder has the weirdest day of her life, haunted by wandering ghosts of characters from the first game and harassed by intimidating, lecherous-eyed men alike, eventually even forced to confront an evil "other-world" version of herself shortly before the game's climax. Silent Hill 3 by way of Parappa the Rapper.

Harder than parappa 1, but much more fair. I love lammy so much and the songs were so good. I very strongly reccomend playing this.

The spinoff to the first Parappa game. The music is so much fun, and the switch from rapping to guitar, allows for more complicated rhythms to keep up with. Because of that, this ends up being the hardest game out of the 3 in the series. And I honestly like that since both Parappa 1 and 2 are honestly so easy that it's hard for me to come back to them often.
Also this game's story is so batshit insane. I love it so much.

The songs aren't as memorable, the story not as funny and picking at guitar strings just isn't as satisfying as spittin' rhymes in a rhythm game like this, but all that said, Um Jammer Lammy is a worthy sequel and a damn good time in its own right. It probably didn't leave a mark on me as much as Parappa the Rapper, because that game came along first and there was nothing else like it at the time. Um Jammer didn't have that fresh flavour and novelty factor to fall back on when it came out, maybe hence why it didn't sell anywhere near as well as PtR.

But if you look at the online discourse around the two games nowadays, it seems that folks heavily favour the riffing lamb over the rapping pup, so what do I know.

Um Jammer Lammy is a spin-off of PaRappa the Rapper, taking place in that same world, but with a different cast.
Katy from the last game is back, as part of Lammy's band, MilkCan, but the focus of the plot is more on Lammy herself.

I can see a lot of people relating to Lammy, because she is a nervous wreck who has trouble speaking her mind, and as such, she finds herself in various wacky situations, that she needs to go through if she wants to pass and make it to the MilkCan Concert on time.

Because of this, cutscenes in this game can get quite frantic, chaotic and fast-paced, due to the sheer insanity of what Lammy is being put through. I couldn't help but feel a bit bad for her.
Unlike last time, the cutscenes actually do fill the entire screen, which is nice.

The gameplay hasn't seen many changes from last time. The UI is different, but you're still pressing buttons at the right time alongside that level's specific character. It's just instead of rapping, you're playing your guitar... or something else, depending on the situation.

I feel like the timings aren't much different from last time. They're a bit more forgiving, and it feels like if I follow the groove of the song, I can pass just fine, but by the end, it once again got difficult understanding the exact timings of the songs. However, tt does feel overall better, which is a good thing.

Just like last time, the songs themselves are also pretty good, and I do like the genre shift from PaRappa the Rapper, being more focused on the guitar solos, which I liked. And one of the cooler things about this game is that after you beat it, you can play through the stages again with different stipulations, like playing as a team of Lammy and Rammy, or playing as PaRappa himself! It gives the game a bit more replay value, which is appreciated for a game that can be beaten in less than an hour.

Overall, Um Jammer Lammy is a cool spin-off to PaRappa the Rapper, and while it's still not at the best it can be, it does add more to the overall experience.

Rocking out is always possible even without any instruments at hand. You just gotta believe! or: Makeshift guitars through & through stir thee imagination. It's all in thee mind!

There is no denying thee simplicity of its charm. It's almost intoxicating how immediately easy it is to become 2D, grossly colorful popping reds & yellows, cool cool cool! You fly & spin, you jam & lam. Granted, to songs that aren't quite as infectious as its brotherly series, but with an equally endearing cast. Designs that strike as alien yet can somehow be drawn from memory after a single playthrough. Progression of character is stunted immediately after a familiar tutorial, which is soured with lateral learning. "It's all in the mind!" repeats in thee mind of Lammy to overcome fears, but flying, maternity, & putting out a ferocious building fire hardly feels in tune with what is deemed necessary in becoming a rockstar, opposite to what PaRappa aimed to achieve by thee end of his life-in-a-day journey.

Possibly oversimplifying each missions intent here, or maybe it's all in my mind.

This game improves everything that the prior game had. There are now cooperative and versus modes, replays, alternate songs for Parappa, and other things. The button inputs at the top still don't match with the timing, but it's not as bad as before... I didn't find out until Parappa's music that there is an easy mode.
The textures for this game are more detailed (Think of typical PS1 and N64 games), which I thought didn't benefit Rodney Greenblat's simplistic art style the characters have.
It was very fun! I love the characters and world. You have to make a lot of mistakes before understanding the timing for each song, but the vibes makes it bearable and worth trying.

This game desperately needs a remaster like what Parappa The Rapper 1 has because this game is great however the input lag is actually the worst (especially through emulation) that I can understand why people drop this game. It is by far my favourite game in the "Parappa The Rapper series" from the music to characters to even the batshit insane plot. Don't even get me started on Lammy I just love her character so much from how awkward she can come off at times to then hallucinating and begin to absolutely shredding it on (what she thinks is) a guitar and she goes to hell Like wtf did my girl Lammy do she is too pure to go to hell. I am praying that 1 day we will get that remaster.

Has some of the issues from the first game but fixes the main one (the visuals being desynced from the music) and has significantly better music. The cutscenes will give you nightmares though.

DOJO, CASINO, IT'S ALL IN THE MIND

i kinda expected this to impress on me harder than it did. instead it was more like "woah! this thing aligns closely with my tastes!". i get the vibe that it woulda impacted me more (and nudged me a little closer to being queer) if i had played it as a kid. ah well. i'm not going to complain. i love lammy (top 10 lesbian 4 sure), love milkcan, love how offbeat and funny the cutscenes are, love how ridiculous cool mode is, love that they squeezed 2 campaigns with a multiplayer mode for each out of this. guitar hero: bashful lamb is primo nanaon-sha and i don't think they hit a high quite like this ever agai- oh shit, vib-ribbon came out after this?? never mind. that game's even better.


Creo que deberíamos dejar de dickridear al um jammer lammy por su estética y música y centrarnos en que el gameplay es tan desastroso que ni el co creador se lo podía pasar. Aunque bueno el man tenia un skill issue de la re puta madre, yo me lo habré pasado como 6 veces por lo que fuera de que algunas canciones sean agradables al oído y que la protagonista sea disque "relatable" (aunque como soy un mamon de mierda nunca me cayó bien) como juego es apenas funcional; tocas lo que te piden y te sancionan, no tocas lo que te piden y te sancionan, spameas todos los botones como pelotudo te sancionan, tocas algo que ni suena bien pero es ligeramente complejo ahí si te dan puntos.
Es raro, muy raro, pero el primer juego es incluso peor en ese aspecto asi que puedo ver que almenos lo intentaron arreglar como pudieron.
Yo concluyo que si a algunas personas les mostras una linda estética y una protagonista tímida y identificable te pueden obviar un juego que jugablemente no pasa del mid
(no me pueden decir que lo juego como el culo porque no irónicamente me lo pase varias veces)

Very fun and quirky, but short, rhythm game. I enjoy the variety of genres which makes each track stand out, and probably has my favourite songs I've heard in this series. Also you can play as Parappa

A worthy spin-off from PaRappa with a guitar twist. I remember playing the demo of this and wanting it so bad. When I finally got my hands on it, it never quite lived up to the hype. Which is a shame as it's a beautiful game, hilariously funny and chock full of good music.