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6.02 kB | 13 May 2010 | |
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Diamondus Level 1 | 6.57 kB | 13 May 2010 |
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Diamondus Level 2 | 11.89 kB | 13 May 2010 |
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Diamondus Secret Level | 3.24 kB | 12 May 2010 |
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Tubelectric Level 1 | 7.03 kB | 12 May 2010 |
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Tubelectric Level 2 | 5.15 kB | 12 May 2010 |
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Medivo Level 1 | 5.67 kB | 12 May 2010 |
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Medivo Level 2 | 3.99 kB | 12 May 2010 |
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Medivo Guardian | 1.42 kB | 12 May 2010 |
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Jazz 1: Medivo | 55.88 kB | 05 Dec 2007 |
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JJ1: Diamondus -NOKA | 141.81 kB | 04 Dec 2007 |
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JJ1 Tubelectric NOKA | 124.72 kB | 04 Dec 2007 |
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Boss Theme | 87.75 kB | 23 Mar 2004 |
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77.06 kB | 04 Dec 2007 | |
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113.91 kB | 05 Dec 2007 | |
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96.98 kB | 04 Dec 2007 | |
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6.95 kB | 01 Jan 2009 | |
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9.23 kB | 19 Feb 2008 | |
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10.58 kB | 03 Mar 2008 | |
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5.94 kB | 05 Mar 2008 | |
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5.00 kB | 05 Mar 2008 | |
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7.31 kB | 05 Mar 2008 | |
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8.24 kB | 05 Mar 2008 | |
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8.66 kB | 05 Mar 2008 | |
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6.47 kB | 10 Mar 2008 | |
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6.71 kB | 05 Mar 2008 | |
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10.29 kB | 12 Nov 2008 |
well, here it is…
(HUGE SIGH OF RELIEF)
The culmination of countless hours of work, pushed to back burner then up to the fore again. It’s finally here. JJ1 for Jazz 2.
Waaay too much stuff to say here, so check the readme for more info and junk.
EDIT: fixed sum stuff
coooooooool
i rate it
Hey I really like this episode.
I’ll give you 7.5/10
Also, I would remake it using IC tilesets from Impressive Flashback and even add more MLLE layers.
It’s hard to know what to say about this… on the one hand, it does a good job of what it tries to do, if not a perfect one, but on the other hand, is what it tries to do a good thing?
I compared the levels in the pack, in addition to their JJ1 LEVELX.00X originals, to jj1Diamondus1.j2l, a total conversion of Diamondus 1 I found in my JJ2 folder, of unknown origin, and jjtube1.j2l, the total conversion of Tubelectric 1 that came with Newspaz’s Tubelectric conversion. In terms of tile-to-tile accuracy alone, PT32 does a better job, no doubt aided tremendously by the existence of the level viewer JCS94, which was not available when the other two levels were made. jjtube1.j2l has two tubes slightly longer than they are supposed to be, but PT32 gets both of them right. jj1Diamondus1 has a few missing tiles at the end, perhaps because they were not present in the tileset it used, but PT32 includes them. The only places I noticed where PT32 diverts radically from the actual JJ1 tiles are those which are never seen on screen, and that’s fine. Obviously a massive amount of time was put into the accuracy and it turned out well, with only occasional, minor hiccups (a layer 3 problem in Diamondus, a few background tiles overgeneralized in Medivo). In nearly all the spots where Jazz could get stuck in JJ2 from diagonally masked tiles coming together, PT32 carefully inserts invisible solid tiles to keep you safe: good job there. Even the enemies that appear only on hard difficulty are present and appropriately parametered.
Of course, JJ1 and JJ2 are different games and use different engines, and there are a few things that do not translate exactly, and thus necessarily a few decisions that must be made. I can’t however say that I agree with all that many of PT32’s. The enemy replacements are all straightforward — replacing JJ1 bees with JJ2 bees is never as accurate as we might want it to be, but I’m not sure there’s any better alternative, and rapiers are a decent swap — and I can’t say I have a better, easily implemented suggestion for shields than coins, but problems subsist. The tiny turtles are gone without a trace, although I’d have been tempted to use moths. The secret level, as PT32 admits, is barely playable, and it would have worked out much better with an airboard than an actual bird morph. This is what JelZe did for his own conversion of Turtle Terror, and it was much more functional, even if the bird morph is a better match VISUALLY. I’m not sure how I feel about using Bubba for the turtle boss.
Only occasionally does PT32 have to change the level design outright. There’s a secret in a Medivo level with four +15 Toaster boxes, which in JJ1 you reach from above and then exit through the floor. PT32 notices this doesn’t work in JJ2, because two of the boxes would fall through the floor, and replaces the exit route with one way tiles. This is decent, if confusing, but +15 boxes are not affected by gravity when you move them with belts, as JCSref mentions, and I think that would have done a much better job. Conversely, there’s another spot at the top right of Diamondus 1 where some tiles are supposed to be one way but aren’t because they’re not masked in JJ2 and I guess PT32 didn’t test it enough. The various tube secrets are all done pretty well, but the secret-to-the-left-of-the-spring in Diamondus 2 is inaccessible because PT32, unlike JelZe, was unwilling to compromise and add one more unmasked tile above the spring for Jazz to fit through. The destructable blocks in the Guardian arena are understandably replaced with destruct scenery, although I don’t understand why their debris tile is lava. On the bright side, invisible springs are handled consistently well.
Tubelectric is the biggest offender. To be sure, it’s for good reason — there simply aren’t obvious counterparts to the turrets or barriers. Newspaz leaves the barriers as unmasked eyecandy (after all, his only goal was to show off the tileset as visually complete — which it wasn’t — not to push the limits of the JJ2 engine), and puts Hurt events on the turrets. JelZe leaves the turrets out entirely and replaces the barriers with four-hit destruct blocks. PT32, though, employs the worst of both worlds and masks neither of them, leaving Tubelectric neutered. However, unlike Newspaz or JelZe, PT32 was actually working with a tileset that had masked animations for the turret fire, and apparently just chose not to use them. Bizarre. The barriers are a harder case, but I’m pretty sure a solution could have been found with Reworder. It wouldn’t have been perfect, but it would have been better than not trying.
So, PT32 does a nearly perfect job of 1:1 conversion accuracy, though the creativity comes up a bit short. What’s it worth? This episode is the natural counterpoint to JelZe’s, which itself was fairly controversial — I don’t even agree with the rating I myself gave to it back then. JelZe did better in making a JJ2 pack — his Fast Feet section and secret level are irrefutably better than PT32’s, for instance — but necessarily sacrificed a bit of accuracy, both from graphics (waterfalls, glowing blue circuits, lava, foreground bars, and so on) and from gameplay. PT32 does better in bringing over the exact contents, almost mechanically, with few problems other than those of the JJ2 engine and the conversions used, but loses the feeling of newness, creativity, and mystery.
The real problem, in short, is that PT32 should not have made this, not in 2010. I’m not saying that if no one had totally converted Turtle Terror in twelve years, then there was a good reason for it — though I’m not arguing against that, either — I’m just saying that, given our understanding of both the JJ1 and JJ2 file formats, this should never have been done by hand over a period of apparently 80 hours. A program could have done automatically just about everything PT32 does here manually, with human labor necessary only for a bit of cleanup and feature adding at the end. And that’s the tragedy of the work: all the lost time and talent toward only a questionable end.
very nice. Glad to see we finally got this out. Hopefully we will get some good conversion of Tecnoir and Letni. (May do one of them myself if I get bored. Made the pallet already for tecnoir.)
Edit: I’ve decided once Lark get’s back to me on Fanolint, I’ll try to make a more usable Letni tileset. Won’t put as much effort into it as Fanolint, but still it will be a lot more usable then the current one
PLEASE DO LETNI FIRST!!!!!
A better tech would be great too, but there really isn’t a good version of Letni yet
@Violet CLM,
I went into far more detail in my private message to you, but I do appreciate what you have to say. It’s better that way.
I also forgot to mention this in my message, but my goal in making these levels was not to make it fun to play in JJ2 (although I am certainly willing to go fairly far out on that limb to do so), but to make levels as close as possible to the real thing in JJ1. If I have to sacrifice a bit of playability to do so, so be it. Some people aren’t as lucky as you or I to have JJ1, and some people are too lazy to go find the DOSbox progs for it. They are the ones I did this for, so they can see what JJ1 was like. If I radically changed the pack to suit the 2ers, that wouldn’t accomplish my objective. As long as they get my very best effort (and I’ll grant you that this one wasn’t entirely perfect), and as long as they get a quality product, I will never consider this a waste of time. Never.
@Fox,
Yes, there IS a version of Letni out. But it’s so unusable that I’m not sure it counts. I tried building with it once and never did so again.
As I have said before, the point of this pack is close-to-perfect JJ1 replication. There was a much larger ammo capacity in JJ1 than JJ2. Oh, and the non-TSF JJ2 can’t exceed 99 ammo, either.
Let this be the last time I have to explain it to anybody. It WILL stink gameplay-wise! I was more concerned with accuracy, a mistake I do not plan to repeat next time around.
Oh, and someone already made a JJ2 version of episode 1 with JJ2 tilesets. [admin please add link to it here] However, I won’t stop you if you’re planning to do it as well.
jalo0: Lark already did a competent Stonar conversion.
Ok, let’s say that you done a very nice job.
The level design is very accurate to the levels in JJ1, expect for the fact that THERE IS TOO MUCH AMMO…. sorry, TSF can’t collect ammo anymore when the ammo reaches 99… :(
Using JJ1 tilesets to re-create JJ1 lvls, is quite boring and repetitive…. it would be better if you use JJ2 tilesets to recreate those lvls.(and i’m working on it- one level just done.)
I’ll give you NINE only because you have done a very good and accurate job, in spite of the boring gameplay(thats the reason i hate JJ1 generally XD)
D/R: Why not download it? :)
p.s.
“PLEASE DO LETNI FIRST!!!!!
A better tech would be great too, but there really isn’t a good version of Letni yet”
THERE IS A JJ2 CONFERSION FOR LETNI… Just search :D
sorry if i mistaken in my english- i’m not a native english speaker :D
and why isn’t this working on my JJ2 1.20??
I wish this was good, but it’s just really not. I think the main problem that we’re running into here is that it’s pretty much an exact, tile for tile conversion from JJ1. Now, of course, this was the intention of the pack. But it’s also the downfall of the pack. The events are really the main problem here. All of the ammo events that you shoot in JJ1 got turned into ammo crates, and while this is all well and find, it’s a major pain in the ass because first of all, you can only hold up to 99 ammo (obviously), and second of all, you can’t run through the crates, so you have no choice but to shoot those things. Oh, and I got stuck between a crate and a wall in the secret level as the bird.. That was annoying.
Main things that bug me, well I mentioned the ammo thing, there’s way too much food, we could’ve done with less, and what’s up with including turrets and forcefields in Tubelectric but not making them do anything? Let’s be original here! Play around with some MCE events and make those turrets shoot electroblasters at you or something. The events just kind of ruin everything. It wouldn’t have hurt to stray away from the exact original pickups and enemies locations to atleast make it more challenging and fun in JJ2.
Anyway, this pack does what it promises. It provides a picture perfect conversion of the original JJ1 levels. But honestly, that’s not necessarily a good thing, because it’s just not fun.
I wanna see a Turtle Terror remake. Not a conversion, but a remake.
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Eat your lima beans, Johnny.
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