|BLOCKS.000||186.89 kB||13 Aug 2009|
|BONUS2.000||54.20 kB||27 Mar 2010|
|BONUS3.000||40.51 kB||04 Apr 2010|
|BONUSMAP.000||5.36 kB||27 Mar 2010|
|BONUSY.000||39.82 kB||27 Mar 2010|
|LEVEL0.000||28.04 kB||05 May 2010|
|LEVEL1.000||29.83 kB||05 May 2010|
|PLANET.000||4.20 kB||27 Apr 2009|
|SPRITES.000||43.77 kB||01 May 2009|
|BLOCKS.001||202.25 kB||10 Aug 2009|
|BONUSMAP.001||5.42 kB||28 Mar 2010|
|LEVEL0.001||25.31 kB||05 May 2010|
|LEVEL1.001||20.31 kB||05 May 2010|
|PLANET.001||4.20 kB||13 Aug 2009|
|SPRITES.001||32.15 kB||10 Aug 2009|
|BLOCKS.002||189.29 kB||29 Dec 2009|
|BONUSMAP.002||5.54 kB||05 Apr 2010|
|LEVEL0.002||23.32 kB||08 May 2010|
|LEVEL1.002||30.31 kB||05 May 2010|
|PLANET.002||4.20 kB||06 Feb 2010|
|SPRITES.002||28.85 kB||29 Dec 2009|
|SONG11.PSM||32.05 kB||30 Jun 1994|
|SONG12.PSM||102.38 kB||30 Jun 1994|
|SONG7.PSM||73.33 kB||30 Jul 1994|
This is the first episode of Mission Spaz.
It’s just after Jazz saved the rabbit universe and his bride from Devan Shell. As Jazz parks his spacecraft on Carrotus he hears a radio message coming in about the loss of a Spaz Slackrabbit. Jazz fears he might have to solve yet another abduction, so he doesn’t waste a second and begins his search.
Please use the official Jazz Jackrabbit and Dosbox to play these levels. Compatibility with other Jazz Jackrabbit versions is not guaranteed.
— Should now work with the shareware version as well —
Minor update on 3 Jun 2010 at 10:26
This was kind of amazing. the possibilities of editing jj1 seem to be sort of endless..
Yes, it’s good.
I can enter Castle but I can’t pas…
[Please don’t rate packs that you haven’t played till the end. Original rating 7.0. ~cooba]
Why the hell can’t you just ONCE give perfect creator perfect rating ?
[Don’t insult the other reviewers please ~cooba]
Very,very goooooooooooooooooooooood level pack?
Foreseeable Future is the first “modern” JJ1 release. Everything before this has been more or less bound within the steep limitations of JCS94 — DD was able to create a palette edit of Diamondus, and we’ve many of us edited a few events within the confines of the sprites that come with the levels we’re editing — but Newspaz has custom tilesets, custom attacks, custom sprites (mostly swapped from original JJ1 planets, but also some smaller spritifying work, like the flames in Castle and Desolatus), and even custom movement. There could be more — the flowers in Carrotus are conspicuously unanimated, and you should be able to shoot the knights’ helmets, like in Bloxonius — but overall Newspaz is pioneering and demonstrating JJ1’s true range of customization possibilities. Cooba and I are of course working on our own projects, as are perhaps others who haven’t shown any screenshots yet, but Newspaz got his out the door first.
All that, though, has nothing to do with the more important question of how good the episode actually is. Fortunately, in addition to doing stuff first, Newspaz is pretty good at it as well. He creates three distinct atmospheres that are copies neither of their JJ2 counterparts (though Desolatus, his version of BlurredD’s tileset “Desolation,” doesn’t have an exact single player counterpart anyway) nor of any particular JJ1 planet. Carrotus definitely has familiar elements from the original Carrotus levels, but it’s still distinctly Newspaz’s own, and I suspect I even noticed a piece or two inspired more by Easter. The enemies are turtles and bees, more or less straight from Diamondus, although the movement of the bees is sometimes a bit wonky, and nothing of the planet poses too much of a threat, unless you fall into the thorns a lot. Every once in a while the level feels a bit open, but for the most part NS recognizes that JJ1 necessitates eyecandy being crammed into small spaces, due to its small screen size, and his tileset conversion is flush with foliage. The turtle looks a bit weird, since its shell is the color of the Carrotus radish, but that’s not too big of a deal.
Castle is assuredly the main event. It’s the hardest and the prettiest of the three, the subdued tile colors mixing beautifully with the near-garish sprite colors. Enemies are Armor-Doofi from Stonar, recolored Red Bats from Turtemple, and the cannon tiles, which cannot be destroyed but will still fire cannonballs at you. The bats come out of nowhere, the cannons fire a lot, and there are a lot of spikes, all of which adds up to a difficult experience, with only one checkpoint per level. The level design is in no way an emulation of JJ2’s castle — it feels a lot more solid, for one — but it’s still very consistent, and does the best job of any of the three of feeling like it has a coherent, planned layout, more than a lot of areas one after another.
Desolatus is the most out there and plays around the most with JJ1, featuring moving platforms, spike-like events, weird jumping owls, tubes, bridges, and spring shoes. Its layout might be the closest to Cliffy’s, though I’m not sure… it’s pretty claustrophobic, with a pretty twisted path in each level, and, more than the other two planets, it features a number of clearly divided areas. It’s not as pretty, but that’s arguably not NS’ fault. It’s not nearly as difficult as Castle, though, to the extent that the level order becomes a little confusing, and while NS provides a skeleton plot for the episode, it’s not especially clear why one planet necessarily precedes another, so this could have been switched.
There are some distinctive features to NS’ level design which feel slightly out of place in JJ1 because they show up so rarely in the original levels. Newspaz makes much greater use of vertical space than Cliffy did — Cliffy had occasional floating platforms or floating springs, and Newspaz does use the latter once, but he also has a lot of tubes which you traverse using a single spring, or big pits for falling down, both of which are quite distinctive to him across all three planets. Secrets are usually in the same sort of place, a little off to the side in a place you’re supposed to go up or down, and they’re never hidden by foreground or destructable walls, you just need to walk over to them. Paths break occasionally, and that’s always cool — Carrotus is fairly complicated, and there’s a nice loop area in a Castle level that feels similar to Crysilis. One area near the end of Desolatus has a bunch of floating (tile-based) platforms and feels more like a CTF level than anything else, or perhaps Jill of the Jungle.
The biggest flaw in Foreseeable Future is that the difficulty, while mostly reasonable, is occasionally unfair. A side effect of Newspaz’s fondness of vertical space is that there are a lot of leaps of faith, and there’s no good way to know which ones will have spikes at the bottom and which won’t. One pit in Castle comes to mind especially which it’s really not clear that you have to jump across, and while this is subverted at one point in Desolatus — you fall down and land directly on a moving platform, which NS clearly timed carefully — it seems that working in such a small resolution is difficult, especially if you’re used to JJ2. The bats and cannons in Castle are hard to predict and the latter fire very frequently, making them possible to get by without injury if you memorize where they are in each level, but much harder to appraise at a distance and come up with a strategy for avoiding. You feel much safer there when you’re moving left, because the bats approach you more slowly and the cannons can’t hit you. I don’t object to difficulty by itself, I just object to success resulting only from memorization. The other planets are much better with this, though, a few surprising flames in Desolatus aside, and for the most part you’re just treated to pretty graphics, new and very memorable level designs, and a sense of inspiration as you realize how many things JJ1 can do if you give it a chance. Foreseeable Future isn’t perfect, but what is?
14 of 14 users found this a good review.
A very good levelpack, and the first for JJ1. The first two worlds were very well done, despite being conversions of JJ2 tilesets. While having a definite JJ2 atmosphere, the tiles used and their manipulation definitely gives a unique feel to the levels that is not quite here nor there.
The bonus levels were a nice touch. Though simple and quickly designed they increase in difficulty very closely to that of the original Jazz bonus levels and have a similar air about them.
The biggest flaw would have to be the last world, which seems slightly out of place, being easier than the previous one (And not quite related to it either.) There are also a few small tile and event errors (Such as lack of sound for green springs.) that seem a bit odd. It also could have used an ending screen.
All in all a very good effort and a groundbreaker.
2 of 3 users found this a good review.
How to open the file? ( I have the Editor but it opens thing with bad tile sets )
1 of 1 users found this a good review.
There is a critical bug on this episode, when i reach the forth level, JJ1 just crash…. why?
1 of 1 users found this a good review.
To be perfectly honest, when I saw this in the level list for the first time, I would have never predicted this pack to be the next Upload of the Month.
After a week of curious pondering, I finally downloaded it and was hooked from Level 1.
First off, it has AMAZING graphics. The first [and it certainly won’t be the last] in the category of true “custom” JJ1 levels, it uses the tilesets of Carrotus, Castle and BlurredD’s Desolation. Get that. JJ1 uses JJ2 tilesets. Kind of a switch, huh?
But that’s not all.
Newspaz takes this yet another step further, adding his own baddies and events, even two custom BONUS levels, now made possible by his equally innovative new J1E modification. I was pretty miffed by the cannon baddie in Castle, but even that was a marvelous leap in Jazz history. Custom music is used too, but that’s sadly limited to JJ1 songs specifically. Too bad.
There were just a few small things to be desired, however. For one thing, the levels all seemed quite a bit harder than to be expected. If Evilmike’s Jazz2 levels were the standard for difficultyin that game, then Newspaz’s JJ1 levels are the second game’s counterpart. One or two sections in Carrotus seemed looped, particularly the part with the many waterfalls. I was equally disappointed by the utter lack of a custom end boss, even an end boss period. That would’ve been icing on the cake, although it hardly affects the grandeur of this pack.
Buggage was also surprisingly clean, although maybe I shouldn’t be so surprised, since Jazz1 had far less glitches than its successor.
All in all, once I had finished playing through the whole pack, my doubts to the validity of Mission Spaz’s claim to DL of the Month were immediately wiped away. Nothing could be closer to the truth: That Newspaz’s rockin’ new release is quite
possibly definitely the most revolutionary set of kilobytes posted yet on J2O. Download today, with my hearty recommendations.
0 of 0 users found this a good review.
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