View Full Version : JJ2 Test History
Bobby aka Dizzy
Apr 16, 2007, 09:32 AM
When did JJ2 first see "test" levels and who coined the term? If I recall correctly we probably didn't see test levels in 99 or 2000.
Any idea what the first test level is or where the standard avoid the warp puzzle started? How about the spaz kicking type puzzles?
Trafton
Apr 16, 2007, 11:01 AM
I remember Cool Hotel-based test levels pretty far back. Avoid-the-warp type things were also put in clan levels a while back. I think it was at least 2000, though.
Yasco
Apr 16, 2007, 12:07 PM
I don't know. I've started playin online around april 2003 and tests were already very popular back then.
Neobeo
Apr 16, 2007, 02:28 PM
The first test of any sort I can remember would be the Kirby's Dreamland series, probably circa 2001? I think it was more race than test though.
FQuist
Apr 16, 2007, 02:34 PM
I'll assume tests slowly evolved from generic race levels in an evolutionary way, without any really really defining events. You have JJ2's official race levels, then you'll get the first maze-ish race levels... and so on.
blurredd
Apr 16, 2007, 06:40 PM
Assuming the date is accurate, the first test I could find in my JJ2 folder was kirbt84.j2l titled "Kirbys like, 84th test" and last modified on January 5th, 2001.
Bobby aka Dizzy
Apr 16, 2007, 07:39 PM
In the evolution aspect I remember submitting a battle level that had very test-like attributes to the simple contest. Remember that contest where you had to make the best level using only solid colored tiles?
FQuist
Apr 16, 2007, 08:50 PM
Yeah. You won that contest so big :P
I might even still have it somewhere if you need it. I kind of associated the level with assault at the time, although it had more puzzles. Assault may have also have a place in the test thing.
Where does QoB fit in?
Bobby aka Dizzy
Apr 16, 2007, 09:27 PM
I think it was named simplecontest.j2l, I don't think I have it anymore unfortunately. :(
QoB is a good point, that really was the first level where you had a serious maze sort of idea.
FireSworD
Apr 16, 2007, 09:42 PM
People need to make more levels like "QoB" and "you can't scream in outer space", only more interesting.
blurredd
Apr 16, 2007, 09:45 PM
simplecontest (http://www.jazz2online.com/d3/simplecontest.zip), just for the sake of it.
Bobby aka Dizzy
Apr 16, 2007, 10:12 PM
Thanks, Blur, this brings back memories. :)
So when did Violet make Windy Tests? And when did you make your first test, Mike?
Violet CLM
Apr 16, 2007, 10:46 PM
I'd have to look it up, but I'd guess 2001... it was originally supposed to be a single player level, but it went in the wrong direction.
Chiyu
Apr 17, 2007, 05:13 AM
My first test level "Practice Grounds" dates back from 2000, but I'm pretty sure I got the inspiration from some other level. Although I can't really remember which. Lots of clans had test levels back then, especially on TSF, in order to "train" their members.
Black Ninja
Apr 17, 2007, 03:04 PM
I'd have to look it up, but I'd guess 2001... it was originally supposed to be a single player level, but it went in the wrong direction.
About 2001 is when I remember seeing it and deciding to make a clone.
EvilMike
Apr 17, 2007, 07:56 PM
People need to make more levels like "QoB" and "you can't scream in outer space", only more interesting.
Neobeo's firetruck. It's very long and puzzle oriented. Some parts can be a bit dull and repetitive but overall it's a pretty neat level.
Thanks, Blur, this brings back memories. :)
So when did Violet make Windy Tests? And when did you make your first test, Mike?
A long time ago, but a long time after the first tests were made. I never got into it until I saw that the potential of test levels went beyond simply jumping through mazes of warps. Originally I was against test levels, seeing them as lacking any real skill to make and being boring and repetitive to play. This holds true to some extent, but the truth is they can be fun, and require just as much skill to make as any other type of level.
stripe
Apr 24, 2007, 07:42 PM
really?
EvilMike
Apr 25, 2007, 03:14 AM
A crappy test is about as easy to make as a crappy level. A good test is about as hard to make as a good level. Having a good progression of difficulty, an original concept (or an original take on an old concept), plus the patience to test the whole thing takes a lot of effort. If I had to compare the process to anything, I would say it's closest to making a single player level, or perhaps a race level. You also need to be really good at test levels in general, since if you make a level that you haven't run through extensively and tested, it really shows.
Of course, with these levels in general, you either love them or hate them. If you hate them, all test levels will seem like crap. If you love them... well, they still LOOK like crap.
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