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|hgfRMboss1.j2l||Under the S.S. Fancy||2.32 kB||18 Feb 2018|
|hgfRMboss2.j2l||Small Circuit Skirmish||2.04 kB||23 Feb 2018|
|hgfRMfinalboss.j2l||A Duel of Green Beasts||1.34 kB||12 Feb 2018|
|hgfRMheckspinball-MLLE-Data-1.j2l||MLLE Extra Data||2.99 kB||23 Feb 2018|
|hgfRMheckspinball.j2l||Heck's Pinball||8.69 kB||23 Feb 2018|
|hgfRMmegatube-MLLE-Data-1.j2l||MLLE Extra Data||2.28 kB||12 Feb 2018|
|hgfRMmegatube.j2l||Titanic Tube Tussle||6.73 kB||12 Feb 2018|
|hgfRMnewfirst.j2l||Welcome aboard the S.S. Fancy!||4.33 kB||18 Feb 2018|
|xlmdamn8.j2t||Damn + Forest||225.33 kB||07 Feb 2018|
|hgfRMboss1.j2as||0.14 kB||18 Feb 2018|
|hgfRMboss2.j2as||0.60 kB||23 Feb 2018|
|hgfRMfinalboss.j2as||39.17 kB||13 Feb 2018|
|hgfRMheckspinball.j2as||1.11 kB||23 Feb 2018|
|hgfRMmegatube.j2as||0.32 kB||12 Feb 2018|
|hgfRMnewfirst.j2as||0.22 kB||18 Feb 2018|
|musix-rm.mod||rm 2||341.86 kB||06 Feb 2018|
|Easter.it||Frolick Lane||1213.39 kB||29 Nov 2017|
|Haunted.it||Jazz Belmont||712.19 kB||29 Nov 2017|
|RMFinalBoss.it||208.36 kB||07 Feb 2018|
|MLLE-Include-1.4.asc||9.55 kB||13 Feb 2018|
|hgfredactedmissions.j2e||The Redacted Missions||35.46 kB||01 Feb 2018|
So, this episode actually has a bit of an odd history to it… I started work on it as a joke episode with bad levels, but as I was working on it, I realized a few ideas in it weren’t COMPLETELY terrible and started trying to salvage things a bit.
That didn’t end up working out (like, AT ALL), so I remade the whole episode from scratch, shortened it from 9 levels (like The Secret Files) to 6 levels (like most official episodes), made a custom final boss, and then after some feedback from various testers and more and more tweaks, well, the episode is where it is now. It’s far from perfect, but given how new I am at making Jazz Jackrabbit levels, and given the odd way the episode came to be to begin with, I’d say I made a decent effort at least. I’ll let you all be the judge of how it actually turned out. For all I know, it could be terrible, but hey, at least I’m trying. That being said, I do not ask that you show me mercy with your reviews just because I’m new. I’ll likely learn more from this custom episode that way.
Anywho, the rather simple backstory (which I may or may not elaborate on in some way in the future) is that Jazz, Spaz, and Lori all receive an odd letter telling them that somebody who wishes to remain anonymous has invited them to a cruise on the S.S. Fancy, supposedly a fancy cruise ship (which, for the record, they had never heard of before) with all the fanciest-dressed people from all across the galaxy.
Though they were suspicious about the letter (especially the part where all three of them received one simultaneously, not helped by the fact that they don’t exactly dress in a particularly fancy way normally), they agreed that, while it was entirely possible it was a trap set up by Devan, if it was, it probably meant that it was also a free ticket to stop Devan from whatever plans he may have had, and so they agreed to head to the S.S. Fancy anyways.
When Jazz, Spaz, and Lori arrive, however, they realize that, while the S.S. Fancy was, in fact, real, it was actually a pirate ship owned by Devan Shell, not a fancy cruise ship. (Devan made it look like a fancy cruise ship using some kind of illusion-making machine or something. I’m not even going to pretend this is a well thought-out story with a deep plot or anything.) Not surprised in the least, the group sets out to step yet another one of Devan’s plans, which surely involves some kind of evil Plot Device or MacGuffin or whatever that he stole or bought or some such thing.
Surely they’ll be able to stop him before he builds whatever powerful supermachine is part of his plan, right? I mean, surely his plan involves a powerful supermachine, seeing as how his last plan involved that time machine…
My (admittedly somewhat nonsensical and/or weird) plot for the episode out of the way, I hope you enjoy the episode!
Never liked labyrinth-like levels (sorry for tautology). But they aren’t that bad for a beginner.
Most of the bosses are pretty easy to beat. For example, if you’re fast enough to reach Bubba and Bilsy before laser shield expires the fight literally is won within 1 second.
I liked the mechanics of the last boss though.
This episode had it’s ups & downs.
The first 2 levels felt somewhat mediocre and typical to earlier JCS attempts. There’s little use of vertical space, although I can forgive that for the level being a ship’s deck. Enemies are placed in bunches which (especially on Hard mode) rather slow you down a lot instead of actually making it harder. Some of the 3D Spike Boll patterns felt a bit out of place especially in the 2nd (underwater) level. The ‘pizza ghosts’ part was kind of fun to play, running into and bustin’ all those ghosts made me feel good, lol. The boss wasn’t very challenging but the combination of the Queen’s scream and falling block to make another boss differ felt original.
The first tube level was pretty good. The crate stomping and backtracking felt clever enough at times, and in some parts the respawning Sparks kept me thinking about facing the right way, while switching to the appropriate guns this episode gave me (mostly Bouncer, Toaster, and Seeker were useful). The Robot boss combo was okay but I was lazy and just spammed Bouncers instead of dodging the Tuff’s chains.
The Pinball Hell thingy started off pretty decent with some fun jumps to make with flippers and bumpers. But again the pathways were a little square & flat if you know what I mean, with little incentive to hop around and explore. And while I always love some pinball in any level, the amount of (Hard mode) enemies really, really slowed down the gameplay in this one. The (horizontal) Bumper patterns near the end felt a bit out of place.
The highlight of this pack sure is the scripted final boss. I liked how it’s segmented into different small phases each with a new attack pattern. It’s by far not the hardest scripted boss to date, but all of it’s attack patterns are perfectly fair and dodgeable, and it’s generous with carrots, giving you one for each phase defeated.
So there we have it. It feels like some good & bad gameplay got mixed together here, whether that was intended or not for the final release. Overall I had a decent amount of fun, but can only recommend Normal or Easy mode even for experienced players. I liked some of the pack’s ideas, and the scripted final boss saved it for Download recommendation.
GN and good luck! (this review was written by sleepy me)
OK, so here is my review of levels:
Level 1 – Welcome aboard the S.S.Fancy – Well, this level isn’t bad, especially using beach tileset and extra Diamondus trees tiles. The music “frolick Lane” is perfect for this level.
Level 2 – Under the S.S.Fancy – This is the water level, the traps and ghost enemies fit perfectly for the level. Music also fits perfect for the level. About the boss, it isn’t very bad, Robot and Queen aren’t the worst threat, however Bloody_body offers you a scripted collisions of Robot from Plumbing Climbing level From the pack called Stone Abyss. This will make the boss very difficult to beat.
Level 3 – Titanic Tube Tussle – This tubelectric level is very stressful because there are trigger crates and lots of ammo and enemies, however this doesn’t look bad for me.
Level 4 – Small Circuit Skirmish – The short boss level, however I could buff Bolly up and prevent from stomping on his top like Bloody_Body did in Thunder Wander level of Stone Abyss.
Level 5 – Heck’s Pinball – This level is good, lots of pinball objects, enemies and two bosses at the end. However this level will be played better if I choose Damn + Ice tileset from Holiday Hare ’17 pack and erase some of unnecessary tiles.
Level 6 – A Duel of Green Beasts – The final boss of the episode is set perfeclty, however I used the RMFinalBoss.it music for the preparing for the fight, for the fight I use ckbroken.mo3 music from Holiday Hare ’17. Also, the perfect tileset for this level is once again Damn + Ice from Holiday Hare ’17, unlike the previous level, there aren’t any unnecessary tiles to erase. I will also use HH17_Roar.wav (jjSampleLoad(SOUND::BILSBOSS_APPEAR) “HH17_ROAR.wav”); and EXPSTD3.wav (jjSampleLoad(SOUND::COMMON_EXPL_TNT) “EXPSTD3.wav”); samples for this level.
Summarizing, the pack isn’t so bad, I’ll give you 7.7/10.
Download surely is recommended
This pack starts off rough. There are some scattered humorous text strings, which I appreciate, but otherwise the standard levels are primarily straight lines with turns at various intervals. (The first level doesn’t even have any turns at all, though you do spend it going left instead of right, which I suppose qualifies as novel.) There are a lot of enemies but none of them present any real challenge because the open level design gives you full control over whether they live or die, and the ammo, while quite plentiful, isn’t really necessary. Introducing pinball elements to the Damn tileset is an interesting notion but ends up being more inconvenient than interesting. Eyecandy is highly conceptual—an island with trees with in the background, multiple parallax layers used for lava to make it look 3D—but not very detailed, so the levels don’t tend to be too interesting to look at.
The closest this pack has to a standout regular level is Titanic Tube Tussle, which has full-screen background layers, lots of direction changes, and enemies you actually need to pay attention to. The concept is straightforward but not bad: hit trigger crates to change which tubes are solid, so that the route ahead of you is forever changing. It works for a while but probably overstays its welcome, though the author does make a good effort to change things up after a while by introducing airboards to the mix. Where I think this level is lacking, though, is that even though you’re stomping a lot of trigger crates, you’re still not really thinking at all. The level looks like it should be a puzzle, but everything you need is always right in front of you, and you don’t have the agency to make your own way. Maybe you’ll feel impressed with the author for how well they arranged all the trigger scenery events, but it’s all on the author’s side and you’re not really contributing much. Also there’s surprisingly little backtracking until an airboard segment near the end, despite the trigger-crate-heavy level design almost begging for a chance to make areas harder each subsequent time you visit them.
What you’ll remember from this pack is the final boss, which takes some inspiration from Gunstar Heroes and such but is still an original experience for Jazz 2. The boss has a bunch of different stages, which is something people generally enjoy, and they all(?) make good use of patterns instead of pure random attacks, meaning you feel you have a reasonable chance of beating the boss without taking any damage if you just get good enough at figuring out how it works. (This is further encouraged at higher difficulties, where carrots are reduced or nonexistent.)
Download reluctantly recommended, but let me be blunt… unless you’re intending to write a review, you should probably just skip to hgfRMfinalboss, because the rest of the pack isn’t going to hold your attention.
Eat your lima beans, Johnny.