I really think this is the final version, the supported modes (offline sp and online coop) are thoroughly tested and updated now!!!
Newest update: 2025-11-05 (Click here if you wanna read the patch notes)
Queen Earlong made a cupcake and Lori wants to have it, now..! The Queen decides Lori can have it íf she solves the puzzles and beats her in a fair fight. Good luck earning the cupcake from her aerial castle!
-It’s mainly designed for offline single player but it’s also optimized for multiplayer (coop-mode only).
-The level features puzzles, requires Lori as the character, and is only compatible with newer JJ2+ versions due to its use of 32-bit tileset and custom AngelScript.
-Choose your favorite difficulty, they are all different. And read in-game texts carefully (you shouldn’t just open every crate as soon as you find them)
-Players are advised to use a 800×600 or 800×450 resolution.
-If you play coop-mode you gotta be in plusonly and latestversiononly mode (you can press T and write: ‘/plusonly on’ and ‘/latestversiononly on’). Otherwise the script isn’t loaded so nothing works then, even the background will be black so you’ll notice quickly.
General Disclaimers:
-It’s only compatible with newer JJ2+ versions due to its use of 32-bit tileset.
-I mostly made the background (the sky, sun, mountains) 32bit, the rest is still mostly 8bit except a few tiles. I was already making this level when the 32bit tileset update came out, so it’s not made from scratch for 32bit; it’s only reworked to 32bit.
-Older PC’s might have difficulty running it smoothly because it’s made with MLLE and has many layers. The script also adds to the workload. But decent PC’s will play it smoothly (except maybe coop-mode but more about that below).
-If you use cheats or debug mode; don’t blame me if you missed a trigger or something… There’s many and some are invisible to the player. But of course you can use debug mode (f10) to get Lori unstuck from a wall or whatever.
-Things sometimes get stuck. Just reset the objects with the pink button (you know what I’m talking about once you play the level) and try again.
Bonus mode: Coop – Disclaimers: (the lvl’s mainly about offline sp)
-Coop mode is more a fun but quirky experiment than a full feature. Don’t expect perfection but it’s beatable in an enjoyable way in my opinion. If you’ve got a coop-partner give it a go! But if you play alone anyways; choose offline sp for sure.
-Other multiplayer modes than coop-mode aren’t supported.
-If you wanna go to (online) /sp mode for a cheat or debug mode, be mindful you’ll maybe break the game mechanics and have to restart the level. So I advise you to stay in /coop. Because if you get roasted in online /sp mode every item will spawn in very weirdly and progress isn’t saved as in /coop mode. I also didn’t test (online) /sp mode thoroughly.
-If you wanna play it in multiplayer it’s meant for players hosting their own private server, not dedicated servers. Mostly because mutators will often cause conflict with the script.
-The level has many layers and quite a big Angel Script file, for coop not every PC can run it smoothly, but I improved the script a bit so it’s better now.
-If you play this in coop-mode someone might sabotage the play-through, there are some built-in safeguards against this though.
-In coop-mode things get stuck more often but just reset the objects with the pink button and try again.
-In coop-mode animations aren’t synced but it’s no problem. The Queen Boss isn’t synced either, but if one player beats the boss and reaches the ending part, the other players will be warped to the last section of the level as well. So all players can experience the ending (I made a little outro section with some texts and sounds).
-There can be desync between players, so objects (for example the ‘bigrock’) may appear in slightly different positions for each player. For tasks that require precise placement, have one player handle it rather than coordinating together.
-On some servers the ping is so high the level isn’t really enjoyable for online Coop and it could cause issues. But you only know if you tried, just try to have good ping. :p And a good pc!
-In coop the other player’s text is sometimes shown for a few frames in-between their own text when both players are reading two different texts at the same time. It’s unfixable for me because I had to rely on angel script texts after maxing out the default texts and it comes with a lot of issues. I fixed these for 99.9% but this last issue was too difficult and not worth it anymore; offline sp is the main mode, and it’s only a minor inconvenience; the wrong text is only shown for a few frames and you can still read the main text you’re trying to read.
On a Final Note
Especially online coop mode was very unpredictable, I tried to test (almost?) all scenario’s; ‘what if 1 player is there and the other here while trigger 2 is on and trigger 5 is off, and then you try to jump here and the other stands there, when in hard mode but surely not in easy mode’ etc etc. This way I tested all plausible scenario’s to a point I think it’s very good, but of course there’s a limit to how much I wanna test this for just a bonus mode for every scenario when it’s highly unlikely to happen anyways so of course you might find some glitch I didn’t fix, it is what it is!!! It’s most likely a very small insignificant one anyways, otherwise I would have noticed probably. At this point I just have to accept it as is, otherwise it’s getting unhealthy and too serious for a project that should be fun. It feels like I can always find another fix if I try hard enough, is it still worth it though? I don’t believe so anymore! I tested it so much, it will work flawlessly 99.9% of the time I’m convinced (besides the disclaimers, mostly for coop). And for the last 0.01%; “Bugs” bunny is Jazz Jackrabbit’s best friend I guess :P And the rabbit hole can always go deeper, so you just have to stop at some point and move on to learn more from another, new project.
None the less, I’ll probably play this level every once in a while for fun, but I hope I won’t find any glitches ever again!
If you found any obvious glitch or something else that could be improved though, feel free to let me know in a pm here or a review. Some fixes might be worth it! Any constructive feedback is appreciated. :)
Froducish helped a lot with coding, especially coop optimization. Usagi, Froducish and TanKanT helped with testing the level. I also got some tips from Violet CLM (and Violet made MLLE of course). I used the tileset of Mmadguy as a basis - I added colors, blocks, tiles, frames + the mountains, sun & sky background and reworked it into 32bit though. I also used an edited version of the wind animation from hh24 level 06 and an edited version of the waterfall animation from Diamondus.