A Mostly Finished Episode 2

Rating
N/A
Reviews:
1
Downloads:
62
Date uploaded:
13 Oct 2025 at 06:45 (Minor update on 16 Oct 2025)

Download details

Re-upload/Edit Download
Author
sonicnathan 1 (More uploads by sonicnathan 1)
Type
Single player
Credits
PT32, SPAZ18 my OG Jazz Friends
Version
1.23+ (This file requires JJ2+)
Satisfaction
N/A
Screenshots
Episode2.zip (8.27 MB)

File contents

Readme.txt 18.14 kB 12 Oct 2025
ep2-1.j2l The Firestorm Approaches 1.67 kB 25 Apr 2013
ep2-10.j2l The Coast 7.57 kB 07 Jan 2015
ep2-11.j2l Down town Choas 21.31 kB 08 Jan 2015
ep2-12.j2l Baddy Breeding 25.58 kB 15 Nov 2018
ep2-13.j2l Chemical Labs 6.95 kB 06 Nov 2018
ep2-14.j2l Firestorm 1.35 kB 12 Oct 2025
ep2-15.j2l On the Run 7.04 kB 08 Jan 2015
ep2-16.j2l The Showdown 1.47 kB 12 Oct 2025
ep2-17.j2l The True Meaning 3.34 kB 08 Jan 2015
ep2-2.j2l Downtown Chaos 22.71 kB 15 Mar 2020
ep2-3.j2l Fight Night Street 12.62 kB 01 Jul 2017
ep2-4.j2l House of the Shells 7.22 kB 16 Oct 2025
ep2-5.j2l Crysilis Cave Forever 29.40 kB 06 Aug 2019
ep2-6.j2l Deserto's Wonders 13.63 kB 09 Aug 2019
ep2-7.j2l House of the Shells 2.80 kB 07 Jan 2015
ep2-8.j2l The Coast 3.58 kB 07 Jan 2015
ep2-9.j2l The Ship Wreck 10.35 kB 15 Nov 2018
CrysilisV.j2t CrysilisV 140.23 kB 11 Jan 2008
Episode2-ending.j2t Episode2-ending 185.84 kB 30 Sep 2012
Episode2-Intro.j2t Episode2-Intro 115.51 kB 29 Sep 2012
JJ1Deserto.j2t JJ1 Deserto 76.77 kB 09 Mar 2007
Noka - Labrat 6.j2t Noka - Labrat 6 199.23 kB 07 Oct 2006
Top3.j2t Top secret ][ 95.97 kB 21 Jul 2001
top3.j2t Top secret ][ 95.97 kB 21 Jul 2001
Waz18.j2t Dark Reign (waz18) 51.71 kB 09 Mar 2007
xlmbeach1.j2t Beach + Day 235.19 kB 01 Jan 2007
COLON2.IT Medivo 758.80 kB 23 Jan 1997
M6V-diem.it Carpe Diem 976.32 kB 30 Oct 1998
sunsong[1].it Sun Song 674.00 kB 28 Jun 2008
chaos2.xm chaos on dancefloor 285.69 kB 18 May 2000
daemon.xm Daemon 907.13 kB 21 Mar 1996
flying.xm Flying high... 897.34 kB 16 Aug 2009
Network.s3m Network 157.58 kB 11 Dec 1995
seti.s3m SETI 666.55 kB 06 Feb 2012
UN_Chizra.s3m Chizra 412.33 kB 02 Feb 2002
UN_spire.s3m Hub 3 907.13 kB 03 Oct 2012
wargate.s3m Wargate 806.07 kB 25 Oct 2000
lagoon.mp3 1847.79 kB 07 Jan 2015

Description

Edit: Fixed level 4 crash due to missing level. Thanks JJturbo!

Hey everyone, long time no see.
Over 16 years ago I started work on what was going to be a 4 Episode pack. I had dreams and aspirations of being the download of the month and wanted to make something huge and epic. Well being as I was 14 at the time, that went about as well as you can expect.

I spent YEARS working on this pack and I just never got to the point where I was happy with it. Still I regretted never finishing it, so the next best thing I can do is release what I was cooking in the hopes that someone finds some enjoyment out of it.

I never plan on finishing this, nor do I plan on making episodes 3 and 4. The pack should be entirely playable from start to finish.The only level that was never finished was the final boss, which I added a signpost to so you can go on to the final cutscene.It contains 6 regular levels, 4 or so story levels and a boss level.

Also included in a massive Readme file which contains my ramblings about the levels, planned story, and everything else I could think of that’s been floating around in my head over the years on this pack.

With that I hope you enjoy,
-Sonicnathan1/KingofKoopas

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User Reviews (Sort by Helpful Index or Date Posted) Average: 0

RecommendedReview by Violet CLM

Posted:
17 Oct 2025, 06:00
I might as well work here (565 Points)
Number of reviews with ratings297 Featured reviews26 Average helpfulness91%
Rating
N/A

I have two pithy thoughts here: the last modified dates for most of these files (mostly 2015-2019) are sad to look at, and it's an interesting pack that mostly reviews itself. The detailed readme gives sonicnathan's thoughts on all these levels individually, written years after they were made, in enough detail that I don't really think I need to do the same. I'll give some general thoughts but I'm not going to touch on every level one at a time, other reviewers may definitely want to though, there's a lot of variation here.

The earlier non-story levels, with the Colon tileset, do some interesting things with frogs and queens and so on, but they're mostly linear left-to-right single player experiences. They have a lot of block tiles, often the wrong ones, because Colon (like most official tilesets) doesn't have dedicated tiles for trigger scenery, and no one in 2015 would seriously entertain the idea of a ColonButWithTriggerScenery.j2t. That's an early way the episode shows its age, technologically speaking. Later there's a warning telling players not to save in a level because it's too big, which is no longer an issue, and the Bees event is used for wall/ceiling spikes, and stuff like that. It's all perfectly playable but one does occasionally remember that some problems have been solved in the last 5-10 years. The readme calls some of this out too, including a couple sequences where you need to shoot empty air to make small platforms appear, which gets you stuck if you happened to be inside the platform at the time.

The shooting-empty-air sequences are a great segue into one of this episode's main design principles, what I tend to think of as "mind reading" design, in that you have to be able to read sonicnathan's mind—or, realistically, just shoot and stomp every surface—in order to progress sometimes. There are a lot of things that would count as obscure secrets in other contexts but here are mandatory. What bothers me about these areas is how large they are, you're not just checking each wall in a room, you're wandering the entire level (that you've unlocked so far). One particular example: in the Ship Wreck, there's a one-tile-wide invisible hole in the ceiling. Initially it's walled off by a trigger scenery tile (which looks like a speed block), so if you see that and take note of it and remember which part of the ceiling it was at, you're good! Otherwise you're in trouble. Sometimes help strings or arrow signs will clue you in when you need to stomp a bit of floor, sometimes they won't. There are several more-or-less blind mazes scattered through the pack as well.

A random thought: for all that this is a single player episode, these elements remind me of something like Cracco World of Coins, or the UR Orbs levels. There, some of the progression is equally arcane, but because many players are exploring the same area at once, they can use chat to share discoveries and get everyone to the finish faster. Here you're more on their own. Also, because checkpoints don't do a good job of saving trigger scenery states, often the pack will make you spend many minutes in a row tracking down secret after secret, all the while dodging enemies and spikes, knowing that death will reset all your progress.

That's the negative. Even when the levels do give you hints, like saying a 'lower door' has opened, the hints are often hard to follow. As the pack progresses, linearity gives way to opaque confusion, the platformer equivalent of pixel hunting in adventure games. It's a distinct level design style for sure, it's clearly very intentional, it's part of the grand tradition of taking JJ2 levels in different directions than the official levels intended… it just kind of wears on me personally. I think without the checkpoint problem, and with slightly smaller areas to explore, I'd be fine, I'd regain the thrill of discovery and exploration, but there's just a little bit too much stacked against it right now, especially in the Top Secret level.

The positive is that there is still cool stuff in here! I'm naturally biased, but the Crysilis level is really pretty! There are so many different eyecandy elements thrown all over the level, and yet it rarely feels unapproachable. Yes, it can be hard to keep track of where you need to go next, but there's inventive design and cool platforming sequences! The background is surprisingly detailed for Crysilis too, and the number of enemies seem generally well matched to the ammo.

The readme mentions inspiration from EvilMike's episodes, and this is particularly obvious in the intro/outro text, but also in the use of specific weapons to gate progress, like descending through the level to find a single toaster pickup to blast through some toaster blocks. This is still rare enough to feel cool, I think! It does have the issue where you'll get only 3 or 6 rounds of a weapon, and need to spend every single one of them on the blocks, and definitely not slip up and kill an enemy instead—but in general the ammo and the blocks are close enough together that people probably won't make mistakes.

The readme isn't kind to the Chemical Labs level toward the end, which is mostly storytelling instead of gameplay, but I like it… it's a good example of level design as storytelling, working together with the more traditional text strings. (Levels in general are laid out differently from each other, befitting their tilesets and their story roles.) And then there's a kinda cutscene level afterwards that feels like an Another Story throwback.

For all that the more opaque puzzle solving didn't fully land for me, again, there's other good experimentation going on, like the queens early on. It's that skill of looking at what an event does and thinking about how it could be used, which can be different from how it was supposed to be used. The boss battles do a lot of this too, using flailerangs as added sources of danger, like the monks from Time Tripping. And there's a lot more pepper spray here than in most custom levels, acknowledging that it can be used as a sort of blaster powerup with finite ammo, good against tuf turtles (but also dragonflies).

I don't have much to comment on about the story, though it's neat that the readme goes into detail about what episodes 3 and 4 might have covered. Some of the asides are neat, like the hologram sequence. In general, Jazz is being a hero and Devan is being evil and has lots of evil plans and resources. It suffers from the same problem as a lot of similarly-plotted episodes in that Devan himself is mostly absent, you just get a disembodied voice from time to time, threatening evil against you.

Overall, this is definitely an episode with highs and lows, and I'm having trouble condensing all that into a rating, a number. It's a custom episode in the grand history of many custom episodes, a struggle between good and evil, a classic that we almost never got to see. It's a tour through complex layouts in varied locales, with puzzles to solve and enemies to kill (though that's rarely the focus). It runs a full gamut between basic linear design and whatever the opposite of that is, and therefore, no matter what your favorite point on that scale is, at some point in this pack you're going to encounter areas that are NOT that.

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