Quick Review by BlijBlijBlij

Posted:
30 Dec 2025, 15:18
For: Lockjaw
Level rating: N/A
Rating
N/A

That Redeemer is AMAZING!!! I think that this missile will open up new creative ideas for level gameplay!

RecommendedQuick Review by Dyzmon_88

Posted:
29 Dec 2025, 15:39
For: Homemade Levels
Level rating: 7.3
Rating
7.5

I really like the levels. They're simple and classic, which evokes a lot of nostalgia and is very enjoyable to play. It's a shame there are only five levels, but they're well-designed, with a few hidden rooms, and I didn't find any bugs. I recommend them to anyone who enjoys classic-style levels. (Written with Google Translate)

Quick Review by Moodler

Posted:
23 Dec 2025, 10:28
For: Jazz Jackrabbit 3DX(JJ3DX)
Level rating: 10
Rating
10

Where is EXE?

Quick Review by Moodler

Posted:
21 Dec 2025, 10:23
For: Spyros City
Level rating: 8.8
Rating
9.5

You are the Best CTF Level EVER!!!

Quick Review by Moodler

Posted:
18 Dec 2025, 19:07 (edited 18 Dec 25, 19:46)
For: Ninja Battle (Fixed)
Level rating: N/A
Rating
N/A

I Removed Vine Cuz Vine Didn't Work.

RecommendedQuick Review by ForthRightMC

Posted:
16 Dec 2025, 10:13
For: Castle + Damn Ultimate
Level rating: 10
Rating
10

Hilarious and original

RecommendedQuick Review by snzspeed

Posted:
14 Dec 2025, 09:05
For: Castle + Damn Ultimate
Level rating: 10
Rating
10

level is tedium

RecommendedReview by BlijBlijBlij

Posted:
8 Dec 2025, 20:15 (edited 9 Dec 25, 07:58)
For: Find It Out (Single Player)
Level rating: 8.7
Rating
8

Apparently the community waited on this level pack for a verrrrry long time. In 2024 it finally came up… and it was well worth the wait. I had a really great time playing these levels! It was a big challenge for me, but I had a really great time playing the pack. It was a carefully crafted adventure consisting of 10 or so levels. Most of them have a fair difficulty level.

The first level From Here To… was already looking promising for what was to come. And something did already came in the second level: a race against time to escape! This was so very cool to see everything blowing up and collapsing around you while trying to quickly get out!
Then we had the Dark World level. Here I had my first struggles, when I was lost for like 15 minutes at the entrace before I finally found my way into the rest of the level. The rest was great, with a very creative sub boss battle!
After that we had a double level into hell. Maybe not very special and kinda monotone, especially since the tileset is used very often in this pack.
In The Quest I was really struggling with the bottom part, were I was unlucky with the timing of the platforms coming my way and moving back off. I missed the jumping very often before I finally made it across.
I really enjoyed Rine to play! It was more lineair, but that's alright to me. It actually helped me to not get lost anywhere. This level also had some cool mechanics, allowing you to enter doorways and explore rooms.
Then I was lost in the Realm of Shades level after finding 4 of the 5 Trigger Crates, but couldn't find the last one after over 15 minutes of looking. No hints were to look at… no maps… no clear arrows… I just couldn't find it!
I had another bad moment with the Bubba Boss in Realm of Flames, which was too difficult for my playing skills to actually master. I was clever enough to hold an invincibility and the maximum of three carrots so I could stay alive just long enough to defeat Bubba and pass.
Then we were back into hell which, I mentioned earlier, was becoming a bit monotone. Also: I had a very bad moment in the Tricks and Traps level. I just couldn't get through without using cheats! This level was simply too difficult for my playing skills. I lost like 100,000 points by all my deaths on the platform and Spike Bolls part until I finally used jjfly to get by.
The final boss in Hour of Justice was a bit anticlimactic to me, since it was 'just' Bilsy, although he was joined by many other bad guys. But still: I was hoping for a more epic custom boss, especially with the already mentioned sub bosses in mind!

What I didn't mention yet, but really liked, is that this episode has quite some replay value. Some levels offer an extra challenge to you finding enough purple gems for a score bonus. You'll definitely not find them on your first go, so that could be a motivation to give it another shot. You could also try to beat your personal best score! When the episode finishes you get an overview with all your stats and it's up to you to improve that, maybe on a higher difficulty!

Although this episode is far from perfect it was a real pleasure playing it. I think advanced JJ2 players are going to have a great time when they download this pack. Have fun everybody!!

RecommendedReview by BlijBlijBlij

Posted:
2 Dec 2025, 21:39
For: Foo Single Player 2/14: Electric Foorufoo: BunnyLover 2018: This Time It's Personnel, Kid
Level rating: 9.9
Rating
9

Like I said in my earlier reviews I'm a huge fan of VioletCLM's amazing work. To me he(?) is a real godfather in JJ2+ level building and introducing mind blowing new features. This episode is a true feat to that fact.

It consists of seven levels and a final boss stage. The playthrough of these stages is quite similar to Threed Realms I reviewed before: you need to collect the coins in the level in order to exit. All levels are blessed with amazing eyecandy and – as many VioletCLM levels do – mind blowing features which make you forget this is still JJ2.
The first two levels were a fair play to me. Not too hard, but not to easy either, although I couldn't finish them 100% (with coins AND treasure). The third level however was quite a challenge already. I couldn't finish it off without using cheat codes, since my JJ2 playing is not that great… even after over 25 years of practice. Levels 5, 6 and 7 too have points I couldn't pass by using cheat codes. And the final boss, even after nine months of trying… no way that I could beat it without cheat codes. I have played enough of it though so I've seen everything of these stages, including the sub bosses that pop up on certain levels and the many many amazing puzzles and challenges you've got to solve. And did I mention the funny dialogues and the unique attack system? Go have a check yourself!
I won't take level 4 into account for this review, because I simply can't get through! I get lost all the time and there are no possibilities to save if you want to take a break or finally go to bed after collecting only a handful of coins after a full day of playing. I postponed my review for this upload quite some time, since I've finished all of this episode APART from level 4. Now, after months of trying I finally decided to do my review anyways.

In all I have to admit that this episode, even though is technically amazing, is too hard for me to master. Which is a serious con for the players that don't have that much JJ2 playing skills like myself. That means one important thing for the rating: while all other users rated this upload 10 I'm the one who is going to break that, which feels a little weird. On the other hand though: this pack is still amazing and for the advanced JJ2 players it's an absolute must to play. But even players not that great like me can still have a great time with this pack because you will be deeply impressed with all features the levels come with.

All in all: I'm gonna rate this upload 9 with download recommendation.

RecommendedReview by BlijBlijBlij

Posted:
1 Dec 2025, 10:01 (edited 19 Dec 25, 15:03)
For: Threed Realms
Level rating: 9.6
Rating
9

I had an amazing time playing this simply lovely adventure. Yep: I'm saying 'adventure', since I can't even call it a normal level anymore. It's a real journey full of surprises you're going on!
I'm a huge fan of VioletCLM's work for the very simple reason he(?) is so very creative, always coming up with mind blowing new ideas in his(?) packs. This is just VioletCLM in all his(?) glory!

Soon as I started the level I saw the coin and skull indicators on the top corner of my screen, realizing that this was once again not your average JJ2 level. It was clear to me that I had to primarly search for those coins (skulls are optional). Well… and what a search it was. Most of these coins were actually quite cleverly hidden.
But the most amazing time I had was on the flying saucer. WOW!!! Did I already say that we're still playing JJ2? I'm familiair with hoverboards to fly with… but now there was a proper flying machine to take control of! Powerups included. It was amazing! I also liked how you could use the saucer afterwards to quickly transport yourself to other parts of the level. It could use a selection screen for that goal though, but that's just one of the few cons on this feature. Perhaps VioletCLM could add it on an update?

Does this level has more cons? Well… the advantage of the level being so big is a disadvantage at the same time, since I got kinda lost quite a few times. The map that comes with the level is not sufficient to prevent that. Once I was lost for like half an hour and finally used cheat codes to get myself going again. Another little con is that I found the ending a little anticlimactic. After crossing the tunnel in Sugar Rush mode you immediately exit the level. I was expecting something like a very cool final boss or at least something epic to finish. It was quite disappointing to me that the level instead finished right away.

So no: it's not perfect. But hey, a respectable 9 with a download recommendation and lots of respect to VioletCLM feels fair to me! Have a go everyone, it's worth it!

Quick Review by jjturbo9

Posted:
24 Nov 2025, 21:45 (edited 24 Nov 25, 21:46)
For: Lori Land - More Mori (Modded Lori, 32bit tileset)
Level rating: 8
Rating
N/A

Reaction to Stijn: thanks for the constructive feedback, since then I fixed the things I agreed with!

And thanks for the positive feedback other reviewers! :D

Review by Superjazz

Posted:
9 Nov 2025, 09:44
For: Starling
Level rating: 8
Rating
7

Starling! Now this is a level to remember from the JDC season 33, in many ways! There is also a CTF version made of it, but since this is the original, I'll focus my review on it.

I feel that the recent levels by cooba have had a greater focus on unique gameplay traits combined with more restrained visual side. This level follows that tradition. That isn't to say that this level suffers from lack of visual detail. In fact, there are quite some nice original approaches to the visual side here, like combining wall tiles from Stonar-tileset with the palette from Colon, making it feel like an alternative Colon-tileset was used here.

A significant amount of effort was put into the sprite layer visuals, and especially into the wall-tiles, which helps to maintain some visuality, but perhaps there could have been more variety to it? I feel that with the level's palette, the colors are quite intense and they are everywhere. The night palette in the CTF-version helps a bit. The level background is a bit too empty to my tastes, but I admit it helps to balance the otherwise intense colors a bit.

I think the gameplay is the stronger side here, but with a more quirky style. The layout is definitely unique, but I think it suffers from too narrow passages here and there, which have luckily been improved in the CTF-version a bit. There are also a few spots that enable camping with limited ways to counter it. Bonus points for the (sewer?) room with the coin minigame to counter camping at the top of the level.

To summarize, Starling is a unique and original battle level with a mix of new- and oldschool gameplay-traits, eventhough it's not my favorite battle level by cooba. However, I have some fun memories from it as it got highlighted during some recent JDC events. I especially remember the LRS-round with the death circle-mutator; An intense final battle between me, FawFuL and minmay in the final ring. Good games!

RecommendedQuick Review by jjturbo9

Posted:
5 Nov 2025, 04:41 (edited 5 Nov 25, 04:45)
For: Spyros City
Level rating: 8.8
Rating
8

Nice simple ctf level, should be fun to play online! Let's play it sometime Spyro! I recognised the music from Mario Kart, which I liked. I also really like this tileset and you made good use of it. O and btw: nice screenshots.

RecommendedReview by Violet CLM

Posted:
17 Oct 2025, 06:00
For: A Mostly Finished Episode 2
Level rating: N/A
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.

Not recommendedQuick Review by Violet CLM

Posted:
11 Oct 2025, 18:29 (edited 11 Oct 25, 18:30)
For: castle of nightmares
Level rating: 2
Rating
2

This is more of a Mario level than a Jazz level, it's very basic platforming that's not well suited to how far and fast Jazz can move. Also falling into the pit doesn't actually kill you or anything, you just softlock. You are using more than two layers, though, so that's a plus.

RecommendedReview by Slaz

Posted:
25 Sep 2025, 13:40
For: Good Morning Turtleville!
Level rating: 7
Rating
7

This level manages to feel like a typical, average vanilla JJ2 level at first but differentiates just enough to be unique in its own way. There is no ammo so you’re stuck with a blaster (at least on Hard which I played on), which isn’t really a problem for most of the vanilla enemies you’re up against except maybe for the ravens while airboarding. Carrots are plentiful but not scattered around very evenly, as it felt like the latter half of the level had more of them. The pathfinding wasn’t always clear to me, with silver crates rarely marking or even hinting at what they open up. Some walls seen earlier while playing are clear candidates for trigger scenery, but a random manhole? That took me longer than necessary to find. That, and the random warps unexpectedly taking you away while falling didn’t feel like the most intuitive pathfinding. Other than that, I can’t deny that the level was fun enough to play through, with little diversions to keep it fun, such as a snowstorm covering things up and making rooftops slippery about halfway in the level, and an airboard ride in the wind. Download still recommended!

Review by Slaz

Posted:
31 Aug 2025, 16:02
For: Devan Bites Back
Level rating: one starone starone star
Rating
N/A

I remember playing this long ago, so I wanted another run. For an early SP it's not terrible. Very plain level design with enemies put in lines and very powerful PU's up for grabs early on, but at least there are some original ideas.. A basic story, running across collapsing floor, and the for the time obligatory multi-bossfight of course. Music re-utilizes some original JJ2 songs in an out-of-place way.

Review by Violet CLM

Posted:
19 Aug 2025, 05:03
For: LimoeirovsCarrotus(Monica gang)(Turma da monica)
Level rating: N/A
Rating
N/A

I'm not the best person to review this, because I'm not familiar with Monica Gang or Brazilian Comics in general. This reminds me of https://www.jazz2online.com/downloads/1678/land-of-blode/ more than anything, but that had level design and tiles that were drawn to be used in levels. This really doesn't. The clipart is oddly small, but more importantly, the level art just doesn't line up with the 32×32 pixel tile grid at all. The level is a bad use of the tileset, but I don't think it's possible to make a _good use of the tileset. The author needs to find a drawing program that supports 32×32 grids, and then get some practice drawing tiles that fit in that grid and can repeat as tiles.

Review by Violet CLM

Posted:
10 Aug 2025, 16:24
For: Frog Stomp, But Reversed!
Level rating: 4
Rating
4

I like the reverse layout approach, but this is lazily executed. In particular, arrow signs still point in the old directions, there are unnecessary springs, star blocks are used as trigger scenery, and there are two trigger crates in the same area for some reason. More problematically, the witch activates and reactivates at the wrong times, the health bar flickering in and out of view for no clear reason.

Quick Review by SwordSx

Posted:
27 Jun 2025, 08:22
For: Dragon RF Test 2
Level rating: 8.5
Rating
8.5

The hardest test have Been created !,but as you said it is very good for challenge

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