Review by SUPER DRAGON

Posted:
13 Dec 2007, 12:36 (edited 13 Jan 08, 03:19)
For: 41R5]-[1P
Level rating: 7.5
Rating
N/A

Where did NightHawk get the music,‘Facing the Evil’ from?

RecommendedQuick Review by sonicnathan 1

Posted:
11 Dec 2007, 20:32
For: Desolation (Updated)
Level rating: 9.5
Rating
10

Love it! Perfect I think! Great mask, tiles and animations! Good exapmle levels! Love it!

Quick Review by Aegis

Posted:
10 Dec 2007, 18:10 (edited 10 Dec 07, 19:50 by Cooba)
For: Tubepileptic
Level rating: 4.7
Rating
7.7

The lead should have had more attack (as in adsr), the guitars don’t really fit the song at all, and the breakbeat is just boring. Otherwise kind of interesting.

In short: NEEDS MOAR BPM + DISTORTION

[Review changed to quick review. – Cooba]

RecommendedQuick Review by Grytolle

Posted:
10 Dec 2007, 11:22
For: Mini Makeover: Tomb Rabbit Intro video Sequence
Level rating: 8
Rating
8

this is cool

RecommendedQuick Review by FawFul

Posted:
9 Dec 2007, 16:30
For: Desolation (Updated)
Level rating: 9.5
Rating
9.7

nice tileset.. i already used it for my example to xlm ;D
most because its high quality much different tiles like grass + industrial – moon
just everything what a tileset needs even the events like vine + poles are in it :D
pallette is nice i can almost every tile in layer 8 as 3D background without bleeding.
Desolation PWNS you all XD

~Faw

Not recommendedQuick Review by FawFul

Posted:
9 Dec 2007, 16:26
For: Tubepileptic
Level rating: 4.7
Rating
4

a bit harsh on my ears =( i can\‘t follow the rhytm good.. =S
some parts are nice though but i dont like all the sounds of instruments.. but i give an 4.5 because u changed much and its an real conversion :D

well.. i think i shouldnt give an download recommendation.. maybe next time..

~Faw

Review by DoubleGJ

Posted:
9 Dec 2007, 16:00
For: Tubepileptic
Level rating: 4.7
Rating
N/A

Ah, right. I forgot to mention, the weird sound that follows almost through the whole track is the heavily modified “Are you ready?!” voice sample from the JJ2 version.

RecommendedReview by Stijn

Posted:
9 Dec 2007, 12:04
For: Mini Makeover: Tomb Rabbit Intro video Sequence
Level rating: 8
Rating
8

Oh, this is nice. Gus properly “episodified” Tomb Rabbit and gave it an Episode File (so it shows up in the episode selection menu) and an opening cinematic. The episode file is quite nice, especially the logo, though I wonder why it’s placed in-between Jazz In Time and Flashback. Starting the episode starts the opening cinematic.

While it is essentially just a level, Gus took some measures to make sure it didn’t appear as such, and I must admit that it works really well. The palette of the tileset the level uses was altered in such a way that all HUD elements (such as the score indicator) are hidden, as well as the giant beam of light that usually follows Jazz while moving. This left me puzzled for a while and I only noticed it when the level ended and the reflection of the spinning diamonds was still there. Really clever.

The cinematic itself is, while short, quite nice. It’s not perfectly centered on the screen (which I suppose it was meant to be) but does look like a short movie clip rather than some clever parallax scrolling trickery and works well enough.

The upload also includes a patched version of the tileset used for the Tomb Rabbit credits, which also removes the score indicator and the rest of the HUD. As the author notes in the readme, it has some problems though (the tileset looks worse due to the limited amount of colors available and the enemies which were originally in it aren’t visible anymore). Still, I think it’s a nice addition, and it’s of course optional.

All in all, yet another refreshing and interesting upload from Gus, and certainly worth downloading alongside the original Tomb Rabbit. Keep up the good work!

RecommendedReview by Stijn

Posted:
9 Dec 2007, 11:49
For: Big Super Mario Tileset v1
Level rating: 4.4
Rating
4

A first remark: please do not put files in subfolders.

This tileset (which, as the title suggests, partly consists of tiles taken from Super Mario Bros.), is a classical “megatileset”, with several types of tiles which not necessarily fit with eachother. The tileset has some original, seemingly hand-drawn tiles, but also contains for example Jazz/Spaz/Lori animations, a textured background taken from Blade’s tilesets (which sadly does not work, even in 16-bit), and a lot of tiles ripped from the original tileset and other sources I cannot identify. And, of course, it contains tiles with all sorts of characters to make text signs with.

As can be expected the quality of those tiles varies, but is generally acceptable. Most Mario tiles are quite nice, I especially liked the question mark-block animation, though the combination of NES Mario and SNES Mario tiles doesn’t work too well due to the difference in palette and resolution.

A lot of tiles would be useful if only they were finished. For example, there’s a nice platform (taken from Mario) which is completely useless because there are no tiles for the bottom of the platform or to make corners. There are ripped tiles from the official tilesets, which suffer from the same problem. If you really have to rip tiles from other sets instead of drawing your own, do it in such a way that they do not limit your creativity by not allowing you to build platforms with more complex shapes than a rectangle.

Additionally the palette is quite bad, as the Textured Background does not work, and water looks horrid even in 16-bit. You might want to ask someone about this or read up at JCSref (http://www.jazz2online.com/jcsref/) or Disguise’s Tileset Resource (http://www.jazz2online.com/tilesets/) about this, Typhoon Bunny. The masking is severely flawed too: the ripped Carrotus vine, for example, seems auto-masked, so it doesn’t work as a vine. Vines should be masked with 1-pixel, 2-pixel max thick lines instead.

The author asks me to rate the example level too, but as this was uploaded as a tileset I’ll stick to rating the tileset only. The example level is quite nice, though, and even while it does have some flaws it shows some nice ideas and is a very good example of how to use the tileset. Even though the tileset is pretty bad I’d still recommend downloading this just to play the (single-player) level. I do not understand why there are 3 seperate music files in the zip file, though, as there is only one level. Jazz2Online is not a music repository, and you should only include music if it is not included with the original game and used by a level.

All in all this is a pretty bad tileset with a nice example level. So even though I’m giving this a 4.0, I still recommend downloading it just for the level.

Not recommendedReview by Stijn

Posted:
9 Dec 2007, 11:26 (edited 9 Dec 07, 12:12 by Fl@$h aka BlewMeUp)
For: Tubepileptic
Level rating: 4.7
Rating
3.5

Happy Birthday.

The remix starts with some non-distinct electrical noise which I can’t make much of. Then the beat slowly starts kicking in, but the electrical noise does not disappear, giving the whole a quite chaotic feeling, which I don’t really like. Having a bassline throughout the whole tune is not a bad thing usually, but when you try the same with whatever it is that is played throughout the whole song now the result is just… noisy.

Around 2:10 there’s a break where the noise fades away for the first time, which is nice, and the song turns into some breakbeatish rhythm with distorted voice samples mixed on top of it, and it becomes a lot more apparant that this is actually a remix of Tubelectric. This part was pretty cool, however again that atrocious noise can be heard in the background, which really turns me off.

The Tubelectric theme is repeated a few times, though remixed in such a way that it indeed sounds like how the author described it, distorded. It sounds slightly out of tune and a bit too distorded for me to like though. The high-pitched blips that copy the same pattern are a lot more appealing to me.

All in all this is a chaotic mishmash which fails to stay coherent or ear-pleasing, to me. There are some nice ideas in it, such as the vocal samples and the high-pitched blippy Tubelectric theme, but overall it has too many annoying parts for me to like this or consider playing it again.

Quick Review by SUPER DRAGON

Posted:
9 Dec 2007, 03:22 (edited 9 Dec 07, 11:11 by Cooba)
For: Mini Makeover: Tomb Rabbit Intro video Sequence
Level rating: 8
Rating
N/A

This is just an intro sequence. It requires some levels.

[Rating (1.0) clearance. I admit that Gus didn\‘t make it too clear, but this is supposed to be the intro sequence for \Tomb Rabbit\. – Cooba]

Not recommendedReview by Stijn

Posted:
8 Dec 2007, 18:13
For: Small symmetrical space
Level rating: 6.3
Rating
5.5

When reading the title of this level I was afraid that it would be a clone of MULCH, but it’s a little larger than that. Only a little though; it’s still rather small level.

The level layout is rather interesting and while not entirely original, it is certainly a strong point of the level. Basically, the route from base to base is U-shaped, with parts of the level unlocking as you go. This is done via trigger zones, so it might be a little confusing playing in this as the level is different for everyone.

The level is divided in two halves; the top part contains the bases and carrots, the bottom part contains the powerups. Though both teams can eventually access all of the level, the blue team gets to access the bouncer powerup first, while the red team first encounters an Electro Blaster powerup, which is a little unbalanced. Consider putting in two powerups that weigh up to each other, such as a bouncer/RF combo, instead.

Additionally, the level contains two 1-heart carrots, which I think is a bit much for such a small level. One carrot is really the limit for levels like this. The amount of ammo placed in the level is okay, maybe a little too much, but nothing problematic.

Gameplay problems aside, there’s still the eyecandy. The level uses JJ1: Battleships and for some reason I always find levels using that look somewhat the same. “Small Symmetrical Space” is no exception from this rule and adds a few not-too-serious tile bugs, which are however amplified because there aren’t many tiles in this level to begin with :P

I can imagine having a few short rounds in this level for fun. Due to the small size it might be fun with a lot of people, though that’s more the result of it being small than of the level design itself. The level itself is nothing special, with mediocre gameplay and eyecandy, and I wouldn’t really recommend download it.

Review by Birdie

Posted:
8 Dec 2007, 17:39
For: Hotel by gregor new
Level rating: 4.9
Rating
N/A

Fawfull: The tileset was made far more by other people than you.

Review by ThunderPX

Posted:
8 Dec 2007, 14:20
For: Tubepileptic
Level rating: 4.7
Rating
N/A

@FawfulCC: Christ man, music is for listening. Try listening to it.

Not recommendedReview by n00b

Posted:
5 Dec 2007, 00:48 (edited 5 Dec 07, 01:25)
For: Jazz Jackrabbit 2 The Movie
Level rating: 1.7
Rating
1.7

Once again I am quite wary of not only this pack (which barely made a 2 and has zero satisfaction) but also its sole review which for whatever reason decided to comment more on the eyecandy than the gameplay. This speaks volumes in more ways than one, and perhaps one of the reasons I don’t trust JJ2 reviews anymore. I run from A to B and its boring? Really? Great, no really it is. No no don’t go on, I’d MUCH rather hear about the terrible eyecandy, since you know it’s not like I have to PLAY this pack or anything.

Which is actually quite true, there are long stretches throughout JJ2 The Movie where you are not doing anything at all.
In an attempt to make the pack feel more like an actual movie, level designer Krinya forgot the fun and the pack suffers because of it. For example, there is a level consisting of nothing but Jazz falling. This nearly sounds like a half hearted joke, so I will repeat that line again with more emphasis: One level in this pack consists nothing more than of Jazz falling for nearly 45 seconds in front of a bland background while you sit and watch. No measures where taken to make this concept fun or at the very least engaging. Some form of obstacles would have been nice. There are many more instances throught this pack that require minimal work on the players part such as the downhill-roof slide in the first “scene”.

The levels consisting of gameplay are no better being extremely linear and discouraging exploration (the hologram castle warped me to my death just because I felt like exploring a tower a suicidal person jumped off of). They offer little challenge, variety, and half the time I was merely going through the motions not even knowing if the path I took was actually going to lead to the exit. It also feels like the levels were designed with the intention of being a part of a mobile phone game for an extremely low-end phone as there tends to be no more than one enemy on-screen at most times. There are also a few instances where the faulty level design got me stuck without having any plan of getting me back out, a sign of a lack of beta-testing for sure. Theres a “maze” puzzle early on that seems to really nail down the feeling of pack, allow me to describe it to you in case you have yet to play the level. Jazz must retrieve a remote which is in a tiny dirt maze of sorts. The remote is safely tucked in the middle and is easily accessible. There is a burning oil barrel at the top of the maze which requires more effort to get to and does nothing but hurt the player. Forget telling Krinya to spend time on the eyecandy front, Sonicnathan, more time needs to be spent on making levels worth playing.

The dialog during the city levels in scene-1 try to humorously mask the laziness in playing the same dull level repeated multiple times but ultimately fails. Unlike in Haunted Castle Manor where humorously pointing out bees don’t belong in an old castle was fun because the bees added to the gameplay, the minor additions to the second and third repeats of scene 1 do not. Not only that but the plot is completely inane and doesn’t seem to follow any sense of logic at all. Jazz despite signing up for a movie doesn’t seem to know the script. The director seems more concerned with killing Jazz for whatever reason instead of making a competent film. When Spaz shows up you really get the feeling this is some elaborate snuff film. Not to mention that despite being called “Jazz Jackrabbit 2: The Movie”, the movie’s plot doesn’t seem to follow anything from the actual game.

As if the poor level design (which breaks simple rules such as “You won’t have paths leading to bottomless pits at the level’s bottom”) and nonsensical story (the broken english wasn’t even that bad, the problems lie mainly with a broken plot) weren’t enough, the pack’s eyecandy is atrocious. Ahaha, did I say eyecandy? I meant Eyesore, shield your eyes kiddies Uncle n00b has just set his review phaser to “scathing”. Rocks float magically midair, poorly done backgrounds, tiles that don’t even finish connecting to anything, a mentality that only uses tiles to barricade you onto a single path, a hologram level that actually hurt my eyes while playing (no joke), and the god awful concept of an “invisible bridge”. You can probably make a bridge using Top Secret 3, its been a while, but I’m positive. If you can’t, just make a walkway. Invisible bridges are the level equivalent of closing your eyes falling back and expecting a complete stranger to catch you. I may be over reacting, but still, it bugs me.

All in all JJ2: The movie feels a lot like an old pack I made back in ’04 but never uploaded called “Operation P.I.G.” simply because the pack was meant for my entertainment, and my entertainment only. As I am prone to do, the pack was made completely terrible on purpose set to the story of a rather bad essay I read in class about an invention that makes pigs fly. The only difference between Operation P.I.G. and this pack however, is that JJ2: The movie isn’t an elaborate joke (at least not that I’m aware of) and doesn’t even include all the tilesets needed for the levels while nonsensically including tilesets prepackaged with JJ2 and TSF. No less than four times and perhaps a bit more while playing the pack I had to stop and hunt for the next tileset JJ2 said was missing like I was running errands for a pregnant women who got a new bizarre food craving every few minutes. I’m not sure if any of you have done that, but rest assured if the stories I have heard are true it is not fun. But I did unzip the tubelectric tilesets that came with the pack just in case my old ones deleted themselves (Read: Sarcasm)! More time needs to be spent on fleshing out the world in which the level is set both gameplay-wise (this comes first- remember that.) and eyecandy-wise, and the plot needs to at least have some kind of logic applied to it. I really never felt like I was actually acting in a movie outside of scene 1, it really felt more like Jazz wandering movie sets on his own accord while cracking one liners as the director followed him around with a cellphone camera.
Even without fancy mathematical algorithms, I can tell this pack is worth a 1.7 and nothing more and perhaps quite a bit less.

Review by master sven

Posted:
4 Dec 2007, 17:49 (edited 6 Dec 07, 07:38 by masterrokusho)
For: 41R5]-[1P
Level rating: 7.5
Rating
6.7

Airship…

Gameplay

This level has not got the flow I expected. In some parts there is allmost no flow as there are too many obstacles and in some parts there is just a huge gap with nothing. Speaking about gaps, when you leave the schip at the bottom, you just fall in something white at the bottom of the level and respawn {pits)but these pits seem to make this level more one wayed. To my experience, it also seems the blue team has some advantage accourding to how this level is designed.

Eyecandy

You did great for whatsoever you can do great with this title set. It does not really have a great eyecandy. The background is quite boring with some clouds and some moving spaceships which you can only see at some places. There is not really a foreground and the level looks quite black.

Originality

There are some mentionable things in your level, you made an entrance to the spaceship by ‘climbing’ up an anchor and you made a bonus warp which has the amount of coins in a text message which looks quite good. In the bonus part there are some chests which contain…shields! I think those shields give you a too great advantage, as players have to shoot you about two times as much to kill you, even if it is for only thirty seconds. I also got stuck somewhere where you could climb over some ropes and warp when you would fall, when I got on the spring I got right in the roof without touthing other buttons. Your level has some great features but it’s quality is decreased with the bugs it has.

Gameplay: 6
Eyecandy: 7
Originality: 7

Final Grade: 6.7

RecommendedQuick Review by sonicnathan 1

Posted:
4 Dec 2007, 15:13 (edited 16 Jan 08, 03:06)
For: 41R5]-[1P
Level rating: 7.5
Rating
8.5

Well I like it. Good job. Not perfect but I like the idea.

Review by hungabiesjozsi

Posted:
3 Dec 2007, 17:29
For: Castle Manor
Level rating: 8.4
Rating
9.5

It is brilliant!
I really enjoyed this castle level.
this is the best, and longest single player level of thet I played.

it’s a bit hard, but not impassible, i did it, the 4. try, becouse i left some cousines.

rating:

good:
-backround
-layer 3,4 decoration
-enemys
-long level
-not boring
-texts.
bad:
- i don’t like when i need serch cousines.
- a bit of hard.

RecommendedQuick Review by martin.mysak007

Posted:
3 Dec 2007, 07:35
For: Jimbob's Christmas Levels
Level rating: 7.1
Rating
7

hm?!

RecommendedReview by n00b

Posted:
2 Dec 2007, 23:06 (edited 2 Dec 07, 23:08)
For: Windmill Country
Level rating: 6.2
Rating
6.7

Note- I only played the single player variant of this level, if there are any changes in the multiplayer variant this review does not take note of them.

Windmill Country is a collect-a-thon level tasking the player with finding 100 coins much like the sublime Haunted Castle Manor. The storyline is about a lazy miller who asks you to find 100 euro (aka coinage) to pay off a villain who stole said Miller’s windmill. The process of getting said coins is quite dull and mundane. Unlike HCM which kept things tight and intertwined with twitchy action, Windmill country is far too open for its linear design and the action is dull at best. HCM relied on stock enemies for sure, but Windmill country has you fighting only Tuf turts and fat chicks. Not only is the action bland, but so is the manner in which you find coins. The majority of coins are laid out for you in bunches and rows, and very few require any puzzlework at all. The coins that do offer some interesting objectives but nothing that requires any braincells. Along with the long stretches of nothing interesting and all-too-few “puzzles”, Windmill Country has an extremely short length.

The level’s only saving grace is the quite awesome villain chase at the end of the level. While the concept is far better than the execution, it is still quite nifty utilizing the activate boss event to change the music for a cinematic touch and a payoff doused in absurdist humor. I would love to see Ischa (or heck, any other level maker) flesh this concept out in future packs.

The foreground and tileground eyecandy is quite empty and desolate, and really doesn’t offer much at all. The windmills in the background look fantastic though this more a testament to Gus’ tileset. Also, kudos to Ischa on the choice of music which if nothing else, really compliments Gus’ tileset style.

Windmill Country is hampered by the “Antz” effect of having a far superior product released shortly after it, without which some of the flaws may not have been as noticeable. Still from the few bits of brilliance here, and Chazz’s HCM it is clear that these collect-a-thon levels have some staying power and I’d love to see Ischa to take another crack at this subgenre again.

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