Review by Violet CLM

Posted:
Posted more than 22 years ago
For: Heating Up
Level rating: 7
Rating
4.7

New concepts in level design… gameplay has never been this flat!
This level essentially could be plotted out with a program that creates filler material and changes directions when told to: Right, down, left, down. Sure, while travelling the lengthy horizontal parts (which you can easily skip over as Jazz – this level is so incredibly biased) you have to jump, but if you pay attention, you notice the design is really just “move forwards”. This level would not be misplaced in a Mario game. As for the little nuances in the flat paths, they mainly consist of the author taking whatever weird tile structures are prebuilt in Inferno and putting them into the level.
What’s good? There are a few interesting parts like the coins/1up at the spikes, and (considering the lack of fastfire) the blaster powerup isn’t the worst idea.
Pros: Not too much. Read the last paragraph.
Cons: Design way too boring.
Rating: 4.7

Zooooooom… ouch.
With a design so strange, what can the gameplay be like? Surprisingly, not too bad. The flow is really annoying, due to the constant idea that “a small cliff is a good obstacle”, but for the most part, it’s decent. Bilsy, of course, has an awful arena, but I suppose we’re used to this by now. ….and I can’t think of anything more to say.
Pros: Not too bad.
Cons: Not too good. Bilsy is bad.
Rating: 5.2

Yum! Yay! Die!
Getting steadily better here, placement is really rather good indeed. There aren’t nearly enough weapons, but enemies seem placed logically throughout the level, likely to cause damage. There’s an ingenious bit at the top of the level where you can find bats, which aren’t noticable unless you’re skipping through the level as Jazz, at which point they swoop down and hurt you. Brilliance. The ravens are always good, and the land stuff does its job as well as anything with such limited intelligence can.
In the style of the original SP levels, goodies are placed generously in this level, available for just a little extra effort. There are a few bomb crates, the extra life needs extra work… all nice, though maybe a little too easy. My main complaint is the trigger crate, which is depressingly pointless.
Pros: All fairly good.
Cons: Not enough ammo, trigger crate is bleh.
Rating: 6.5

I can see the sky from here! Isn’t Kansas wonderful?
One of the more disappointing parts of this level is the eyecandy. Layer 4 consists mainly of ordinary walls (and a few trees), with far too many open spaces. This would be fine, but the open spaces are just that – open – no interesting filler stuff. Maybe a little more cave would be good… but really, the level seems far too empty. And imagine what it would be like with low detail…
As for the other layers, they’re extremely bleh. The author copies (maybe literally) the original graphics from Inferno for this level, leaving a primarily empty background. The lighting even causes the walls to partially blend in with the background, making this a very annoying/boring level to look at, on the whole.
Pros: No tile bugs that I noticed.
Cons: Extremely bleh.
Rating: 4.5

What’s new, and should you care?
Very little is new. I can not think of a single thing in this level I have not seen before, to tell the truth. …wait, the bats. Ok, the bats are new. But the rest of the level is extremely hum drum and blah and old and that sort of thing.
Once you’ve played this level once, you have little reason to ever want to play it again. The annoying design, mediocre eyecandy and less-than-amazing gameplay combine to create an unexperience which should remain unrepeated. You may, in fact, give up before finishing the level. It’s just that dull.
Pros: The bats are new!
Cons: Boring.
Rating: 3.0

New joy wait upon you; here our play has ending.
Here we are in the summing up, and I can think of little to say I have not already said. This level is good for a first level, but in no way deserving of such ratings as an 8.5 or 7.7. In short, this level is a wonderful representation of the poor quality we are forced to put up with these days, but it’s not wonderful in too many other ways.
Pros: The placement! The placement is good!
Cons: So… dull… must keep… eyes open…..
Rating: 4.5

Review by snzspeed

Posted:
Posted more than 22 years ago
For: DeSeRtO
Level rating: 4.4
Rating
4.7

Hmm.. this level is quite interesting, so i decided to review it, here is the result:

EYECANDY / TILESET USE:
Well, everything what i saw, was quite boring, because you used same tiles, (those tiles what had collapsing scenery event in them, etc.)
But, at least, there is a background what fits to level, and its quite nice.
Pros:Background.
Cons:Quite boring eyecandy…
Rating:5.5

GAMEPLAY:
Gameplay is mostly boring, and if it is boring it is not good. You just have to walk alot, there is some enemies, but they don’t give any challenges. Instant death effect gives though, sometimes.
Pros:well.. at least its average.
Cons:Boring gameplay, quite un-challenging.. etc.
Rating:4.7

PLACEMENT:
Okay, enemies are nicely placed, there is not too much though.. also, there are some foods and ammos and their placement is beetween ok, and average.
Nothing else to say.
Pros:ok placement..
Cons:not much stuff…
Rating:5

FUN FACTOR / ORIGINALITY:
I think that this level is not fun, but its quite original though..
Pros:quite original.
Cons:not fun, and boring.
Rating:4.7

CONCLUSION:
Average level.
DOWNLOAD RECOMMEDATION:your decision.
FINAL RATING:4.7 ( 5.5 + 4.7 = 5 + 5 = 5 + 4.7 = 4.8, there is no rating 4.8 so i need to round it to 4.7, sorry.)

Review by Mercury

Posted:
Posted more than 22 years ago
For: Wadledee's Carrotland
Level rating: 6.8
Rating
6.7

Two days hmm? That’s pretty quick! Okay, let’s review…

Gameplay:
Nice, I liked your frog part and the rollercoaster stuff. I noticed a number of bugs in the rollercoaster, like not going through well. This is not really fun to correct. :P
Avantages for Spaz in the levels, indeed. Poor Jazz…

Event placement:
Good. Sometimes it was a bit unlogical, like the dragons, I didn’t find them anywhere else in the level, but this doesn’t really matter. Fun.

Bugs:
Many many many of them, especially tilebugs. There’s only one thing I can say: FIX THEM. By the way: I think you know that Tweedle Bosses don’t work…

So, reupload please. It will bring up your rating.

Overall:
A fun level. Nice. A 6.7 from me

Review by Marci

Posted:
Posted more than 22 years ago
For: Instagib Land
Level rating: 6.3
Rating
N/A

Man no offence dudes but I LOVED THAT MAP! It freaking pwned. Although small it is exellent for 1 on 1’s or party’s with my mates! Also the tile set was shweet! Now onto my rating: 10/10. Why? It was fun and delicious to look at!

(Abused content/Rating removal. Please back up your ratings with more details if you are going to rate so contrastingly to the other reviewers. -Trafton)[This review has been edited by Trafton AT]

Review by JelZe

Posted:
Posted more than 22 years ago
For: DeSeRtO
Level rating: 4.4
Rating
N/A

Here I am again (Gee, I’m starting to look like Aiko…)

One thing (this is becoming a standard in my reviews, I always have something to comment about): this is a JJ2 TSF level, with a converted JJ1 tileset. Please edit the info accordingly.

First impression:
The level type unknown, but my first guess would be a SP level. Unfortunately, a tileset is included, but not the right one. Dx, what kind of tileset did you use? The conversion Violet made, or a conversion from scratch? Because I can’t seem to play it…

- JelZe GoldRabbit

Review by cooba

Posted:
Posted more than 22 years ago
For: DeSeRtO
Level rating: 4.4
Rating
5

Your levels are sometimes rises, and sometimes falls. Sorry but this level is FALL.

Default Point Level:6

Eyecandy extra points:
BAD. This black board on bottom makes level just ugly. – 0,5 p. Also collapsing scenery at end isn’t very high quality. – 0,5 p.
In BG layers you may see high dunes. And where’s famous Sun of Deserto?

Overall = -1 p.

Gameplay extra points:
That black board means death from BlurredD’s levels, it isn’t surprise. Your levels become “I-KNOW-WHAT’S-IN-HERE-BECAUSE-I’VE-SEEN-THIS-IN-MANY OTHER-LEVELS-OF-THIS-AUTHOR-:P” -0,5p.
I cannot enter some parts of level without cheating, f.x.: wall few-yards right of green spring. -0,5 p.
And finally boss. Arena is FULL of spikes that means DON’T TOUCH.Interesting. But Bilsy (boo) sometimes appear behind right wall of screen so you can shoot he only with bouncer. Personally I want to Bilsy stays behind this wall forever, but I must be objective in reviewing. Sorry. 0p.

Overall = -1p.

Music and other cool stuff neccessary to make levels good like RHG extra points:

Music is choosen even good, but it sounds overused (another article is incoming). I don’t like original Deserto tune, though. +1 p.
Other stuff blablabla is things like tileset use, originality and else. So, tileset is good, but you’re not first person that want to building with this(Deserto Traps will be a test level). +1p. Originality – see PHT’s review in “Monkey Lab” :P :B :D -1 p. And else: ee.. never mind :/

Overall: +1.p

OVERALL OF.. OVERALLS?

6-1-1+1=6-1=5

Five points to be exact.

[This review has been edited by Cooba]

(Dash reduction edit. Ignore me. ~Violet)[This review has been edited by Violet CLM]

Review by Ðx

Posted:
Posted more than 22 years ago
For: DeSeRtO
Level rating: 4.4
Rating
N/A

mayby ( i think ) its bad but mayby its okey…..

Please download but review it to…

[This review has been edited by dx dc]

Review by DarkSonic

Posted:
Posted more than 22 years ago
For: Wadledee's Carrotland
Level rating: 6.8
Rating
6.5

Hmmm, a average level. Let’s start:
Gameplay: there was some good gameplay in this level. There were also some bad things.
-There are lots of V and H-poles
-There was a spaz biasing place here.
Eyecandy: There was good eyecandy here. Good use of caves and plants.
Pickup placement: Good food and ammo placed, some unnecessary gems and coins that are unnecessary too.
Others: many bugs and you don’t see the boss
Now my rating: Well, 6.5.

Review by Violet CLM

Posted:
Posted more than 22 years ago
For: Microtubes
Level rating: 2.7
Rating
2.7

Hmmm? Interesting… no reviews? I wouldn’t expect that from a normal level…
..of course, maybe it’s not normal. The most impressive thing about this upload is that it took about a half hour to make. I bet the text took up a large portion of it.

It’s 12 ‘o’ clock, do you know where the fun is?
This level has a rather unusual design. Four 8*7 rooms, which you can traverse using the holes in the walls. Strangely, there is text inside these holes, but only in the middle tile – not on the parts one is more likely to be in. Why in the world did the author choose to upload this level? It looks awfully like a “wow I made this in (amount of time) I must rock” level that doesn’t get uploaded. But I disgress.
Ok, “fair witness” mode aside, you now know what the design is like. So the question that arises is “Why is the design like this?”. It hampers flow, the springs aren’t too well lined up with the horizontal holes… yeah. Levels with this sort of design are interesting to make as an experiment, but to tell the truth, they rarely (if at all) turn out well. This did not.
Pros: The author included springs (though green would be nicer), thankfully not leaving you to high jump through the holes. TSF Compatible!
Cons: This design! It’s just horrible.
Rating: 2.5

Here’s a riddle for you… what’s green and white and bad all over?
Answer: The eyecandy for this level. The walls consist entirely of the greenish pipe tiles included in Mez01, and while there are no tile bugs, this is hardly surprising. Mez01 really has a lot of possibilities for eyecandy most people don’t bother with, but this level bothers with none of them! Give us some blocks! Pipe variation! Other layer eyecandy! Something other than this DISMAL green stuff!
…ok, I exaggerate. There is background eyecandy. Sort of. Apparently the author has taken the star tiles and thought something like “Look, white dots. Like snow!”. So voila, the white stars go down. Straight down. At a rather unusual speed. Not only does this end up not looking like snow, but it’s so obviously tiled it’s almost painful to look at. You’ve got at least two unused layers for eyecandy, add some depth to the snow! Different placements, different speeds… please?
Of course, the question arises; “Why is there snow in the first place?” The level name is Microtubes, the filename is electro1, why is there snow? It’s like that “Snow in Carrotus” level: the snow is only there because it can be. Ok, I’m only going to say this once: Your level name is Microtubes, get some tubes in there! Mez01 has lots of tube tiles just asking to be eyecandy… don’t waste time on inappropiate snow!
Pros: I guess the snow Is kind of original… no tile bugs in the pipes.
Cons: ARRGH! Lack of EVERYTHING! WHY WHY WHY WHY?????
Rating: 3.0

See the little angels… how do they rise up, rise up, rise up?
Weapons placement is actually surprising sensical, considering the other aspects of this level. You’ve got Fastfire (always a good idea), EB (nice with so many walls), Seekers (for those annoying people in the room opposite) and… TNT. Well, three out of four ain’t bad.
The weapons are placed in corners of the rooms, which actually is more logical than putting them in the middle where they’ll just be shot down. My only real complaint is that no matter how fast they generate, four of each type is really not enough. A strategist Could possibly stay alive for some time in this level, as it’s not a tiny carnage room – so give us more weapons.
As for those things known as “other pickups”, they do not exist. Again, this is a good thing, as they’d be completely pointless in this level.
Pros: Somehow, this factor is far better than all the others, despite a rather obvious lack of real thought or effort. Things are placed well, and nice choices.
Cons: Why TNT? And again, there needs to be more ammo.
Rating: 4.5

Wow! Let’s do that again!
Oh, no. A few minutes in, this level is probably going to get boring, unless you’re already very bored. Of course, one person is bound to like it for that reason, as why else would it be hosted in the first place? This level is good for a quick glance at “how not to make really fast levels”, but for playing – no.
Pros: I suppose some entertainment could be gleaned.
Cons: Just not enough. The appearance doesn’t really lend to the enjoyment either.
Rating: 1.7

In conclusion, sir…
…don’t download this. It’s not really all that good, and the complete lack of anything interesting makes the bad parts seem worse. The fact that the level is too small to fit into a 640×480 screen, making the author add an empty column, is not really all that pleasing. Let’s just all be glad that the author has matured since this level, and instead makes things like “Colonius 1 edited so the tile Dizz Sux is no longer there”.
Pros: Few.
Cons: Too many. This level should not be edited with a few changes, it should be thrown to the ground and forgotten.
Rating: 2.0

Review by Sebas3aan_L

Posted:
Posted more than 22 years ago
For: Wadledee's Carrotland
Level rating: 6.8
Rating
N/A

I can only repeat the words said by the other reviewers: the level sure looks good, though a few bugs still ocure. You finally added carrots to your levels, wich is a good improvement compared to your previous work. The only thing I can mention is: PLEASE fix the bugs as far as possible, and upload it!

(Rating removal based on circustantial IP match. Any further reviewing of this level by anyone on the IP block of Waddledee will result in a rating removal. Do NOT allow your friends or family to review it. -Trafton)[This review has been edited by Trafton AT]

Review by Ðx

Posted:
Posted more than 22 years ago
For: Inferno 2 : Hell's Gate
Level rating: 6.1
Rating
N/A

Its was good.

1-good ex level
2-no tile bugs

its was great.

Catch 7.7

(…what? Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]

Review by BlackMan

Posted:
Posted more than 22 years ago
For: Swamp Ctf
Level rating: 6.5
Rating
N/A

Hmm, why made for CC?

Review by JelZe

Posted:
Posted more than 22 years ago
For: Wadledee's Carrotland
Level rating: 6.8
Rating
N/A

Review time again! :D

Before I start I want to point out one thing to all the new level makers out there: there are two versions of JJ2, 1.23 and 1.24 (also known as TSF, The Secret Files) These two are not 100% compatible. In short: levels made with TSF, no matter what tileset used, can not be played in 1.23. Remember that.
Also note that if you want a good rating, make levels with the 1.23 version: TSF has been released in Europe only, so the Americans are missing out.

Enough ranting, on to the actual review.

First impressions:

A long fun level with some challenges. The author says he made it in only two days. It’s quite surprising that level doesn’t look like a hastely crafted thingamajig, but more like a level carefully created in like… 2 weeks to a month (that’s a recommended period for average level makers). Unfortunately the apperance of the level suffers somewhat due to the 2 days period.

Flow:
Not as linear as you may expect, given the time spent: it’s only linear at the beginning of the level, which goes from the left all the way to the right. A long drop thereafter and the linearity is gone. From there the path goes Zigzag :p I even saw a crossroad near the end of level (cut off by trigger blocks, good job!) As mentioned earlier, the level is designed to Spaz’ advantages, but not to the point where Jazz can’t finish the level.

Challenges:
This is were the most care went into: the puzzles and challenges. Right at the beginning’you’re treated to one, tho a rather lame one: “get to the other side of a bramble pit via the vines. The author was so nice to actually block the other side so you’ll have to run through the brambles. Good thing there was a carrot hidden at the end, so no harm done (?) Following is a collapsing floor and a “Roller Coaster” Maze (meaning a system of poles and springs). Quite fun, but the long way suffers from halts caused by bad tiles and spring placement. Those things are always hard to make, so it’s no biggie. Next is a “find the crate at the other side of another bramble pit à la Easter, followed by a “frog lane”. The frog lane is quite challenging as the objective is get to the bottom via the zigzag platfroms with springs. At end you’ll have to fight a boss. Although he doesn’t appear! My guess is he used the Tweedle boss, which does not work in JJ2. Quite a shame, as you can’t properly finish the level without having to cheat. Overall, with some adjustments, it’s pretty good.

Tileset use:
Pretty basic, but not too bad. Carrotus is known for having tile bugs that can’t be helped, but can be hidden. What really makes me worry is the background layer down at the very bottom of the level: a big green line from the castle can be seen. A major bug, which I hope to see fixed in an update of the level.

Ammo, Food, stuff that’s good:
A level is no good without goodies, and luckily this level has them. They’re spread out all over the level, you won’t see a section without goodies. At some places you even have work for goodies (at the challenges mentioned above). One complaint: what good are coins if there isn’t a coin warp? Answer: none. Although there are coins, I can’t see a coin warp anywhere. Either the animation isn’t working (Showamin = 1 only works for 5, 10, 20, 50 and 100 coins), or the author simply forgot to put one in. Either way. nothing that can’t be quickly fixed.

Enemies, goons and other beings that want rabbit stew for dinner:
The usual Carrotus enemies make an apperance: lizards, (tuff) turtles, bats, mosquitos and even smal dragons. aan interesting thing to note is that the dragons can only be found in the “find the crate” sector, places on ccarrot stomps with a low ceiling. You gguessed it: there is where they can get annoying for Jazz, but not for Spaz aand Lori (sidekick ;)). Nothing else out of the usual.

Verdict:
A pretty good level, given the 2 day period. It’s just a shame the level suffers from flaws that add up (glitched Tweedle boss, no coin warp, bugged background, “Roller Coaster” halts). I can’t give it a rating because it’s “unfinished” to me. Untill the flaws (at least the Tweedle boss one and the coin wrap )are fixed, no rating from me.

- JelZe GoldRabbit =:3[This review has been edited by JelZe]

Review by wadledee

Posted:
Posted more than 22 years ago
For: Wadledee's Carrotland
Level rating: 6.8
Rating
N/A

I’m sorry Neon!
I thaught it was only 1.24 if you use new tilesets!carrotus is included by 1.23 so… I don’t know ev’rything about Jazz2, okey!? I’m new!

this review has been edited by Wadledee

Dx Dc: You’r not NEW
Wadledee:I’m not NEW!? This is(originaly 3LVL) my second game!

This review has been edited by Wadledee[This review has been edited by wadledee]

Review by Ðx

Posted:
Posted more than 22 years ago
For: Wadledee's Carrotland
Level rating: 6.8
Rating
7

Okey

1-very much tilebugs
2-easy
3-spaz basic
4-some eyecandy
5-good food placed
6-The boss does’t shows up.

I give it a 7.O

~Ðx

Yor not NEW[This review has been edited by dx dc]

Review by Neon PSY

Posted:
Posted more than 22 years ago
For: Wadledee's Carrotland
Level rating: 6.8
Rating
N/A

dont lie about it being 1.23 :P its 1.24

Review by blurredd

Posted:
Posted more than 22 years ago
For: Swamp Ctf
Level rating: 6.5
Rating
5.5

Hopefully this will be a long review.

GAMEPLAY:

This level is basically linear. There isn’t too much too this level: a base on the left, a base on the right, and a few platforms in between them. Also, the 4th layer in this level wasn’t resized. I could jump on top of the area above blue base if I wanted to, and I could fall off the level if I keep going to the right. The balance isn’t too good. For example, the red base is out in the open, while the blue base is only accessible through a narrow hole filled with springs. The flow also isn’t too good, although I could live with it. But what hurts this level the most is the bad start positions. Make sure to use team based start positions next time (that is, with the “Multiplayer Level Start” event). My last complaint has to do with the bridge. It’s absolutely unnecessary so it shouldn’t have been used. Getting rid of it might save this level from “Divide By Zero” errors.

EYE CANDY:

The eye candy in this level isn’t too bad. It’s decent—at least until I look at the giant empty space in the background. Yes, I know multiple background layers were used for the leaves. Still, it leaves the rest of the background other than the leaves look bland. Perhaps the traditional background would look best here.

CARROT AND AMMO PLACEMENT:

Looks like +1 carrots are the only carrots in the level. I advise (as usual) to use at least 1 or 2 full energy carrots placed well in the level (e.g. equal distances from each base). Ammo is just there so players can get ammo. It’s not distributed evenly or anything. And there’s TNT in this level which seems to have no purpose. Also, the powerups seem were thrown left and right. At least one of the powerups on the far left side has to go.

HOST THIS OFTEN?

Nah, but at least this is better than the last level. 5.5 is my rating.

Review by Lark

Posted:
Posted more than 22 years ago
For: Swamp Ctf
Level rating: 6.5
Rating
5.5

Gameplay – Bad
I dislike the gameplay here a lot. It’s Spaz biased, and the team on the left (I’m too lazy to look and see which one it was) has a lot more ammo and stuff on their side. It seems as if you got lazy and only decided to put ammo in half of the level. There are flow issues, too, for example, when you are running at the sleeping leopard, you have to jump to get on top of him. You should use a float up or something to let you get on top of him easier. There are also springs where there shouldn’t be, and no springs where there should be.
Eyecandy – Bad / Okay
Well, the foreground and sprite layer eyecandy is reasonable, but there is nothing in the background that I see. There isn’t even a textured background. I’m really getting angry that you won’t take my advice. You should also make the water translucent. It looks dumb when clear water that lets you see the dirt behind it hides you when you are between the water and the dirt, if you know what I mean.
Ammo placement – Bad
I dislike the ammo placement. As I said, the team on the left has a lot more ammo than the team on the right. There are two carrots. One is towards the middle more, and one is on the left side.
Overall – Bad / okay
Download – No.
Host this – No.[This review has been edited by labratkid]

Review by Enigma

Posted:
Posted more than 22 years ago
For: Swamp Ctf
Level rating: 6.5
Rating
5.7

Hmm, there’s some room for improvement here.

There’s a fairly decent use of eyecandy in layer 4 and 5, but you should definitely start using layers 6 and 7 (and by that I don’t mean using them the same way as layer 5, just have a look at layers 6 and 7 in the standard jj2 levels in JCS, you’ll see what I mean). This will usually fill up a lot of the empty space in the more open parts of levels.

Gameplay could use a lot of tweaking in this one: try to avoid dead ends in multiplayer levels at all costs, ESPECIALLY at CTF bases. Both CTF bases are at a dead end here, and the excessive number of springs near the blue base makes it even more annoying. It should also be easier to run around between the bases. This is a bit of a pain in the level as it is now. You keep crashing into poles or abrupt changes of the ground level. You should put the poles in either the foreground or the background, but they’re not quite in place in the sprite layer the way they are used here. As for changing the level of the ground: that’s perfectly fine as long as you put a float up or spring in front of it; CTF levels aren’t supposed to be obstacle courses. One other thing are the tree branches and the wooden platforms: these would be better with one-way on them.

Overall: sort of ok level I guess, but the gameplay and lack of good layer 6 and 7 use kinda kill it.[This review has been edited by Enigma]

Review by DarkSonic

Posted:
Posted more than 22 years ago
For: Swamp Ctf
Level rating: 6.5
Rating
6.7

I don`t review DX`s levels much, but this one is a CTF which I need to review. Let`s start:
Gameplay: the gameplay was average, there were some springs here but there could be more because there were some necessary places to put them.
Eyecandy: The eyecandy was just good. I enjoyed it.
Pickup placement: There was a big bug here, you putted a power-up next to a base and on the other side no one! There was good ammo placement. A few chests, and good groups of ammo in the level. There were two carrots here, one in a crate and one single. No Full NRG but two carrots is good too. But one was closer to the red base. There were many power-ups here, maybe too many.
Others: The level`s size was not good for a CTF level. The width and height must be almost the same and around the 125. That`s a good size for a level.
Download this: not really
Host this: No.
Final Rating: 6.7

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