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My Let's Play of JJ2 1.00g

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sonicnathan 1

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Jan 22, 2012, 11:02 PM
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My Let's Play of JJ2 1.00g

*NOTE*
If this is in the wrong section please move it. Been forever since I've made a thread on these forums.

I'm currently in the process of making a let's play of Jazz Jackrabbit 2 v 1.00g. It's something I haven't seend one before, so I thought this might be something fun to od. I'm making them informative. Showing off differences and offering bits of trivia for those who don't know much about the game.

Part 1 is done, however I want you opinion. Before I make part 2, is there anything I can improve on? Things I should add? Feel free to give em some feedback. However telling me my commentary sucks isn't feedback. I already know that

Part 1 is here: http://www.youtube.com/watch?v=suFfDyO0klc (If you want to skip my short retrospective, the gameplay starts at 2:05) I try my hardest not to curse, but I can't stop everyone. So it MAY contain mild language. No f bombs though.

Please watch before posting and let me know what I can do to make it better. Thanks and I hope you enjoy.
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Jan 23, 2012, 07:05 AM
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If you are going to show more differences about the versions, you should also show the 1.00g version below or next to the 1.23 version.
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Jan 23, 2012, 09:49 AM
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Good idea, however it's really only possible when showing sprite changes. This is thanks to how sony vegas handles pictures. For the most part, I don't think I can do that without taking up half the screen,
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Jan 23, 2012, 11:23 AM
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Some thoughts:
  • MLLE doesn't only edit .LEV files, though I suppose that's all that's relevant for that video.
  • There are at least three known original MLLE screenshots, not two.
  • Speaking of that page, I know you're focusing on 1.00g, but it might be fun to mention what little is known about even older versions? For instance, that warp near the beginning of Dungeon Dilemma was probably a late addition.
  • Pretty much everyone makes this mistake: you should be comparing 1.00g to 1.20 at the highest, not 1.23 or 1.24. Here's a list of changes made in the various patches.
  • Powered-up ice going in two different directions in 1.23 is most probably a bug, since the second blast always goes to the right (instead of, say, the opposite direction to the first) and it's one of the few things fixed in 1.24.
  • Oh man, I've never tried freezing a gem ring in 1.00g! Awesome.
  • Speaking of gems, you might want to mention that the reason they cap at 100 is that collecting enough of them was supposed to give you an extra life, according to Rabbit in Training. That's probably why coins turn into gems after a coin warp, too, given that the gem events are worth fewer points than the corresponding coin events.
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Jan 23, 2012, 11:51 AM
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Quote:
Originally Posted by Violet CLM View Post
Some thoughts:
  • MLLE doesn't only edit .LEV files, though I suppose that's all that's relevant for that video.
  • There are at least three known original MLLE screenshots, not two.
  • Speaking of that page, I know you're focusing on 1.00g, but it might be fun to mention what little is known about even older versions? For instance, that warp near the beginning of Dungeon Dilemma was probably a late addition.
  • Pretty much everyone makes this mistake: you should be comparing 1.00g to 1.20 at the highest, not 1.23 or 1.24. Here's a list of changes made in the various patches.
  • Powered-up ice going in two different directions in 1.23 is most probably a bug, since the second blast always goes to the right (instead of, say, the opposite direction to the first) and it's one of the few things fixed in 1.24.
  • Oh man, I've never tried freezing a gem ring in 1.00g! Awesome.
  • Speaking of gems, you might want to mention that the reason they cap at 100 is that collecting enough of them was supposed to give you an extra life, according to Rabbit in Training. That's probably why coins turn into gems after a coin warp, too, given that the gem events are worth fewer points than the corresponding coin events.
1:True. I am aware it edits all versions, but I wanted the focus to be on .lev editing, since that's been the most elusive.
2:THANK YOU. I wasn't able to find those. I'll be sure to show those in part 2.
3: Cool I'll give a link to that website. To many pictures to show in one video.
4: After all these years I finally know the changelog lol. However, almost everyone has 1.23 so I feel it's the best version to focus on. That and it's the version I have the best knowledge of.
5: My mind....why must the most useless weapon be so confusing
6: Cool
7: Yeah I forgot about that. Since the feature didn't work I didn't think it was worth mentioning. However that could be the reason for the cap at 100.

Thank for the feedback and tips. I'll be sure to include some of this stuff in part 2.
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Jan 23, 2012, 04:24 PM
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You made 2 mistakes that I noticed:

1) MLLE refers to two things: Modern MLLE and Old MLLE. No one has Old MLLE(Except maybe some of the developers), and no one knows much about Old MLLE. New MLLE is a complete remake that's actually better than JCS, but it's currently more unfinished than Old MLLE.

2) It's OEM, not OME. This is a very easy to make mistake, though.

Both of these are quite minor, but I still think they are worth mentioning. Apart from these two errors, this is a brilliant Let's Play, and I'm happy I saw it. I've never actually seen a Let's Play of JJ2 before, let alone one of the Beta. Be sure to mention 1.10o at some point, because that one has JCS packaged with it, and that version of JCS can edit levels of another game called Battery Check.
Try these links to learn more info that's actually quite hard to find:
J2O Wiki - MLLE
J2O Wiki - Beta Versions of JJ2
J2O Wiki - Battery Check
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Jan 23, 2012, 06:42 PM
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Thanks for the corrections. I don't feel the need to bring up 1.10o as that is not the focus, but maybe my mindset will change.
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Jan 24, 2012, 09:36 PM
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You're welcome, good luck with the rest of the series.
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Jan 24, 2012, 10:23 PM
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I have a question. What program do you use to recording your gameplay?
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Quote:
Originally Posted by Taiwan_Jazz View Post
I have a question. What program do you use to recording your gameplay?
Raw gameplay footage is recorded with FRAPS. I use audacity to record my commentary on a separate audio channel. I do all my editing in Sony Vegas, which is then rendered in a raw avi with the Lagarith Codec. Finally the video is compressed using xvid and virtual dub. This provides the best quality possible with smallest file size. (15 minutes 720 videos are still huge thought, almost 1.5 gb is not more)

After countless problems part 2 is ready to be rendered and compressed. I'm gonna post this on the rabbit journal as well. I want as much feedback from the community as possible.
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Jan 25, 2012, 11:27 AM
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After 5 million problems here is part 2.

http://www.youtube.com/watch?v=mx54krCXLCg
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Jan 25, 2012, 11:53 AM
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Reactions to the second video:
  • OEM.
  • The background in the first Carrotus level is slightly different from the final in that the lake is higher up.
  • Also, you didn't mention the stars in the Carrotus night sky, which differ from the final in that they are drawn in the textured background itself instead of being a parallax effect applicable to any textured background from within the level editor.
  • You said that the powered-up toaster does more damage; while that is the overall effect, since a single shot sends out two flames instead of one and the afterburn destroys things pretty much instantly, technically a single powered-up flame does the same amount of damage as a non-powered-up one.
  • I don't recall your mentioning this in the first video, where you focused on the sugar rush not having any sound: it also differs in that the sugar rush uses different colors in 1.00g than it does in the final. (Tileset-based instead of sprite-color-based, I think.)
  • While the shield code is edited to allow stomping and such in the final, the bird morph is still only accessible by shooting.
  • "Whammo Ammo" is a general term that applies to the weapons of the fire, plasma, and laser(?) shields as well as that of the bubble shield, so it's not quite correct to say that whammo ammo can go through walls in the final.
  • Carrot Juice actually contains one of the most striking differences in level design from the final: that trigger crate near the shield creating a bridge across the pit was removed as early as 1.10o. Maybe it was seen as too much of a challenge that early in the game. (In the same vein, there are a lot of hard-mode Tuf Turtles in 1.00g that were later removed.)
  • (In the very minor department, that layer 3 plant after the two super gems at the end of the level isn't there in the final.)
  • If you don't have anything to say about a section, it is acceptable to stop talking for a while.
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Jan 25, 2012, 12:17 PM
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Quote:
Originally Posted by Violet CLM View Post
Reactions to the second video:
  • OEM.
  • The background in the first Carrotus level is slightly different from the final in that the lake is higher up.
  • Also, you didn't mention the stars in the Carrotus night sky, which differ from the final in that they are drawn in the textured background itself instead of being a parallax effect applicable to any textured background from within the level editor.
  • You said that the powered-up toaster does more damage; while that is the overall effect, since a single shot sends out two flames instead of one and the afterburn destroys things pretty much instantly, technically a single powered-up flame does the same amount of damage as a non-powered-up one.
  • I don't recall your mentioning this in the first video, where you focused on the sugar rush not having any sound: it also differs in that the sugar rush uses different colors in 1.00g than it does in the final. (Tileset-based instead of sprite-color-based, I think.)
  • While the shield code is edited to allow stomping and such in the final, the bird morph is still only accessible by shooting.
  • "Whammo Ammo" is a general term that applies to the weapons of the fire, plasma, and laser(?) shields as well as that of the bubble shield, so it's not quite correct to say that whammo ammo can go through walls in the final.
  • Carrot Juice actually contains one of the most striking differences in level design from the final: that trigger crate near the shield creating a bridge across the pit was removed as early as 1.10o. Maybe it was seen as too much of a challenge that early in the game. (In the same vein, there are a lot of hard-mode Tuf Turtles in 1.00g that were later removed.)
  • (In the very minor department, that layer 3 plant after the two super gems at the end of the level isn't there in the final.)
  • If you don't have anything to say about a section, it is acceptable to stop talking for a while.
1: Yeah I realized that about half way through and by this point I was to annoyed to re-record
2: Huh never noticed that
3: Didn't know that either.
4: True, but yeah in a way it still does more damage. I'll put an annotation in the video to explain that
5: I know I mentioned the no music. I think I also mentioned the color. Both back in knight cap.
6: Not really sure how I would fit that in. Maybe I"ll talk about it during the enxt level as birdland was originally gonna be a secret level for labrat.
7: Ahh ok. I was just common when I read it for people to refer to the ammo for the bubble shield whammo ammo. Again I'll add an annotation.
9:Wow I never noticed that! I was wondering why that crate was there and maybe I thought it seemed out of place.
8: I'll add an annotation for that as well.


Thanks for the corrections. I'll add a few of these into the next video, and annotate others into part 2.

Edit: All added. Big thanks. I should be ashamed to call myself a nerd of this game.
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Quote:
Originally Posted by SonicNathan 1 View Post
I should be ashamed to call myself a nerd of this game.
Oh, don't worry about that. I habitually know (or am willing to find out) far more than I reasonably should about pretty much everything... it's all relative. So long as you mention next video that the robot boss arena used to have hooks, you're golden. Good catch on the arrows on the butterfly sprites, by the way; I only noticed those quite recently. (Do you have any evidence for saying they would go in Carrotus, or that supposition?)
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Quote:
Originally Posted by Violet CLM View Post
Oh, don't worry about that. I habitually know (or am willing to find out) far more than I reasonably should about pretty much everything... it's all relative. So long as you mention next video that the robot boss arena used to have hooks, you're golden. Good catch on the arrows on the butterfly sprites, by the way; I only noticed those quite recently. (Do you have any evidence for saying they would go in Carrotus, or that supposition?)
Cool. I"ll look through those pictures to make any future preperations.

Also really no proof. Everything is just a guess. The enemy just seems to fit the peacful and outdoor nature of carrotous, but it could go anywhere in the outdoor levels such as jungle.
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Let's see...
  • Another try at the powered up ice: If you shoot right, it will shoot two ice 'bullets' right. If you shoot up, it will shoot up and right. If you shoot left, it will shoot left and right.
  • If you shoot a shield, you get 40 seconds. If you stomp it or destroy it with a special move, you get 15 seconds.
  • If you shoot a power up, it will either change your non-powered ammo to powered, or if you already had that ammo powered, it will give you 20 ammo. If you stomp one, you get 25 ammo and power up. If you uppercut or lori kick one, you get 25 ammo, and a spaz kick gives you 50 ammo (due to a bug).
  • Stop mentioning the bugs that Fraps causes. I don't see them if you don't mention them
  • Study the J2O's Did You Know? box for some quick trivia if you feel unsure about small talk during the video.
Also, I started typing this before I saw Violet's post.
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Jan 25, 2012, 01:13 PM
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Quote:
Originally Posted by Jake View Post
Let's see...
  • Another try at the powered up ice: If you shoot right, it will shoot two ice 'bullets' right. If you shoot up, it will shoot up and right. If you shoot left, it will shoot left and right.
  • If you shoot a shield, you get 40 seconds. If you stomp it or destroy it with a special move, you get 15 seconds.
  • If you shoot a power up, it will either change your non-powered ammo to powered, or if you already had that ammo powered, it will give you 20 ammo. If you stomp one, you get 25 ammo and power up. If you uppercut or lori kick one, you get 25 ammo, and a spaz kick gives you 50 ammo (due to a bug).
  • Stop mentioning the bugs that Fraps causes. I don't see them if you don't mention them
  • Study the J2O's Did You Know? box for some quick trivia if you feel unsure about small talk during the video.
Also, I started typing this before I saw Violet's post.
1: I'll bring that up if I come across another ice powerup, I feel I've gone to far to go back on it.
2: Considering you can't buttstomp them in this version, I didn't bring it up. I will when I come across another shield.
3: Ahh cool. There's powerups in the next part so I'll bring that up.
4: Sry, it bugs me lol. I'm obsessed with getting good quality videos.
5: I don't feel the need to, as a lot of the facts would be irreverent at the time, but we'll see.
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Jan 26, 2012, 01:10 AM
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awesome video!
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Quote:
Originally Posted by Jake View Post
  • If you shoot a power up, it will either change your non-powered ammo to powered, or if you already had that ammo powered, it will give you 20 ammo. If you stomp one, you get 25 ammo and power up. If you uppercut or lori kick one, you get 25 ammo, and a spaz kick gives you 50 ammo (due to a bug).
False.
In SP of 1.23 as well as 1.24 (which you're apparently talking about as you mention Lori) there are following possibilities:
You shoot a power up:
  • If you have no ammo, your ammo gets powered up and you get 20 ammo.
  • If you have some non-powered-up ammo, your ammo gets powered up.
  • If you have some powered-up ammo, you get 20 ammo.
You use a special move on a power up:
  • If you have less than 75 ammo (powered-up or not), you get 25 ammo.
  • If you have more than or exactly 75 ammo, your ammo is changed to 99.
These are all possibilities. However, following paradoxes and bugs take place:
  • If you have less than 20 non-powered-up ammo, it's more efficient to first shoot all your ammo and then shoot the power up, rather than simply shoot the power up.
  • If you shoot a power up while you have more than 79 ammo, your ammo breaks the limit of 99. It goes down to 99 as soon as you touch this type of ammo or destroy this type of power up with a special move.
  • A power up most probably (according to experimental research and speculation) is destroyed one frame after collision with a player (who performs a special move). During this frame it can be used once again to get additional ammo, as long as the player is still on a collision position and performing a special move. Buttstomp, unlike other moves, is stopped by collision with power ups, so it can't be used to achieve such advantage, but all other moves (uppercut, sidekick and spinkick) can. Uppercut can be successfully used only in certain conditions though, such as performing it through One Way events below a power up or finding a masking bug allowing standing inside of it. Also, all of these moves occasionally fail.
By the way, all shooting-related facts in this post also apply to TNT power ups (except that they can only be destroyed by TNT ammo).
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Ah, thank you. You are a bit more experienced with the exact mechanics of the game
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Edit: Re uploading. Think the upload went corrupt

I wasn't able to get in Ementaler's tip on the powerups, so I will when I find another one.
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Last edited by sonicnathan 1; Jan 26, 2012 at 02:34 PM.
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Jan 26, 2012, 05:45 PM
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Ok finally done: http://www.youtube.com/watch?v=WVPEm3KAjkc

YES I KNOW I FORGOT TO MENTION BIRDLAND! What happens when you have to re-take a level about 50 times.
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Well, Birdland is a full level (and not one accessible from the main progression), so you could just give it its own video, or else a combo video of it and Psych3. Would also give you an excuse to mention the OMF statues. Good job on complaining about the transparency effect and showing off the extended ricochet effect. I had forgotten all about those crazy Acc Belts, so it was nice to see them in action. Just a few small notes, more like thoughts than actual corrections:
  • You're right that the potion is animated, but no food pickups are. So why assume it was supposed to be a food pickup at all? The animation set it that it's in is very general, containing powerups, ammo crates, and all sorts of stuff besides just food. Labrat does seem like a plausible place for it to have gone, though.
  • Do you really not have resolution options? My 1.00g has more resolutions than in the final game. Weird!
  • You wondered why there are old toilets and computers sitting around: probably because much of its visual style was based on New Junk City from Earthworm Jim.
  • Airboards do make additional appearances in Battle3 and Treasur2.
  • Speaking of Treasur2, if you open its .lev in MLLE, you'll notice the old-style hooks are still in the tileset for that level, even though they were replaced with the wider ones in every other Labrat level.
  • In fairness to Epic: the only ice ammo in the whole first episode is in Knight Cap, in one of three paths you may choose to take, and even that only if you're Jazz. It's not a foregone conclusion that you'll be able to freeze the robot boss. That said, it is almost certainly a bug.
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Jan 26, 2012, 10:03 PM
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Quote:
Originally Posted by Violet CLM View Post
Well, Birdland is a full level (and not one accessible from the main progression), so you could just give it its own video, or else a combo video of it and Psych3. Would also give you an excuse to mention the OMF statues. Good job on complaining about the transparency effect and showing off the extended ricochet effect. I had forgotten all about those crazy Acc Belts, so it was nice to see them in action. Just a few small notes, more like thoughts than actual corrections:
  • You're right that the potion is animated, but no food pickups are. So why assume it was supposed to be a food pickup at all? The animation set it that it's in is very general, containing powerups, ammo crates, and all sorts of stuff besides just food. Labrat does seem like a plausible place for it to have gone, though.
  • Do you really not have resolution options? My 1.00g has more resolutions than in the final game. Weird!
  • You wondered why there are old toilets and computers sitting around: probably because much of its visual style was based on New Junk City from Earthworm Jim.
  • Airboards do make additional appearances in Battle3 and Treasur2.
  • Speaking of Treasur2, if you open its .lev in MLLE, you'll notice the old-style hooks are still in the tileset for that level, even though they were replaced with the wider ones in every other Labrat level.
  • In fairness to Epic: the only ice ammo in the whole first episode is in Knight Cap, in one of three paths you may choose to take, and even that only if you're Jazz. It's not a foregone conclusion that you'll be able to freeze the robot boss. That said, it is almost certainly a bug.
1: I was just going by an old article from the wiki that said it was an unused food item. And yes, it's possible it was a powerup or something. There's no concrete proof on what it is in the first place, so one way or another I don't think it's worth dwelling on.
2: I have 2 resolutions, 640x480x16 and 640x480x6. There's no option for windowed mode either.
3: And yes I forgot how heavily inspired some parts of the game were after Eathworm Jim.
4 and 5: Interesting! I haven't even looked at the multiplayer levels for 1.00g, and I may cover them in a bonus video after the main 4 episodes are done. I got at least 3 planned.
6: Yeah I don't think it was intentional. Maybe if freezer ammo actually had a use you would have used it up by the time you go there.
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<a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5301">Episode 1 The War begins</a>
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Episode 3: Probably never
Episode 4: Probably never

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Jan 26, 2012, 11:14 PM
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I think there were speed blocks in some race level. Not sure though. Also, isn't the bird called Chuck?
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Jan 27, 2012, 10:42 AM
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Like I said I haven't taken a look at the multiplayer levels yet. Those plus other levels will be covered in bonus videos after the main LP is done.
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Jan 28, 2012, 12:01 PM
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Part 4 is up. May have missed out on a lot.

http://www.youtube.com/watch?v=t9ZvBQTOM7M
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There's not really much to talk about in Colonius, is there? Have some thoughts, though:
  • Seekers behave rather differently in 1.00g than they do in the final; you don't really show this off much, but the important point is that they're not at all "slow" as you call them. Once they find an enemy, they're there in no time.
  • You missed a gold coin in Victorian Secret. (Some coins in Colonial Chaos, too, but Victorian Secret you said you knew the location of every coin in, so that's more egregious.)
  • You mention where the Victorian Secret demo stops; that's only accurate for the final, and you're talking about 1.00g, so that's not important. 1.00g has its own unique set of demos.
  • (The seeker block on the house roof in the final is missing entirely, due to a mistake on the level designer's part. You can still fall into that little hole.)
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Quote:
Originally Posted by Violet CLM View Post
There's not really much to talk about in Colonius, is there? Have some thoughts, though:
  • Seekers behave rather differently in 1.00g than they do in the final; you don't really show this off much, but the important point is that they're not at all "slow" as you call them. Once they find an enemy, they're there in no time.
  • You missed a gold coin in Victorian Secret. (Some coins in Colonial Chaos, too, but Victorian Secret you said you knew the location of every coin in, so that's more egregious.)
  • You mention where the Victorian Secret demo stops; that's only accurate for the final, and you're talking about 1.00g, so that's not important. 1.00g has its own unique set of demos.
  • (The seeker block on the house roof in the final is missing entirely, due to a mistake on the level designer's part. You can still fall into that little hole.)
1: Maybe I said it wrong. I'm talking about BEFORE they acquire a target, as then they move fairly slow compared to other weapons. I don't have much experience with seekers to be honest as I usually just use my blaster.
2: 12 years later and I STILL wasn't able to find all the coins. That level has and forever was the death of me coin wise.
3: Cool never noticed that. I'll check those out.

And yeah, not much to talk about lol. It's a fun level, but not a whole lot was changed.
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Jan 29, 2012, 09:32 PM
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Part 5 is up after almost forgetting half my facts. Hope I didn't miss more.

http://www.youtube.com/watch?v=0Da_fGn1_ZE
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I seem to have misplaced it, but there is somewhere a screenshot of JJ2 with Uterus in Beach Bunny Bingo, so... good theorizing.
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Jan 30, 2012, 08:57 AM
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You didn't mention the possibility that you can RF climb, RF jump and RF boost with the RF missiles.
  • RF Climb: You use the missiles to boost yourself from a wall, by shooting them at the wall when you're going upwards against it.
  • RF jump: (mostly Spaz-only) You use a single RF blast to jump either upwards or frontwards by moving forward, jumping and shooting a rf missile at a precise timing mid-air
  • RF boost: (Spaz-only) You do the kick-move of Spaz and shoot a RF blast at the same time. You should get a boost from the rockets.
I guess I could make a video of these at some point if I'm bored enough
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Jan 30, 2012, 12:04 PM
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As yes true. However I was never intelligent enough to figure out how to do them right lol.
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Jan 30, 2012, 04:51 PM
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If you destroy a shield with a stomp/special move in single player or cooperative you get 30 seconds, when you play any other gamemode you get 15 seconds.
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Jan 30, 2012, 09:54 PM
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Ah, ty Quint. Didn't know that.
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Jan 30, 2012, 11:08 PM
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Thanks! I'll add that when I find another shield. One should be in the next part.
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Feb 1, 2012, 02:12 PM
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Part 6 is up!

http://www.youtube.com/watch?v=zXaInwHQvzE
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Epsiode 2:N/A
Episode 3: Probably never
Episode 4: Probably never

<a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=4882"> Deckstar V3</a>
<a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5408">Colonial Fix</a>
Jazz 1 Fanolint: 98%

<a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5407">Finished secret levels</a>
Old Feb 1, 2012, 03:30 PM
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The interview can be found here at paragraph 5 of this question:
Quote:
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How were the enemies developed? There is an awful lot of things the enemies and even bosses could have been able to do that they do not actually do. (For example: What’s with the unused animation of an ‘angelized’ Bubba boss? (http://chaos.foxmage.com/cooba/bubbafly.gif)) Did you just generate a lot of pictures and the coders used whatever they felt like, or were there more time issues?
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Last edited by Love & Thunder; Feb 2, 2012 at 05:45 AM. Reason: Fixed epic fail.
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Thanks Robo! I couldn't find it before. I'll put a link in the next video
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Episode 4: Probably never

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<a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5408">Colonial Fix</a>
Jazz 1 Fanolint: 98%

<a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5407">Finished secret levels</a>
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You're welcome. I'm always happy to help.
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