RecommendedReview by minmay

Posted:
2 Nov 2024, 18:12
For: Blood Libel
Level rating: 8.8
Rating
8.5

Just reading the name "Blood Libel" and the tagline "This level is fundamentally Sisyphean" felt like taking two verbal punches in the face, and the level itself lives up to them.

I love when levels try weird gimmicks, and I found these gimmicks play pretty well! The layout delivers the feeling of Getting Over It With Violet CLM without having awkward flow, and I died plenty despite the presence of an almost-instantly-regenerating full carrot.
The duo bouncers are a great idea, I've played a lot of levels with both regular and upside-down bouncers and every single one of those levels should use these instead. Also I like how the ammo sprites remind me of particle physics.
I'm less impressed with the bird and the moving platforms – using the platforms feels a bit too slow and precise for multiplayer. And I'm sure there's some cute stuff you can do with the bird, but with the duo bouncers already letting you attack people above you, it mostly just feels like a shield.

This level's visuals are downright surreal compared to the other contest entries', and it's all the better for it. Of course there's the superb custom palette and the very very bright red moon/sun/whatever (ooh, ALPHAMAP!), but I also adore the smaller details like the guts-colored sky growing closer as you ascend, and the water splash animation being recolored.
It's also excellent with landmarks, every spot looks unique and the layout was really quick to learn.
I do think literally raining blood might be a bit too on the nose, but it does look good.

Overall, this is for sure the most original entry and my personal favorite, I'd be delighted to lose to it!

RecommendedQuick Review by minmay

Posted:
15 Sep 2024, 21:11
For: Titan Armory
Level rating: 8.5
Rating
8.5

A superbly designed duel level. Every location feels both dangerous and useful, and the tubes mean you're constantly gaining and losing the high ground. And while it's not quite as pretty as Moonrise, there's still solid visual interest here.

RecommendedQuick Review by minmay

Posted:
28 Aug 2024, 15:15
For: Show Player Gems V
Level rating: 8.5
Rating
8.5

A pretty simple mutator that should be the canonical way to play Head Hunters. Makes it even more intense to have a lot of gems.
I worried that being "stealthy" when you have no gems might have some odd gameplay consequences, but it wasn't a problem at all in the JDC event and that's good enough for me for now.

RecommendedQuick Review by minmay

Posted:
4 Aug 2024, 05:23
For: Penelope
Level rating: 9
Rating
9

Instantly became a CTF gameplay favorite of mine with its gimmicks – antigravity, uppercutty stomp scenery, energy blast ammo to tempt you away from that fly carrot – and most of all, a carrot with a really fast spawn time that somehow just works. Turbo indeed.

And it all looks fresh to boot, with a record number of JJ1 tilesets mashed together!

RecommendedQuick Review by minmay

Posted:
23 Jul 2024, 21:06
For: Condemned
Level rating: 9
Rating
9

Whoops, meant to review this last year. Great twist on LRS and Pestilence – like Pestilence you have to actually roast people to win, but like LRS the winner isn't known until the very end.
And unlike either, the amount of time a Condemned game lasts is consistent!
Rules are nice and simple, too. Highly recommended for any LRS-suitable level.

RecommendedQuick Review by minmay

Posted:
8 Jul 2024, 15:23
For: Marbel Prize
Level rating: 7.8
Rating
7.5

Well-designed vanilla JJ1 gameplay. Compared to the original levels, you can expect much better enemy placement, a more efficient layout, cleverer secret areas, more dynamic tileset usage, less ammo, and more fun.

While it's all well thought out and well made, it's also not that innovative or exciting. That enemy placement is REALLY good though.

RecommendedQuick Review by minmay

Posted:
27 Jun 2024, 18:48
For: Knapweed Bog
Level rating: 8
Rating
8

Really fun duel level with good focused use of custom weapons. I like the background, but the foreground is underdecorated – there's nothing to see in the big blocky walls except the same tile repeated over and over.

RecommendedReview by minmay

Posted:
26 Dec 2023, 02:47 (edited 26 Dec 23, 02:49)
For: Threed Realms
Level rating: 9.7
Rating
9.5

A beautiful premise with beautiful execution, Threed Realms looks small, then unfolds to be bigger than you ever imagined.
One striking setting and song become several, the new enemies are tricky and cleverly placed, and a ton of checkpoints and shortcuts prevent tedious backtracking.
Replacing the Blaster with the shorter-ranged Melee Sword really changes how you want to approach enemies, and it's a twist that stays fun throughout the whole level.
My favorite part is the boss battle. It's readable without feeling trivial or unfair, and it's really fun to swing at.

With original gameplay, lovely presentation, and the most groan-inducingly punny title I've read in a while, you don't want to miss this level.

All that said, I'm not gonna try to find the remaining 3% of the skulls. I spent enough time looking for skulls back in Monster Bash…

RecommendedReview by minmay

Posted:
15 Jul 2023, 01:55
For: Central Park
Level rating: 8.7
Rating
8.7

A futuristic vision of how much better our cities could be. Efficient yet cozy apartments. Progressive zoning laws recognizing the utility of mixing residential buildings with cafes, optometrists’ offices, and fireworks. Spacious, scenic sewers. Neighborhoods navigated with rocket jumps instead of noisy, dirty, dangerous cars.

Central Park’s a big level with lots of paths, but with all the long-range powerups and ammo around, you can expect to roast and get roasted pretty fast anyway. Cool all-directions gameplay in the center, with the carrot and powerups being tempting but difficult to control, and the bases are also vulnerable to long-range attacks from several directions.

It’s a Loon level, so of course you can expect lovely visuals with inventive tileset edits. The park and buildings are nicely rendered, with lots of neat little details and color choices that distinguish them from every other town level, and a few simple additions even breathe new life into Colonius’s sewer tiles.

Be warned, this level has a very demanding script (every pickup has a custom behavior to prevent being shot down), so you’ll need a fast CPU for the best experience.

RecommendedQuick Review by minmay

Posted:
22 Mar 2023, 03:31 (edited 22 Aug 24, 19:07)
For: Multiflag
Level rating: 9.5
Rating
9.5

A great twist to normal CTF gameplay. Flag scores happen a lot more often, the rules are simple enough to explain to people, and it's always entertaining when one base has both flags and everyone in both teams ends up fighting there.
After a couple dozen games with it I think I outright prefer it to regular CTF!

RecommendedQuick Review by minmay

Posted:
30 Dec 2022, 21:12
For: Foo Single Player 2/14: Electric Foorufoo: BunnyLover 2018: This Time It's Personnel, Kid
Level rating: 10
Rating
10

I didn’t think Jazz 2 levels would make me cry. I didn’t think Jazz 2 levels would make me cry three times.

RecommendedReview by minmay

Posted:
8 Dec 2022, 06:33
For: Timberland
Level rating: 9
Rating
9

Gorgeous looking level. You somehow made a Diamondus/Inferno wall mashup look so natural that I didn’t even consciously think about it when I first played it. The large crystals from Ceramicus in the foreground do look a touch out of place with their lack of detail. But that’s more than made up for by screen-filling parallax background layers that give the sense of an expansive landscape behind the sprite layer – moreso than any other JJ2 background I’ve seen.

In gameplay, it’s a traditional CTF level and wears that on its sleeve, no wacky gimmicks. But I always like when levels are asymmetrical and I always like when carrots are placed in out-of-the-way areas, and this level has both of those things so I like that.
Besides, there’s next to nothing to actually complain about here: balance seems good, the level flows pretty well thanks to extensive usage of One Way events, and both flag bases are interesting to approach and defend.

Definitely looking forward to seeing more, and being doubly impressed if you do pull out another great level within 23 days!

RecommendedReview by minmay

Posted:
13 Mar 2014, 08:35 (edited 13 Mar 14, 08:37)
For: Sonic With A Gun
Level rating: 9.6
Rating
9.8

Sonic With A Gun is probably the fourth most ambitious Jazz-related project to ever see completion. The first three are Jazz Jackrabbit, Jazz Jackrabbit 2, and JJ2+, and now that I think about it, I’m not really even sure about those.

In case your country has censored the upload description: SWAG offers six new Jazz 1 episodes, most with two normal levels, a secret level, and a bonus level. If you only include the normal levels then you would expect roughly the size of two original Jazz episodes, but most of the SWAG levels are much longer than the original Jazz levels, so it is closer to 3 or 4.

The levels do a remarkable job of stuffing themselves full of Sonic references, and while the game is still, at its core, Jazz Jackrabbit, SWAG feels very distinct from that. I wouldn’t go so far as to call it a different game, but it feels much more like a full-fledged expansion pack (one of the cool ones, not horse armour) than a mere set of custom levels. Every planet has its own complete tileset, most of them more intricate than the original Jazz ones – Emeraldus is certainly a lot more attractive than Muckamok. Despite most of the graphics coming from some part of Jazz, the environments feel completely fresh, due to how much those graphics have changed. Just look at the 1st and 3rd screenshots. You won’t see a single enemy reused from Jazz, either – every single one is new, and there are lots of single ones, too. This being Violet, some of them are positively evil in their behaviour and placement. Even the pickups have new sprites!

The level design is tight all around, several times more appealing than that in the original game. Levels are filled with multiple paths, cool tricks, and interesting challenges. Despite many levels having complex layouts, it’s rare to feel lost; there’s a fantastic job done of showing the player where to progress. Or maybe that’s just because you always want to get from the left side of the level to the right side of the level. Whatever. The only planet that didn’t really impress me was Gravis – the graphics were surprisingly dull, with little detail and lots of floating coloured lines, and the pinball portions were really awkward with Jazz’s physics.

I was also very impressed by how well Sonic’s bonus levels were recreated. They’re certainly a lot more exciting than the original Jazz bonus levels – although I would have loved to be able to see the UFOs from more than 2 centimetres away.

The boss fights are on par with Sonic 1, and a good deal more interesting than the ones in the original Jazz. Then again, a trained gerbil could beat the boss fights in the original Jazz.

Playing SWAG, the only things that really bothered me were the timer running out on later levels (like I said, they’re long!), the small field of vision in Jazz (but SWAG handles it /much/ better than the original levels), and the limitations of the Jazz engine itself (every now and then you might notice a spike ball or spring spontaneously ceasing to exist).

I don’t think the difficulty was actually that much higher than the original Jazz levels, I didn’t have much trouble beating it on Hard. Mind you, Jazz 2 single player is about as difficult as drinking a glass of chocolate milk, and by comparison Jazz 1 is more like eating a small cactus. Except the cactus is actually delicious.

SWAG even has its own title screen. This is a product that is impressive in every respect, well worth the time it took to develop. I mean, the worst things I could think of to say about SWAG were actually complaints about the ORIGINAL GAME. I haven’t ever had that reaction to a mod before.

Rating? 9.8, because I’m reserving 9.9 for an especially large piece of the True Cross, and 10.0 for a machine that turns my toenail clippings into money.
Quick Review? I don’t think so.
Download recommended? What do you freaking think?

P.S. After completing SWAG, I managed to fix my Windows computer. Coincidence? Okay, yeah, it probably is a coincidence.

RecommendedQuick Review by minmay

Posted:
22 Nov 2013, 18:53
For: Winter Hare (J.A.Z.P. Remake)
Level rating: 8.5
Rating
8.5

Definitely a few notches above most JJ2 remixes! Good composition work and mixing, though it would be nice if the leads stood out more IMO. I like the drums starting at 2:13.Really disappointing ending though; there’s no interesting resolution. In fact, there’s no resolution at all, it just ends. Overall though, a very good effort.

Not recommendedReview by minmay

Posted:
21 May 2013, 19:34
For: JCS: no need for passwords!
Level rating: 4.4
Rating
1

Pretty much useless, because http://www.jazz2online.com/downloads/6627/password-remover/ already exists.

RecommendedQuick Review by minmay

Posted:
14 Mar 2013, 20:31
For: The Paint Game
Level rating: 8.5
Rating
8.5

The first public full implementation of a custom game mode in AngelScript, and it’s well worthy of it. While the included level is a bit plain and questionably balanced, the concept of the game mode more than makes up for it. I hope someone makes more levels for this game mode!

Review by minmay

Posted:
14 Aug 2012, 00:16
For: Rapture
Level rating: N/A
Rating
N/A

The original tileset in Super Meat Boy isn’t too bad, and it fits JJ2 pretty well.

Unfortunately, it’s been scaled and palletised completely naively. It’s now blurry, distorted, and full of stray pixels. The layout is also poor in places, with closely related tiles place far away from each other.

My advice is to just try again and put more effort into making it look as good as the original. If a tileset is worth converting, it’s worth converting well.

Review by minmay

Posted:
2 Mar 2012, 23:41
For: Crime and Punishment
Level rating: 8
Rating
N/A

Hey, better late than never.

- The flag direction shouldn’t actually matter.
- Added that MCE event (never bothered to actually fall in the pit during my own testing!)
- Can’t reproduce the JB4 bug.
- This scoring issue in BR2 only happened because someone managed to get a flag without returning it to a base. It was actually possible for this to happen due to me using an unmasked tile where I wanted a masked one (and not noticing); fixed now!

Review by minmay

Posted:
28 Nov 2011, 01:32
For: A Couple 'o Trendsetters
Level rating: N/A
Rating
N/A

Trigger zones work in 1.23. They just aren’t listed in the JCS.ini that comes with most versions of it. Just add this line to your 1.23 JCS.ini: 246=Trigger Zone |+|Trigger |Trigger|Zone|TriggerID:5|on/off:1|switch:1
Or, heck, just use the converter; if it messes up the triggers, that is a bug in the converter and not an actual difference between the level formats’ or JJ2 versions’ capabilities.

Also, they only apply to the connection that triggers them, so unless the 2vs2 is in the form of four players splitscreening, touching one yourself does nothing for your teammate or your opponents. Test your levels!

(also you spelled claustrophobic wrong)

Review by minmay

Posted:
2 Nov 2011, 21:35
For: Strange New World
Level rating: 7.6
Rating
N/A

Put in technically incorrect “layman’s terms,” 1.24 has a greater supply of internal animation structures, so it doesn’t run out as easily as 1.23.

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