Frozen batlevators will act like bats out of hell.
Awesome. Some players might find the EC bit too much but I think its just great. Layout seems to be good too, and with some practice its really easy to move around.
I must say that this pack’ visual design as well as gameplay ideas inspired me A LOT. Its fucking brilliant. No more words to say.
Rating this for 9.9 only because you decided not to finish this episode and uploading it “as is”. :(
By the way JJ2+ solve most of memory errors happened in large lvls (see my temp. user comment :P)
It had been quite a long time ago for me to play some “home cooked” JJ1 Levels. I found this pack on JJ2Online and decided to try it.
I started to play and I was actually pretty surprised of that custom planet approaching screen of Carrotus! I really liked that and being extra motivated I started to play the first Carrotus level. When I started to play, I mentioned the great eyecandy! You really worked hard on it and I was 100% convinced that I would give you a high score for this pack on JJ2Online!
Sadly enough I thought that way too soon. The first Carrotus level was very frustrating for me to play. Especially because you always have to look around you before going anywhere. You’ve even mentioned us in the level description (“Look Before You Leap”), but that still doesn’t guarantee you won’t get hurt. I think that’s really bad for a JJ1 Level! In JJ1 you’re actually supposed to run fast, so it is really important that the levels are designed so that you can do a smooth run though them!
Overall it was really difficult, especially those shooting hoppers (birds) are very annoying. I really wanted to have more carrots in the stage. But either way: I eventually made my way out and got on to the second Carrotus level.
And now on for the worst part. I really feel bad about that second Carrotus level! I’m frustrated and even quite angry about how it was build, because there was NO WAY OUT of the cave for me! I tried to skip the level using the lamer cheat, but it didn’t work for me. Luckily I saw PT32’s comment about the air board in his review. I finally got out of the cave, reached the checkpoint and was really convinced that I would reach the exit in no time. But I didn’t! The second half was too hard for me. I didn’t make it to the exit and therefore I got completely stuck! At that point I stopped playing.
Believe me when I say I am an experienced JJ1 Player (I play it for like 18 years now), so I know what to do in the game, but this pack is way to difficult to play. Believe me: if these were JJ2 Levels, it would’ve been much better.
Having played only 2 out of 6 levels I have to change my way of calculating my final rating, but here it is.
That makes it a total score of 7 out of 70.
For the final rating: 10 ÷ 70 × 9 + 1 = 2.3.
NO DOWNLOAD RECOMMENDATION!!!!!!!!!!!!
[Don’t rate packs you haven’t played in full. Rating (2.3) removed. ~cooba]
Heh. Got a good laugh outta this one.
Blackraptor’s Race For The Vodka race is a bit tricky to get the hang of, and it can be occasionally frustrating (i.e.-the Pinball bumpers), but it’s definitely a worthwhile endeavor.
RFtV uses the Dreempipes tileset, taking the player through what is apparently a giant vodka production plant (No worries, parents: Rabbits apparently can’t hold anything stronger than Epi-Cola, which Blacky has substituted for real vodka). There’s a few sequestered Ice powerups, a fancy shortcut or two and some straight-up gameplay traps no race would be complete without. Spring traps (especially used in conjuncture with Float events). A water/caterpillar pit. A vertical Spring trap. These and more are expertly executed, and greatly enhance the quality of Vodka.
On the converse, there were a few things I thought could’ve used improvement. The Freeze Enemy traps, while whimsical and fun, were downright annoying, and greatly disrupted the flow of the race. This consequently ruined the Seeker shortcut, although in my opinion it was already quicker just to take the normal route and bypass the Seeker shortcut altogether. The pinball section irritated me because it was just hard enough to stop me almost every time I came through it, but not quite hard enough for me to label it as unreasonable in its difficulty. The Freezer powerup at the beginning was way too well hidden, and I would probably never have found it if I hadn’t looked through the editor after playing the level, to make sure I didn’t miss anything.
On another note, the song was hilarious, and fit the level perfectly. Nice find there.
Is Race For The Vodka worth a download? Absolutely. This is a good, quality race by Blackraptor, and once you look past its small number of minorly bothersome flaws, it’s definitely worth playing. Download today.
Well after so many retries and so many falls i have finally completed the lvl. Phew.
Eyecandy:
Eyecandy here is really good. I generally hate psych tileset, and i hate the looks of shrooms in general but br used this tileset rather well, the lvl actually looks nice. There were a few tilebugs i encountered but very few, since some flowers were “dancing” and they were near layer 3 tiles it looked is if they are punching their “heads” trough walls.Anyways not much to say here the tileset was more or less used up to its maximum
9.5/10
Enemy placement:
Theyr pretty well placed. They get alont with the tileset well except for the christmas enemies i dont think they quite match the tileset. Enemies are placed in a way that u cant quite just charge upward and shoot and do whatever u like, most are even hidden behind layer 3 but they can still be seen if you focus. The witch i beat quite too easy with the seekers (3 boxes) you’ve put, i just dodged the umm “yellow thingy” and just kept spamming all seekers i had. I’d say that most annoying enemies were definetly the bee’s as they always are for me. They were well placed in this lvl
9/10
Gameplay
Well its quite hard expecially those pit parts. After i fell the first 10 times i just did /r and tried again, since i knew where i was at i finally passed that part. Its not that hard, u just mustnt shoot those platforms otherwise they will swing like hell and it will really become troublesome. 2nd hard part was the other pit, the one with boulders, god i lost all my nerves with that one. Either jump wouldnt work, or i’d get hurt or i’d miss the boulder eh… after many retries i finally passed it. I think there should be atleast 2 checkpoints thou, its quite easy to die and it can get VERY frustrating to have to do everything all over again. All in all the gameplay was really nice it was rather fun to play this lvl. Just have to focus a lot and be carefull is all it takes.
8.5/10
Pickup placement
I will include secrets areas in this one aswell. The ammo,gems,coins and food placements are really good placed i like it a lot. I had 2 sugar rushes but surprisingly that wasnt much at all. I think i found most of the secret placements but one of the secret area i accidently discovered because a boulder rolled there and when i went there it was definetly the MOST HARDEST PART in this lvl. It contained spike balls which left u out of footing and some well placed bee’s which was just far too frustrating. i really stopped bothering trying to pass that one it was simply too hard for me. also there is that area placement im not sure how to get there, i just used RF climb, maybe i was suppost to push that crate with a blue spring there? but i cant push crates and i dont know what was that spring doing there in the first place. well the pickup placements are really good placed there were a lot of carrots which was just about enough for this lvl, no Full C’s thou (atleast i havent found any).
9/10
Music:
Umm… when i played this lvl i couldnt even hear my own blaster or any kind of sound except some messed up high piched noises or sth. Too bad thou :s
0/0
Overall Rating: 9/10
DL recommendation?
Definetly. The lvl is a bit hard and requres quite a lot of skills but its definetly fun to play.
—Foreword—
I have to say that it gave experience playing this creatively channeling level, the name is strongly fitting the look, music and gameplay, in one word, the theme. I guess there are pelolpe don’t understand it, it means a trip after using drugs, appropriate isn’t it? The level doesn’t got story, but in my opinion, a SP pack needs it, not a one level trial, also, here we are going trough a psychedelic experience, so we aren’t aware of the world. lol.
—Look—
Background
Mushrooms going towards the upper right corner, some of them are “dancing”, spiced with changing colors. CraZy. It is cool, and exciting anyway, i never got bored of it. This makes the view even more colorful.
Eyecandy
Well i could leave the praising but i don’t. It is amazing. Hanging leaves, branches of trees, lava lamps, waterfalls, and mushrooms all around, even parts of originally background items. Great use of Layer 4-5(maybe 6 too, i couldn’t check it in JCS) walls, times going black. Decent tileset usage. The pickups and other events improve it too, i like the foods used and the the gems, big rock was also in it, and the mass of trigger rocks, nah that rocks at all. Rare timebugs can be found hardly, easyly ignoreable, overally, the look is a comple masterpiece. Dammit, it’s magic.
Rating: 29/30
—Layout—
As the game gets started, it leaves you to choose left or right way to go what makes me feel confused. By the way its not bad, and the whole level is baised on this thing, there is a main path, with lots of byways allaround consisting pickups and enemyes. I think it is good, because once you saw a place not needed in going forward, next time, after you got roasted you won’t be forced to go to all the places. Next thing to mention is that in some cases, you had to find a secret alike way to get trough what is a bit werid, altrugh, yes, i know there are arrow posts but they are hard to notice because of the exuberant eyecandy. Otherway it was natural, cool and long so what to say? it must get high rating.
Rating: 14/15
—Gameplay—
I was wondering. Wherever i’ve gone, i met unordinary things. Yet it was kinda difficult, thanks to the lots of hurting and pits. After a bunch of deaths i startd to care a lot and go slowly. The first pitty part’s first part with the swinging vine and plaform got me 20 times that i said okay. this is cool but i just don’t get how to, so i skipped it. I think this level is hard for any skilled player, this makes it just more exciting. Something new that waits for beating.
The great deal of separate events were loveably infrequent. The best was the Trigerr rocks as collapsing scan alike platforms, if you touch it by sides it falls.
One thing to mention, at least one more checkpoint could’ve been added, somewhere after the first pits, because the second pitty part is very deadly, and getting back to start from there kills the spirit of playing without cheats -> :(.
By the way i found that in easy mode, it gets skipped if you fall into the pit at the left, lower corner. Also easy mode let’s a second chance after falling into a pit, brilliant idea. As i saw hard gives a lot more enemyes, and so, it make them in crucial places too.
Overally it’s very creative, nicely done, not as a bad point, it is hard.
Pickups
Due to the several byways this is a truly rich level in gatherables. Countless gems and foods, good amount of armours, imaginitive coins.
Both gems and coins were greatly placed in boxes, and in many different way, it was cool. The toaster ammo was the most precious thing, right after carrots. In some places the thing was proposally in the walls, i see how this is new, but it is hard to collect, anyway it fits to a SP level.
The secrets were hidden unobviusly, for the fourth – fifth time (i mean restarts, not only meant by dying) i started to find them, they were very imaginitive. I even found new secrets for the tenth time, this made an adevturious feeling keeped long. and still there are some that i dont understand, like the Toaster PU at 270,46. I really ‘d liked to see it in JCS.
Enemyes
There were a lot of enemyes fitting the theme, decently placed. The witch was nice that it was there, well i could consist an end boss, but the level was complete like this too, i felt exhasuted enough reaching the exit.
One thing was annying, those hidden enemys. they really husted a lot, it is ignorable to have a few, but this was a bit much. In hard mode i would add more Fencers, to increase difficulity, becasuse more helmuts just need some more shoots, anyway the beeboy useage was great in it.
Rating: 44/50
—Music—
The genre is Psytrance, even by that is fits, moreover it superly suits the level. Its also great because it is new. The only backward of it is the hefty 17.7MB size.
Rating:5/5
—Last words—
I would really respect the man that beats this level without deaths (and cheats) for the first time. It is truely hard, it makes a challange for anyone. Altrough it is fun and recomended to play it.
DR : is it a question?
Total Rating: 92/100 -> 9.2
RabidRabb
Well, it’s been a goodly long while since I played through a decent custom Jazz 1 level pack, so I popped a Cherry Starburst in my mouth, took one final pit stop, then settled down in my chair for a grand old time with Blackraptor’s “Lost Ages” JJ1 pack…
—————
Carrotus Level 1
From the very first level of the pack, I wasn’t sure what to expect from the rest of Blacky’s pack. For one thing, the brown rock background cave tile seemed to be malfunctioning (although I do believe he pointed that out himself), leaving brown tile vines hanging in midair in a rather unsightly mess. The sound effects didn’t work either, although Blackraptor acknowledged that as well.
I was also surprised by the difficulty level playing on medium, especially that first “Thorn Tunnel”. Seemed a bit excessive on medium mode to me.
I felt that some of the events (like the goblets) didn’t match the level very well, and the music also didn’t fit the level (although, to be fair, there really isn’t that much of a selection, and there won’t be until some bright person figures out how to put custom songs in a JJ1 level). I would’ve maybe used a song like Fanolint, or maybe Scraparap or Dreempipes (not that my choices are much better, lol).
Edit: It seems that I was mistaken. There IS a way to use custom music in Jazz 1 levels after all, therefore your horizons have officially expanded.
Fortunately, that’s about where the downsides end.
I was blown away by all the ingenious stuff that Blackraptor did with the now virtually limitless JJ1 engine. Custom baddies (with custom ANIMATIONS). Custom moving tomato and airboard platforms. A very well laid out level structure. The Birdie baddies were especially impressive.
There was also a Fast Feet segment, which although not perfect (I kept getting hung up on stuff), it was good enough.
The only thing I was disappointed not to find was any kind of custom weapon (which is possible, by the way, because I’ve done it before in my own Jazz 1 levels). I invented this really cool spike knife gun using the Dreempipes mine shards…
…But I digress.
Overall, there were some snags and bumps, but Level 1 ended on a high note in my mind.
Carrotus Level 2
Hoorah! The cave walls worked in this level!
Once I got over my initial pleasure concerning this, I quickly became concerned with the level itself. To be brutally honest, it confused the sam hill out of me. I could not for the life of me figure out how to get out of that dadgum cave, and I wasted almost every last second of my time in a vain attempt to do so. At great length, I at last figured out that you’re supposed to ride the airboard from one end of the room to the other (with a tricky over-the-tree jump in the middle), then climb out a hole in the roof to daylight.
Sigh.
Fortunately, this level is well supplied with gameclocks, so I was able to escape the “dungeon” with my life, my sanity and a few ticks left on the dial.
The next part was much easier to get through, with some platform-action sequences featuring more bodacious custom baddies (Including some that look like gophers who’re high on meth), a HUGE clump of grape food, and some cherries, too. Then there’s a fake exit sign, some Marbelara dragons, and finally the end.
Thank goodness. I thought I’d NEVER get out of there alive.
Overall, Level 2 was astounding as a complex, custom-made level, but also frighteningly confusing.
Carrotus Bonus
Another level that was brilliant in concept, but far less than impressive in execution. I spent most of all of my time trying to get out of the airplane landing strip that constitutes the first room, so I never did end up finding my way into the rest of the level.
That was too bad, because I was greatly looking forward to it.
Jungrock Level 1
I’ll be honest. At first, I wasn’t too impressed at the thought of a custom Jungrock level.
“Aww, man,” I complained to myself. “This won’t be very original at all!”
Happily, I was quickly proved to be wrong.
Jungrock According to Blackraptor is a brand new place, with seemingly every piece of eyecandy reinterpreted and used in a way you’d never have imagined before. Remember the springy plants? They’re plain old eyecandy now. Remember the green thorns? So are they.
Jungrock’s also been infused by some jungular tiles from…well, Jazz 2 Jungle, naturally. The graceful background trees, the green flora and fauna, it’s here.
And just like in Carrotus, Blacky’s made use of his custom baddies, using the Turtemple Scorpions (although that doesn’t really count as a CUSTOM, per se), turning the Red Buzzers into Spark events, adding a flying brown owl, and adding a MASSIVE gray godzilla/dinosaur monster that lumbers around and feels surprisingly fitting on Jungrock. Maybe because it looks a bit like a rock monster.
Overall, I was initially disenchanted, but ultimately satisfied by Jungrock 1. Well done.
Jungrock Level 2
From the first time I fell into that blasted death pit, I couldn’t settle my nerves down until I completed this heinous level.
Let’s get one thing straight. It’s not heinous because it’s BAD. Granted, a little added directional guidance would’ve been greatly appreciated (since half the time I didn’t know where the devil I was going), and the curiously chosen goblets are back again, but those things aren’t what make this level so wicked sick.
It’s the gameplay that does the trick, and if it doesn’t kill me first, I might actually grow to like it.
There’s a number of instant death pits in this level (created by simply leaving out tiles at the bottom of the level), and sure enough, son of a gun that I am, I fell into one.
After that, I couldn’t make a midair leap without holding my breath over whether or not I’d fall to my death. Miraculously, sometimes I survived.
It’s a crazy adrenaline rush, but this adrenaline rush consequently makes the level a LOT more difficult to hack through. There’s a few gameclocks hidden around, but it still took me a while to master leaping into oblivion and hoping for the best.
Because it’s so tense, this level will DEFINITELY rub a lot of people the wrong way, and it would probably rub me wrong too, if I weren’t such a Jazz 1 aficionado. Fortunately for Blackraptor, I am, and I can appreciate a good challenge.
Overall, the supreme difficulty/challenge of the level is hard to adjust to, but it’s quite fun once you become accustomed to it.
Jungrock Bonus
I was very disappointed to find out that Jungrock has the same exact bonus level as Carrotus, so for a second time I wasted the entire level trying to figure out how to access the rest of the bonus. Quite aggravating.
Corrupted Sanctuary Level 1
At last, the golden goblets belong!
The next level of Lost Ages took me to Corrupted Sanctuary, a dark, grim, desolate world (I don’t care what Blackraptor says, this looks WAY more like a castle than a monastary) where Grave Hands spring up from the ground, black Cobras chase me around, and the Jungrock rock monsters sprout wings, breathing fire. The tileset was expertly used, with wooden beams occasionally criss-crossing the stones and hiding secrets (occasionally). The Medivo song was used here, and added quite nicely to the overall ambiance.
The Fast Feet segment here was shorter, but also less complicated, and therefore easier to execute.
On the less bright side, this level felt quite a bit shorter than the rest. I don’t know if this was because Blackraptor just ran out of steam, but it felt way smaller. I got to the end, and was like, “Huh?”
But oh well.
Overall, I was decently satiated with this level, and had some pretty good fun.
Corrupted Sanctuary Level 2
Complex. That was the word that kept popping into my mind as I played this level. Simply complex.
The stage starts off with a classic Jazz 1 tactic: A Spring Tower with One-Way Floors (although only the floors beneath the springs are one-way here, as that plays into the level to a great extent). As I bounced up the tower (and collected the requisite goodies hidden within the walls), I came to the top floor and entered a second spring tower.
The catch? This time, you’re going down instead of up.
The springs become your enemy here, hindering your attempts to cross, but never enough so to fully keep you from passing. The black bone maze was a perfect addition to the JJ1 tileset.
This level also seemed rather short, just like the first Corrupted Sanctuary level. It was a little disappointing, but I suppose it could’ve been worse.
Overall, this level was about on par with the first Corrupted Sanctuary level. Both were likely the weakest links in this pack.
Corrupted Sanctuary Bonus
Once again, this was a recycle of the first two bonus areas. However, this time I figured out that you could walk along the colored tiles lining the highways, and by doing so enter other areas (well, at least one area. I ran out of time on the clock by the time I figured this out).
Still, it was very frustrating, and I did not enjoy it at all, especially after having two previous cracks at the same level.
—————
Thoughts on the pack in general? Lost Ages was good in some aspects, not quite so good in others. The creativity was on point, with the custom baddies and events. The tilesets were also well done, with plenty of visually appealing elements to keep me engaged. The gameplay was sufficiently challenging, the cadence of the pack was good, and I enjoyed myself a lot at times.
Unfortunately, there were also times when I nearly screamed myself hoarse over the annoying things Lost Ages did (or didn’t do). The events didn’t always match the levels. The music of Carrotus didn’t fit at all. The bonus level was a valiant effort, but ultimately unsuccessful, since I had three tries to beat it and couldn’t find my way into the rest of the level on any of the three.
Oh, and there was no boss. Why was there no boss? I was disappointed by this, since the pack seemed to be climaxing up to it. Rather a big letdown.
In conclusion, I would like to thank Blackraptor for dragging me into a much longer review than I had originally intended. I had meant to just play a little bit now, then continue my playthrough tomorrow, but the excellence level (for the most part) of the pack had me riveted for upwards of three hours.
This is a terrific pack. Lost Ages certainly has its flaws, but for every single one of these, there’s two other things that are absolutely rockstar. This whole level pack is a barrel of fun, so if you’re looking for a good old fashioned time, Blacky’s JJ1 masterpiece just might be the pack for you…
this is a very good campaign i hope you’ll finish it :) i’m waiting :P
Would really like to see sequel to this. you should definitely give JazzSD a try too!
First of all. I liked the experiment. It’s always great if someone uses your creation and gets all creative. Since Jazz1 reviews are a bit scarce (and being a big fan of the game) I thought I’d review it for you. I played through the episode from start to end and I wrote down some notes while doing so. I’ll walk through them planet by planet, because each planet shares it’s pros and cons.
Level 1 + 2: I like the amount of detail you put in here. The levels are beautiful to see when you look at them from within a level editor. The downside is however that because of Jazz1’s lower resolution you see every misplaced pixel. Every creative use of the Carrotus tileset instantly punishes you because the player sees pixels appear in places where they shouldn’t be. I’m not going to make that affect the rating though because I applaud the creativity. What I really didn’t like though was the variety in pickups. Cherries, grapes, ice-cream, yellow stars, blue stars, they’re all there. Perhaps it’d have been better to stick to a few. The first time I played the second level I almost instantly died, I had no idea there were that many spikes. I suppose you were right when you called it fairly challenging.
Level 3 + 4: These two levels I will remember for the amount of enemies. I thought the spikes were challenging in the second level. You better brush up your blaster before entering this planet. There is a staggering amount of bees in these levels. If you like a challenge you will definitely enjoy these levels. If you are a wimp like me, you probably won’t. I’ve never really been a big fan of this particular tileset but the levels look decent and were crafted well. Where the first two levels felt a bit rushed, I don’t think that is the case with these two. The second level even introduces death pits in Jazz1. Yes, you saw it here first. I never saw it coming and quickly committed a painful suicide without expecting it. The difficulty here is insane, but I understand more than most people how difficult it is to balance a Jazz1 level.
Level 5 + 6: I had looked at converting this tileset to Jazz1 but deemed it impossible. Apparently I was wrong. Even though the colors aren’t as vibrant as they were in Disguise’s original tileset, it was done quite well. It’s just too bad that some of the sprite colors had to suffer. I would also have liked to see the torches on fire but I think the color palette severely limited you. These two levels were less difficult than the previous two, but had some nice puzzles in the form of secret passages that had to be found. I especially liked having to find my way through the last level. Did I mention that these two levels (and the previous two) have an awesome huge dragon enemy? I really liked the sight of those.
Overall: If you enjoy playing the original Jazz Jackrabbit and also like a challenge, this pack is recommended. Blackraptor put in a lot of creativity, and the only reason I’m not giving this a higher rating is because it has some rough edges that could have been polished. It could have been balanced a bit better for example. And I’m also missing some of the finer details such as planet images. Blackraptor did a fine job and I hope he will release an updated version that takes care of my criticism.
This is a very profound level. Profound not in the sense that it radically changes gameplay, or introduces a new concept to J2O. Profound in the just plain profound sense.
For one thing, the level is HUGE! I’m not sure I’ve ever seen such a multileveled stage, where you just keep going up and up and up…
Very tall, in other words.
Eyecandy was bizarre, but fit the level, in a strange way. I guess that’s just a side effect of building a level with the Psych tileset.
The background visuals were nothing short of groovy, jiving perfectly with the Psych set and concept (a funky land). I always wanted to do a layer 8 bg that could change colors, but never felt the particular itch to do it. Blacky did, providing a veritable movie of colors in the distance.
I also loved the “easy mode” deathpit. I don’t know how Blackraptor executed it (and since he passworded it, I never will), but it was a genius idea.
I was, however, very disappointed by the difficulty in mobility this level had. Sure, it may have been big, but it was VERY hard to move around in, having only one or two routes upwards and these being pretty hard to use properly. The righthand tunnel from the beginning is the end of a vertical shaft, making it a dead end. I was quite surprised that such a well-planned out level had that kind of an issue.
Nonetheless, the rest of the level was good, and I will join the clamour of the other reviewers and recommend a download. It’s a psychodelic experience, all right. Come find out for yourself.
This is what we like to see from Jazz2Online. This is by far the best single player episode that I’ve ever seen.
Difficulty-wise, I find it almost impossible. I’ve had to resort to using the invincibility cheat just to make it playable, and it could at least do the decent thing of being playable with Lori, but ultimately, that’s a small price to pay.
This pack clearly isn’t short of detail. The levels look like they took months to complete considering their size (50k+), and the insane levels of detail and animation. The ominous feeling is best experienced at 2AM, when it’s just you and the episode, especially the “Pride” level. You don’t know what true creepiness is until you try that.
Obviously, there are some less capable levels, but I find this is only true with the Mario-based levels. I, for one, find the “Hellfire” level unplayable thanks to the song alone (it induces hostility in the room, and can turn a player into a psychopath. Seriously guys, don’t ever use that song), but hey.
The star of the pack, for me, is the Phantasmagoria tileset. That is a must-have for anyone trying to make a dream level, since it’s just a big hodge-podge of places that Jazz has been before, and is a sure-fire way to make a good-looking dream level.
This pack nails an ultra-strong 9.5.
This is a very pretty level and I like the openness of it but it has a number of gameplay problems.
What I like about it is that there are a bunch of ways to get through it (with a lot of secret areas), there’s good support for difficulty levels, and it’s just large enoguh to work as a stand-alone level.
Two things detract from the level. First of all, the tileset usage, while looking cool, tends to be a little confusing at times. This level has a habit of using masked tiles (ie stuff that belongs in layer 4) in the background, which means you don’t always know what’s solid and what isn’t. A little bit of this sort of thing can be ok, but it is excessive in some places here.
My second problem is that the level is just a bit too frustrating. I beat it without cheating, but the death pits got me a few times, and the lack of checkpoints makes them very annoying. In the end, I wound up just rushing through the level instead of exploring it, since I felt like I had wasted enough time already. There are also parts where enemies are nearly unavoidable (the level is especially guilty of this in the moving platform sections). They probably should have been put on hard mode or just removed.
8 is lower than anyone else has given this, but I think it is fair, considering the problems I mentioned. If I were to rate this on eyecandy alone it would get a 10. Music is also good (07-Magic Mushrooms-ZAiK_iNT.mp3).
Oh god.
First, no story included in the rating…
0/0
Music:
I listened to it seperately from the level and it definately fits. However, several parts of the song tends to get annoying VERY QUICKLY so no full points here… not as much lower as a ten as you might expect now, but I think there are people around here who like the parts I found to be especially annoying.
9.5/10
Eyecandy:
Well, it was a non-traditional approach of tileset usage, but I liked it. Almost no flaws in the eyecandy, alltough the mushrooms didn’t have a floor beneath them (but considering that would look even uglier, and there isn’t a better way to do it than this, I won’t rate down on this.
However, sometimes I found tile placement looking ugly and because those cats were both used in background and in the traditional way…
9/10
Gameplay:
Level layout:
Well, make sure you can recognize deathpits, otherwise quite a few players resort to JJFly and will not touch the ground again.
A few secret pathways and a few other secrets… but nothing special. Only one checkpoint in a level with quite a few deathpits is annoying though.
And many, many times, there was a masking error which made the level less fluid. Probably a tileset-problem but still. It was annoying and unnecessary.
Everything else was (very) well done though…
8,75/10
Enemy placement:
Annoying, but most enemies were well placed and fitted well with the tileset… alltough I should replace the Christmas enemies with their normal versions.
9,5/10
Pickup placement:
Nearly without flaws. A double coin warp is hardly ever used in levels, but huge levels like this one can use it… I like it.
9,5/10
Replay value: Well, it is a difficult level. The lack of a story cuts ALWAYS down here, but the lack of secrets does as well. Also, annoying contraptions with a deathpit below don’t really help as well for me. However, the level has several unique things in the eyecandy.
8,5/10
54.75/60
Penalties:
Avoidable tilebugs: -0,4
8,7/10
DR: Yes. If you aren’t a good player, just use cheats. This level is harder than EvilMike’s levels in several occasions, alltough probably not as good in terms of quality and replay value. But it is worth a playthrough, at least!
Edit: Listened to the music.
This is pretty awesome. The music didn’t really appeal to me, so I just put on my own and played it in 1.24.
The eyecandy is pretty amazing. I like non-traditional approaches to tilesets. The mushroom effects in the background are very cool. You must have put a lot of time into this. I have no complaints where the eyecandy is concerned. It was wild, but not terribly confusing.
Pickup placement is very good. Some of the things are hard to get because of how the wall tiles are masked. The number of carrots I found was a good balance (not too many, but just few enough to make me CRAVE the next carrot).
Enemy placement is great, but also annoying. After dying a couple times I just resorted to cheating to see the rest of the level (and I was probably barely scratching the surface). I never would have resorted to cheating if you had put in more checkpoints. There was one area that really bothered me early on – somehow the player is supposed to use a blue spring to get to the top left area, but it’s nearly impossible to not hit the ceiling first. Death pits are also annoying ESPECIALLY WITHOUT CHECKPOINTS NEARBY.
It’s worth a download, whether you can finish it or not.
Well,this is an a musshrom level which
i give an a high-rating with DR.
You have to either download the music yourself (1200 Micrograms – Magic Mushrooms) or ask me in a PM and I will send it to you. J2O unfortunately doesnt allow me to link to it…
I dont know why you are getting amnesia errors if you run the level with JJ2+, try closing other processes that are running?
edit: oh, and playing in easy mode gives you another chance if you fall into a pit. just thought i should point that out…
Beautiful stuff…Good job!
I didn’t know that it is possible to make so beautiful level with this sucky tileset !
I found a problem,
It’s an amensia error when entering the game….
btw, where I can get the music?
(I have JJ2+)
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