RecommendedReview by Love & Thunder

Posted:
7 Jul 2021, 00:58 (edited 7 Jul 21, 01:56)
For: Episode One: The Invasion of Deserto
Level rating: 9.1
Rating
3

This pack is pretty much a legend by now. Back in the day, I always wanted to play through EvilMike’s five-part level pack, but could never make it far due to the immensely high difficulty. I finally decided I’d actually complete the entire five-part saga and have indeed just beaten episode one. So, what did I think?

Episode One did not live up to the hype at all.

It’s a “Hard” level pack. So what does that mean? “Hard” should mean that, if you play this pack, you will find it very challenging to beat, but all too often in my experience, “Hard” actually means “Loaded up with impossible bullshit that will kick you in the nads repeatedly for no reason when you’re trying to play.”

That is to say, Super Meat Boy is challenging. Many levels will take you 30+ tries before you beat them, but if you fail, it’s never because the design is unfair, and you get an unlimited number of retries to ensure you can get good at the game over the course of playing it.
I Wanna Be The Guy is bullshit. You will repeatedly get cheap deaths from hazards you never knew were there, everything is going to kill you, and any death means you restart the entire game from scratch, meaning it’s impossible to learn and improve by playing.
Both of these games are hard, but only one is fair, and only one is a game I would recommend people check out. Sadly, this level pack leans far more on the I Wanna Be The Guy end of the spectrum than I would like.

In this level pack, you will very frequently be presented with situations where it is impossible to venture forward on your first go without taking damage. Carrots are only very sparingly given, 1-ups even more sparingly, the levels are massive, sprawling labyrinths, often ending with their hardest sequence yet — for instance, in The Castle, there’s a section very reminiscent of a Test, requiring very precise manoeuvring or you’ll be sent back to the start. Except in this level pack, because “Fair” is an alien concept, you will be insta-killed. There is a checkpoint very shortly before this Test section, but unless you’ve completely aced the entire pack up to this point (which would mean you don’t have much pack left), you will only get 3 or 4 tries before you run out of lives and are forced to start the entire level over again, with none of your ammo or fastfire.
And I haven’t even gone into the fact that a few of the levels just have a really poor sense of direction. “Okay, where do I go next?” was a question in my head a good few times while playing this, and it wasn’t a question that I was able to answer for several minutes in a few cases. That’s never really a good sign; to my mind, good/fun design requires clear goals, but with obstacles along the way that the player must clear. Navigating a giant maze trying to find which door was opened by the crate you stomped after you’ve already searched extensively two or three times over (not counting your first go-through that led you to the box) is not fun gameplay.

While writing this review, I was discussing the level pack with Seren over on the Discord, and they pointed out one section in The Castle where there’s a very, very difficult jump. Screenshot courtesy of Seren: https://i.imgur.com/gwqA1st.png
A bat is present in this section (killed before the shot was taken) who you can stomp on to gain the height necessary to clear the jump, but it’s not a generator, it’s a one-and-done. If you kill the bat without using it for the jump, or you stomp it but whiff the jump, then you’re pretty much buggered.
The wall to the left is a ricochet wall, so you can’t use RF missiles to clear the jump, and it’s set up such that Spaz’s double jump won’t make it. The only way, according to Seren, is a golden jump, which is a fairly advanced technique that I don’t imagine most players are aware of.
So, if you fail at this jump ONCE, then you’re effectively softlocked out of progressing unless you can pull off an obscure, difficult technique… Or if you save-scum, which wasn’t possible when this level was released (the level is too large for vanilla JJ2 to load saves properly. JJ2+ fixed this, many many years after this pack released).
This is a pretty good example of the kind of bullshit this level gladly throws at you in the name of being “difficult”. To my mind, this isn’t true “difficulty”, because it’s not a challenge, it’s the level simply being unfair. In most games, a difficult challenge is presented after a checkpoint and you usually wouldn’t have a limited number of lives. This way, you can repeatedly try this difficult challenge and become better as you retry. This level isn’t interested in being fair in this way; checkpointing is sparse, 1ups are almost never given, and even carrots are rare. I’ve harped on this already, but it bears repeating: This is not a fair level pack.

Frankly, I can’t imagine why this level pack is so well regarded, because back in the day, you couldn’t save during levels in this pack. Nowadays, you can easily save scum it to take the edge off, and honestly, despite getting very frustrated with this pack at various points, I did find myself enjoying many portions of it, but the tedium of save scumming doesn’t do the frustrating nature of this pack any favours. And yet, without save scumming, I would never have managed to beat the pack.

This sounds pretty awful, and it is, but there is a lot of good in this pack; the story is told well, the environments are well chosen and work well together, the music is good, the variety of gameplay styles and environments is good, and the way you essentially return to earlier levels at various points creates a strong sense of continuity and the illusion of a connectedness of the world that the pack creates. I probably should have just walked away on my 20th or 30th save scum in the temple, but I felt oddly compelled to soldier on. Playing this level pack wasn’t a joyful experience, but it was certainly a compelling one. Perhaps just out of spite for the level itself; if it was going to be relentless then so was I.

This is not a bad level pack. It’s one that could do with a once-over to remove some of the most unfair/unavoidable hazards, tweak a few weird obstacles (such as the bat in The Castle not being a generator), make the direction in certain levels clearer (in The Castle in particular, there isn’t a strong indication that you have to use the TNT to blow up the gargoyles, which can easily lock you out of progressing. There’s even a text field that tells you about this, it just isn’t used in the level), add more checkpoints, and grant infinite lives in AngelScript. Most of this could easily be applied only to the “Easy” difficulty, to preserve the original experience for any masochists out there (or the few people who are just that good at the game), but personally I would put these improvements on as standard, only taking them away on turbo and maybe hard.
But for me, these problems impede my enjoyment too much for me to say I liked the pack.

If you’re very, very skilled at Jazz Jackrabbit 2 (and I’m talking speedrunner levels of good at the game), you will probably get on fine with this pack. If not, you will find this a very frustrating experience severely lacking in fun, and as that was my personal experience, I can only possibly give this pack a 3/10, for my personal enjoyment of the pack. Harsh, yes. But so is this pack, so it bloody deserves it. :P

And yet, despite only giving this pack a 3/10, I’m giving this a download recommendation. Why? Many people in this community are just that good at the game (just look at the other reviews), and for those of us who aren’t, this is still a highly-influential Jazz 2 custom level pack, and to a certain extent its reputation is deserved; it’s full of interesting ideas, its story is well-woven, and the way you return to previous levels is very cool. There’s a sense of immersion, and you really feel like you’ve been on an adventure by the end of it.

I do not like this level pack. But if you’re reading this review, you should probably try the pack out anyway. Don’t be ashamed of save-scumming, because this pack is very unfair at times, and don’t feel bad if you decide it’s just not worth continuing; for many people, it will not be worth it, because for many, it will not be fun. But you should try it anyway, because if you do like it, you’ll probably like it a lot.

RecommendedReview by Slaz

Posted:
11 Jan 2019, 18:20
For: Deserted Diamondus
Level rating: 7.9
Rating
7.5

This is not really a “deserted” Diamondus as it’s full of goodies and nice eyecandy everywhere. I like how the beginning has 2 separate pathways, adding some replay value. It’s also the first level where I saw a turtle shell fall through Destruct Scenery blocks, well that’s something lol. While it’s a fairly standard Diamondus level, the underwater race and little backtrack near the end felt original. Too bad ceiling spikes couldn’t work at the time this level was made, as this clearly wanted to utilize them.

I recommend playing this at least once. It’s better than reading reviews. :P

RecommendedReview by Slaz

Posted:
11 Jan 2019, 18:06 (edited 11 Jan 19, 18:07)
For: Alien Chemestry
Level rating: 8.5
Rating
8.5

An early level by EvilMike, that clearly shows what was to come with Devres. Floating Suckers won’t like this level, as it popularized buttstomping them to reach new heights. It has plenty of other clever design elements for it’s time such as using TNT to get crates that are out of reach, proper usage of spiked platforms, and even requires an RF jump at one point. The Bolly Boss arena, utilizing spikes and hooks, was pretty good too. The part where you helicopter and Airboard through a path of spikeballs has an unfairly small gap, and at some point there’s a rat next to a vertical tube that will always hit you.

It also comes with a bonus level that’s pretty original, grabbing coins as you fall, althougth it’s rewards are mostly useless unless you want to play Mike’s earlier Diamondus level with extra guns.

I recommend this even in 2019 if you want to see what EvilMike was up to before the heights of Devres.

Review by WaterRabbit

Posted:
4 Dec 2018, 05:08
For: Episode Five: The Fortress of Ruin
Level rating: 9.8
Rating
N/A

I’m not sure if this is just me but I wanted to warn that with JJ2+ the crystal puzzle on devres66.j2l (Deluge) seems to be broken. I activated the three crystals and the door still won’t open. I tested it in non-plus and it worked fine.

RecommendedQuick Review by KiraImmortal

Posted:
10 Apr 2016, 14:30 (edited 10 Apr 16, 14:31)
For: Deserted Diamondus
Level rating: 7.9
Rating
8.5

pretty nice advanced level with a few assholeish (but creative) moments. fine visuals and gameplay in general :)

RecommendedQuick Review by SaVn

Posted:
28 Oct 2015, 21:13 (edited 28 Oct 15, 21:19)
For: EvilMike's JCS.ini
Level rating: 8.8
Rating
9.5

Wow, this is an improved JCS.ini, it’s ordered the events to find and put the events!
But the original JCS.INI isn’t ordered the list and there’s events that do not work.

Download reccomandation!!!!!!

RecommendedReview by Kazuyon

Posted:
4 Oct 2013, 04:00
For: Episode One: The Invasion of Deserto
Level rating: 9.1
Rating
9

Even though it feels odd for a new comer to comment like this… I kinda ref this from the other reviews >>

This is the first single player level pack I ever downloaded on J2O… and wow, up until today, JJ2 seem like this nice casual gun game. Now, I can feel the UMPF! in it :D.
This level pack is difficult, definitely difficult, but also very fun, every map has it’s own unique touch to it, if anything, it is bias against Lori players. I took 5+ tries to clear the entire episode without cheats WITH LORI. And just one try to clear it with Spaz.

Design-wise(i think this is called eye candy? >>)
The pack was very well build, there was very little places which I can wallclimb and there was no actual boring areas in the game. But this pack is probably not made to admire graphics, since it was over populated.
(3/3 points)

Enemies-wise
Seeing how everyone else comments, the enemies sound hard to kill. But in my own opinions, the enemies were strategically placed yet does not overthrow the levels, maybe just makes sure you can’t sit still whenever you like ;D/
(3/3 points)

StagePlanning-wise
Bias. Super Bias. I probably stated earlier but: unless you can run-double-jump the game is difficult. But as a Spaz, it is very fun, I find these maps very….“I WANT TO BUILD SIMILAR” kinda feel.
(2/3points)

Overall-wise
This is fun, challenging, and fun. Very well build, very hard levels. Very fun.
(bonus 1/1 point)

Download Recommendation Yes!! :D

RecommendedQuick Review by abgrenv

Posted:
9 Oct 2012, 15:27
For: Deserted Diamondus
Level rating: 7.9
Rating
7.2

Hard but not bad.

RecommendedQuick Review by White pinguin

Posted:
26 Sep 2012, 10:53
For: Episode Two: The Rebirth of Evil
Level rating: 9.6
Rating
9.7

Not only was this fun to play but it also moved me. You have great creative powers and I think you’re also quite smart. Great piece of art or whatever. Good work.

RecommendedQuick Review by Andrzej

Posted:
19 Sep 2012, 08:51
For: SPACE ISLAND LEVEL WITH ISLANDS
Level rating: 8.1
Rating
10

silwi <3

Quick Review by jjs1240

Posted:
15 Aug 2012, 12:16
For: Episode Five: The Fortress of Ruin
Level rating: 9.8
Rating
10

goooooooooood job

Quick Review by forfor

Posted:
4 Jul 2012, 00:26
For: Episode Four: The Resistance
Level rating: 9.3
Rating
N/A

thank you i like all this levels and tilesets

[wrong rating (1.0) ~cooba]

RecommendedReview by PT32

Posted:
22 Jan 2012, 23:22
For: Helldome
Level rating: 8.4
Rating
8.2

Let’s say a few words about Evilmike’s CTF level, Helldome.

First off, the eyecandy was great. EM used the Where Bad Rabbits Go tileset to construct an environment indicative of the gates of hell (or at least, how hell is most commonly depicted), and it’s pretty wicked. No pun intended.

Plenty of various types of ammo. Springs are placed so as to help the player quickly move from side to side of the level.

The “deathpit” at the bottom of the level warps you back into the level. Now, I didn’t really like that for a couple of reasons. Firstly, it takes your flag away if you’ve stolen another team’s flag, and that’s very irritating. Secondly, if you (Evilmike) are trying to convey the image of a CTF gone to hell (literally), shouldn’t there be some…I don’t know…death involved?

I also wasn’t a big fan of the music. Sure, it provided an action-oriented environment and it was kind of a little spooky, but it was also a little too ‘technological’ for me. Didn’t fit very well, in my mind.

In the end, I think an 8.2 sounds about fair. Good job with Helldome, Evilmike, and a definite DL rec.

Review by marinata_1997

Posted:
6 Jan 2012, 08:17
For: EvilMike's JCS.ini
Level rating: 8.8
Rating
N/A

What is this version,Evilmike!?I’m sorry for this bad english!

[Please provide more support for your rating. For more information on writing a proper review, see the review rules.

RecommendedQuick Review by marinata_1997

Posted:
6 Jan 2012, 08:11
For: ISLAND LEVEL WITH ISLANDS
Level rating: 8.8
Rating
10

Good job,Evilmike!Good pack!Sorry for this english!

[Review changed to quick review, see the review rules.

Quick Review by marinata_1997

Posted:
29 Dec 2011, 14:01
For: Episode One: The Invasion of Deserto
Level rating: 9.1
Rating
10

I have first episode of invasion. must have secound episode too!This episode are good,very good!Nice job and leveldesigh!
I am sorry for my bad english languade!

Review by DennisKainz

Posted:
4 Sep 2011, 17:41
For: Episode Five: The Fortress of Ruin
Level rating: 9.8
Rating
N/A

LEVEL 1
The first level is actually an intro. It is made with a classical JJ1 tileset, Battleships. I do not think the classical tilesets fit in JJ2. Anyway, it is supposed to be a cutscene, and unfortunately there is another problem: The text string event is used for the talk. It is way different from the classical JJ2 level style, even though it is probably supposed to. And the spaceship does not look really elaborated, since you used someone else’s tileset.

LEVEL 2
This level is in a huge tundra. What I do not like of Disguise’s tileset is that it has one only BG layer, the purple mesas. Anyway, you made a very good usage of this tileset, by placing occasional enemies all around, and 4 silver crates to open the gate … even though it does not really look like a gate, but just like cubes of ice. Anyway, it is fun to struggle through the tundra, I mean, It is challenging! If you do not watch your step, you risk to fall off, and Devan’s goons just do not help you. By the way, this level has a bonus with coins!

LEVEL 3
This is Devan’s fortress in Nippius. Unfortunately, you use the classical Nippius tileset. Classicas tilesets are awful in modern levels. This level is very hard, and you need a good timing! It is challenging, because there are a lot of secrets to discover, like the ice cave and the portals to parallel universes. And the music … is weird! i do not like it at all, mostly because it is imported from somewhere else.

I will stop here. This episode is way rich, yet way poor. And when you try to save, the savefiles breaks down! Anyway, I saw Kejero’s tilesets. Theyr parts are mostly imported from Donkey Kong. They suck! Donkey Kong just does not fit into Tomb Raider! And simply Nick Stadler did never import stuff from other games. He always made the tilesets 100% by himself!

My final rating … I will not give one, because I probably do not have enough good reasons to rate it good or bad.

RecommendedQuick Review by M y l e s

Posted:
4 Aug 2011, 10:07
For: Episode Five: The Fortress of Ruin
Level rating: 9.8
Rating
10

Absolutely love it. Best storyline, amazing scenery and gameplay, as well as the secret messages you could find in JCS on some levels.
Absolutely sublime from start to finish and I will jam forks into my eyes if I ever use those words to describe anything else ever again.

P.S. I’m not actually gonna jam forks into my eyes. It would be fatal.

RecommendedQuick Review by Ragnarok!

Posted:
29 May 2011, 15:43
For: ISLAND LEVEL WITH ISLANDS
Level rating: 8.8
Rating
8.5

Love it, just a bit campy at areas, and seems a bit too much of a big dead end at the bottom corners with the seeker ammo… Otherwise it’s pretty cool =)

RecommendedReview by Leus

Posted:
11 Mar 2011, 04:12 (edited 11 Mar 11, 18:59)
For: Episode One: The Invasion of Deserto
Level rating: 9.1
Rating
10

I’ll admit I haven’t played very many single player campaign packs, but this one was by far the best I have played.

The graphics were flawless, as far as I could tell. I never got bored of the scenery, nor did I see anything that looked particularly out of place (unless it was something that had changed to direct level flow, in which case it was always understandable.)

The difficulty was really fun. I think I played it on easy, haha, but it still provided a good challenge, though not so much that I wanted to quit. I got stuck and confused at one point, but I think the answer was actually obvious and I should have figured it out so I wouldn’t say that’s a flaw.

I DID cheat once; I turned on fly and followed the rocket turtle at the end to see exactly what he did because I was confused as to how to beat him—somehow, the first several times I played the level I never saw him again after the beginning. After I found out where he was going, though, I beat him fair and square.

ALSO, the music was rad. A few of the tracks sounded a lot like legit Alexander Brandon pieces, though ones I hadn’t heard before (there was one Unreal Tournament track as well, I believe. Haha.)

I’m glad to hear Mike is doing a revamp of the series, as I can imagine a few spots he might polish up and a few enemy/flow related quirks he might refine. All in all, I can’t think of anything really negative to say though. :)

10/10

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