This level inherited most of abgrenv’s earlier work’s properties. The level is big, there are splitting paths, gameplay is pretty classic, the tileset is original but author obviously feeled himself free to experiment with it.
At first I wished it had more savepoints, but I guess it’s OK.
The only tilebug I noticed is here:
I’m not much of a multiplayer, but I definetly like this level. It’s very atmospheric and this atmosphere is intensified by music. I’ve noticed a teeny-weeny tilebug here: https://yadi.sk/i/zZ0gLKSD3a2ipR
Original quick review: When I saw a new SP release by this author I thought that I’m about to write a full review. But this time gameplay was pretty standart and I found it diffucult to write much. I would say one thing – the levels are fine and relaxing. I would give this upload a DR in order to help it become more popular. Maybe I’ll write a more thorough review later.
Well, now I’ll try to write a full review.
This is a remake of “Jazz in Time” episode. So, I’d like to compare this episode to it’s original prototype. In fact all of the levels of Ürdüng Chronicles #2 are bigger than original ones. The size of the first levels in JCS can be the same as the size of original levels, but they have more playing space and thus it takes more time to complete them.
First two colonius levels are comparetively linear but the further we go the more chances we have to lose our way. The last level is the biggest one and it may take some time to find your way through it. At the end you encounter Utherus Boss. Due to small size of arena and the presence of water in it it’s slightly harder to defeat him than in original episode.
What I liked
- There are a lot of secrets in each level. It’s not easy to collect all the coins you need to get access to bonus area, so if you wanna kill time you can try this challenge.
- It’s a little bit more difficult than original episode.
- I liked the eyecandy. Everything is tidy, tiles fit each other well. I aslo liked some original decisions like manholes between the floors of houses.
What I disliked
- Couple of times I had to use JCS to find the way. You may get lost and find yourself wandering for a long time especially in 3-rd and 5-th levels. It may make you feel bored of gameplay’s repeatability. However, if you’re more attentive than I am, you’ll probably be able to use arrows to navigate the level.
If you’re tired and sleepy, if you wanna have some rest or you need to kill the time, this episode is for you. I reckon this episode deserves firm 8.0 and a DR.
Looks like JJ2 is popular in Romania. :D
What about this upload… It’s just an original episode modified by a beginner in order to understand how JCS works. It’s a normal part of learning but it’s obviously not worth to be downloaded. I don’t want to demotivate you though. Keep trying and one day we’ll see a decent level made by you.
Good levels! Much better than “Kaninchenbau”.
They’re big, but not endless. The gameplay is almost classical. Only drawback is that sometimes you have to spend some time on finding your way.
Wow, dude, finally you’ve released your own level! Or, better to say, you’ve remade the level that was recently uploaded by Auto1lija. Whatever, let’s review it.
What I liked
- Frankly speaking, I don’t often play multi-tileset levels made with MLLE. It’s a good example of MLLE usage.
- There are a lot of useful hints all over the level and the story about stolen summer helps to feel the atmosphere of RPG.
- Eyecandy and layout are better than in the original level by Auto1lija, but they still can be improved.
What I disliked
- Some sound issues. Looks like each part of the level is supposed to have its own music. “Easter Carrotus” part, however, doesn’t.
- I appreciate an effort you’ve taken to create your custom graphics but it doesn’t look good within the textures made by Nick Stadler. Pixel drawing isn’t that easy. The same discrepancy goes for the corridors made of dull tetris-like blocks. They look awful in Carrotus. If you want to see an example of the great usage of textures from different tilesets check out these links:
This one isn’t so sophisticated and thus is even closer to your intentions. Unedited tiles from two tilesets are used here:
- Poisonous clouds are a pretty original idea. Looks like the final area with those clouds is supposed to be the most difficult part of a level, but considering the fact that the clouds hurt you only if you stand on the ground you can easily cross this area by jumping. There are too many gem rings and ammo power-ups and their quantity depreciates their value.
So, you’ve taken elbm.j2l by Auto1lija and tried to make it better. Well, it’s way better now. You’ve fixed BG layers, eyecandy and other issues. But eyecandy still can be improved: you could have used 1st and 2nd layers and the placement of easter eggs doesn’t look natural.
I feel like you tried to make a cool nonclassical thing with an unusual stuff like multiple tilesets in one level. But you forgot the basic features that any good level must have. Level must look pleasant and be fun to play. Maybe more secret places with ammo and power-ups including those that are available for coins and mechanics like wind, falling rocks, water, ect. can improve your level.
Maybe you should make a small, unscripted but tidy level with good eyecandy and weapon/enemy placement? You can use original levels as references.
This level is slightly bigger than your previous one, “Easter Madness”. But I didn’t notice any real improvements in levelmaking. I adivce you to open one of original levels in your JCS and to analyse its properties, especially eyecandy.
Btw, did you know that you can re-upload your already existing level instead of uploading it again and again?
Let’s briefly list the pros and cons of this level.
- Well, the level is rather difficult, but this is indemnified by unlimited lives. And there are enough of savepoints – not too much, not too few.
- A lot of things depend on difficulty you choose. “Hard” adds lava tiles that definitely won’t make you feel good, “Easy” places springs at the tops of some spikes (but this won’t prevent you from loosing a heart if you jump on them) and adds a lot of cannonball platforms that prevent you from falling into the spikes or bottomless pits.
- The boss (Devil Devan) isn’t modified, but the arena is. The vines, yeah. They make the things harder. Generally speaking, you have to climb the vines all over the level (and look out for blue vines – you can’t keep a grasp on them)
- I also liked level’s music.
- The gameplay is a lil bit tiring. You literally don’t have a chance to catch your breath when you simultaneously have to avoid a couple of respawned bees and to maintain balance on a cannonball. It’s not the best option for those who like fast gameplay.
- All those morphing TV-sets that can be found all over the level are useful only if you don’t play as Jazz.
- I really don’t think that adding some food to the level would spoil it.
- Though the difficulty has a strong influence on the level itself, it doesn’t look like it changes anything in the boss fight. Thus, Boss seems too miserable after you accomplish the level on “Hard” difficulty :)
Nice level. Pretty challenging and not too big. Check it out!
Never liked labyrinth-like levels (sorry for tautology). But they aren’t that bad for a beginner.
Most of the bosses are pretty easy to beat. For example, if you’re fast enough to reach Bubba and Bilsy before laser shield expires the fight literally is won within 1 second.
I liked the mechanics of the last boss though.
You have some artistic skills, but probably you’re a little bit lazy.
A nice and tidy tileset. I liked the way you’ve rendered grass and stones. But the tileset sufferes from a serious lack of eyecandy – if you’ve added stones, small roots or something else the soil would look significantly more realistic. The same goes for the sand. The same goes for the forest as well – only the edge of it is filled with trees, while the middle is filled with empty green tiles. This is pretty boring. The colour of the distant walls should be just a little bit darker than one of the soil, otherwise it doesn’t look harmoniously. In other aspects the tileset is well-done!
P.S. OMG, this thing was uploaded almost 14 years ago… And I’m arrogant enough to judge about author’s artistic skills and to give him advices on painting :D
If you’re a lazy dumbass like me, if you only like to run, shoot and type “jjnowall” and “jjfly” when the level you’re currently playing is tedious but you want to get a better look of it to write a review, please scroll page down to “Brief review” – that part was written exactly for you!
The level is really huge but my review isn’t going to be huge at all. Honestly speaking, I’ve spent an hour or so on checking out the rabbithole, and, obviously it was hardly enough to explore even 20-30 % of the level. Probably I should have spent a little bit more time on playing the level in order to write a non-quick review, but I was really fed up with it. However I managed to feel the gameplay and to make up my mind about the level itself.
So, what I was talking about, you are supposed to explore this enormous area of the rabbithole, which looks more like a futuristic space station. There are different areas or zones that are connected by warps and tubes (sometimes you have to walk in the tubes as they don’t actually suck you). The laws of physics don’t always work there (don’t forget that it’s a rabbithole, wonderland, Lewis Carol’s logic and stuff like that – how much better the level could be if you’ve used Psych tileset with its rich eyecandy!) – sometimes you may slam into an invisible wall, or be captured by “sucker tube” events that hang in the air, bullets and bird’s feathers are flying here and there but they don’t affect you in any way – they are kinda eyecandy.
Be prepared to spend a lot of time on finding your way. In fact it’s just a huge labyrinth. Only if you like unhurried monotonous gameplay (which I highly doubt if you’re reading the bief review) can I recommend this level to you.
6.0… Ok, well, let it be 6.5 for your efforts.
A very challenging level. Or, probably, it seems so to such a butterfingers as me :D
Well, the level is challenging and at the same time it’s rather small so that’s why it isn’t tiring. What I loved most of all is a new gameplay the level offeres. You have to climb the mountain in spite of the strong winds. Obviously, it would be pretty easy to accomplish if there either were no pits or no wind. However, lots of wide platforms would prevent your falling from the top of the level to its bottom.
When I finally reached the top of the peak and encountered a boss I was surprised by the fact that boss restores his health after you fall down from the battle area. I wondered whether it was a bug or a feature. Only after accomplishing the level I took upon myself to read the readme file that explained everything. Anyway, it is clever and inventive usage of game’s limitations of the distance where the object can be active.
Nice, original and challenging level. Download recommendation!
I love the recolours, but the contrast is too high in this one.
Let’s review this!
I think I should start with cons. Won’t you object?
First of all, all the events work only on hard difficulty. Was it supposed to be like that? Yeah, I’ve noticed your warning, but what’s the point of depricating medium and easy difficulties?
The usage of tiles is decent but far from perfect. There are edgy sides here and there and I also feel a lack of eyecandy – pots, ruined walls, armours, cannons, ect. But it’s not a pity, the more experienced JCSer you will become the better you’ll be in this.
And one more thing. You forgot to upload music files. That’s why the levels are mute.
The gameplay is fine. There are well-placed secrets and spikes (damned spikes!) Probably the level is easier with Spaz – he is good in avoiding them. You don’t have to solve damned puzzles in order to proceed (many JCSers out there overdo this) you just run and shoot. Or, better to say, ran, fall into spikes and shoot. :D
Well, I sence a potential of a great levelmaker in ya. All you need is practice. And a proper feedback. So, I’m looking forward your future works. Let’s see if you’re mad enough to make all 12 levels!
Sorry, but I don’t think one can call mere changing of the music and tilesets a “remake”
I love both the remix and the poster. Seems like their author is a multitalented person! Is Sidnify an artist as well?
Seems like I’m a slowpoke as I’m a little bit late with this review – most of pros and cons have already been described, but, WOW, this experience was amazing!
What I liked
As I’m a big fan of traditional JJ2 gameplay, I always wanted to see more content – more enemies, more mechanics, ect, though I wanted them to fit the original gameplay and Stadler’s drawing style. Among my favorite mechanics of this pack I can name the presents that open only after hitting the ground, ice blocks that break with a sound of broken ice, enemies sitting on moving plates, infinite corridor and some new mechanics of old enemies, especially the one of floating suckers. This levelpack is a good example of common work’s effectiviness. The work of programmers is obviously skillful. Skripting is probably the strongest point of the pack.
What I… Er… Not disliked, but my inner perfectionist makes me mention that.
There are some new enemies (or better to say, our old acquaintances from JJ1) – the only thing I don’t like within them is the fact that their grafics differ from later Nick Stadler’s works. Enemies and tilesets of JJ1 and JJ2 don’t fit each other. The dragon boss is a masterpiece, thow his drawing style is also different. These small style discrepancies slightly damage the harmony of the level sequence. Gameplay also vary from level to level, but it’s not a problem since each level was made by different author.
My game crushed at “Bah, humbirds” level, but when I was replaying it, everything was OK. Most likely, crush was a result of my own PC issues.
I strongly recommend this episode to all SP fans! Merry Christmas and a Happy New Year to all of you!
I agree with AvalancheMaster and PJ. I’d just like to whine a little bit more about graphics and gameplay.
Whining about grafics.
I highly appreciate the ideas of writing a proper storyline and creating brand-new tileset conversions, but the realisation of the last isn’t that good. The quality of graphic inclusions is far inferior than of the original Nick Stadler’s masterpieces. I think it would be much better just to combine original tilesets with each other – remember Rage of Aquarius or Scorpio Key? They are so harmonic! It would be really great if the inclusions fit the original drawing style but they don’t. And the quality of the recolors isn’t the best I’ve ever seen.
Whining about gameplay.
When I started playing the episode, my first reaction was like “WOW! What a great and original piece of work it is! I wonder why its rating is so low?” However the more I played the more I felt bored and the more I agreed with the rating. After 10th level or so I couldn’t help typing “JJNEXT” just in order to have a glimpse of all of the levels. How many of them you’ve made? 50? Oh, God. Sorry. It’s obvious that you’ve put a lot of effort in them, but the repetiveness kills all the gameplay. It’s simply tedious. Making true single player Jazzers endure this gameplay is like making Usein Bolt search for a lost sock in each of 50 huge and messy rooms. JJ2 is supposed to be a fast paced game, isn’t it?
P.S. It’s not easy to rate this episode as a higher rating could sometimes be given to a small level wich was done in one evening. And you’ve put so much effort in your work. I appreciate your enthusiasm, creativity and diligence!
Several hours passed since you had uploaded this, and I’ve already come out with a first review.
I appreciate your attemps to invent new mechanics and eyecandy. For example, those burners that heat the iron platforms so you can’t step on them without loosing one heart, some tricks with springs and an unobvious way to reach barrels in bonus room. In my opinion, this level is a lil bit better than Frosty Party since it is not crouded with respawning foes. And I’m glad that at least there are no bees and beehives in this abandoned chemical laboratry (unlike they were included into your winter level).
The begining of the level was so nice, so similar to original levels, that I was filled with hope for an equally decent continuation. However, all of my hopes were smashed when I faced those sadistic things you love to place in your levels. Now, let me list some of that issues:
-Numerous areas where you have to search for an exit for a long time or search it by looking up in JCS. This significally reduces the pace of the game and thus the conception of a fun and fast shooter is been ruined. Majority of the players won’t solve your puzzles, they’ll use cheats or even give up without trying.
-And again, those annoying pits that make you cheat to get out of them. That’s definetly not good.
-Maybe that wasn’t the only way, but once I had to kill floating lizard and capture his copter to go further. Probably it’s not the best decition as the lizard isn’t respawning, is he?
-Invisible Dest Scen blocks. The idea is good, but, as you can see, it’s easy to get stuck into them.
-Finally, I expected to encounter a boss, but there wasn’t one.
COULD IMPROVE ON
You should think how to improve gameplay. Maybe it would be better to make player solve puzzles in order to reach gems, while progressing through the level would be a way less exhausting? Thus the player will be able to choose whether he wants to relax or to complete a challenge. Few words about the pits in this and some other of your levels. Even if you were not going to use script you could increase the depth of pits and place two rows of CTF bases (row of blue bases and row of red bases) to their bottom. Actually the collision with them kills you in single player mode.
Good luck in future works!
Can’t stop being surprised by the realism of the levels based on beta-diamondus tileset. Those winding caverns look fantastic!
Eat your lima beans, Johnny.