I never had problems with the .bat, and I have XP. So WADLEDEE LOSES!!1
According to what did you say, this should get a 10. This is like TT-JJ2 because IT’S BY SAME PERSON.
Okay, time to rate it, after I left this comment lonely. I hope this review won’t be biased because of me being a beta tester.
Legends and Hints
This level was an intro. Well made, too; it’s been done in similar way Hocus Pocus cutscenes were. The eyecandy is about the same, it took a lot of effort to do from what it seems. The concept behind this level is simple – you can change the pages instantly and flawlessly. I barely see intro levels in level packs, so I was surprised that there is one – and I was proud to notice that it’s done well, too.
A Random Castle
This looks just like a castle from Hocus Pocus. Same eyecandy (well, the mushrooms are far bigger), same gameplay, etc. All what makes this different than one of TTJJ2 levels is Toaster ammo spread there and there (which will server a purpose in latter levels), and Spotty the Friendly Ghost instead of Terexin. Otherwise, this is just like a typical (hard) TTJJ2 level. It had switch puzzles, too (one evily placed), AND they’re just like TTJJ2’s. Let’s just get this short: everything you’d see in TTJJ2, is here.
Lack of Marmalade
Here entire thing mixes up. Gameplay here is still Hocus-ish, but actually it’s a little different. This features more jump-from-enemy-filled-platform-to-another-enemy-filled-platform things, and if you fall, the only way to get back is to take a long path with silver key put in (and neat, yet aggrevating lighting effects). After that, you fall to lower part of the level (assuming you got a gold and shiny key) with a well-done Triggered Collapsing Scenery. AND after that “collapsing” bridge appears, you found yourself in same pathway you fell in once. That’s design of this level, quite enjoyable. One coin put in a not so secret secret, some lava to melt your lungs on hard mode, not all that much combination locks, and voila. One of my favorite levels, despite lack of marmalade.
A Cold Day In Foomania
This level doesn’t feature Spotty because he got a cold. In fact, entire castle is frozen over, which is a break from warm bricks+warm bricks monotony which two previous levels had. Design of this level is quite unique, too: it’s divided to three floors which are similar to eachother. You can go between floor 1 and 2 with ease, although you can get back from floor 3 only ONCE if you missed any coins in floor 1 and 2. If you didn’t hit the coin limit after you went back to floor 3, you’re doomed.
All the floors force you to jump from a platform to a platform (with Ravens attacking you from below) with a look at bright textured sky. I’ll admit I like how background eyecandy turned out, because it was quite dull. ;p I don’t like some eyecandy effects though, like remains of destroyable blocks different than the blocks themselves, and collapsing sceneries. The binary code (it’s 666 written there for all of your non-binary nerds) looked a little out of place, too, but I’ve seen worse things looking out of place. Other than that, eyecandy’s good for given tileset.
Plus, this level is one of rare levels here not to feature InstaKill on Hard difficulty mode.
Black Ninja’s Castle
This level was a break from the others, mainly because it was linear. Only first three coins can be taken in random order, latter ones are placed in more or less linear path. After you get those three coins, you can head to Black Ninja’s lair and the coin “he conveniently has”. You touch a somewhat ugly pillar, and are warped to a dark den where Black Ninja himself (a REALLY cool animation which easily beats “SUPER SKATER”) jumps around and tries to shoot you. You can’t hurt him in any way YET, because you must take his weird hackingness out of him. To do it, you must shoot certain brick in the ceiling and a crate will fall, unleashing a way to 4th coin, and setting lighting back to 100% (lighting is set to higher amount than 100%, which looks cool and makes Pulze Lights look funny).
Later comes jumping above a wide pit, and you see Spotty gloriously defeating Black Ninja. The eyecandy made this level look like a (boiling hot and shiny) castle, because of Layer 7’s shape. With eyecandy like that and fun gameplay, this level is overall very good.
The Nature Castle
Now here’s something back-in-the-ordinary. This level, featuring some cool eyecandy (using vertical Greenkiller text as a vine) is completely non-linear and completely non-easy. There are quite a few combination locks, too. In short, pretty much TTJJ2-ish gameplay, again. However, there are some evil twists in the gameplay there and there: this is filled with generators of Floating Suckers, which are EVERYWHERE. Evil. Moreso, there are evil bats placed under the floor so they just fly up and hurt Jazz. Really evil. I advise you not to play this level on Hard difficulty mode, because all the fun will be spoiled over by incredibly hard to pass places. Plus, there’s a place where you’re gonna get killed with an InstaKill (yes, those are back, slow & lumbering as always) because floor is on layer 3. Later you realise that red tiles on layer 3 were supposed to warn you. 2 BAD ITS NOT KEWL =((9 This level would be much more fun if it wasn’t so big and hard. My five cents.
Mellenwah
Tile bosses have always been cool, and this is really no exception. Except there are no bosses, but enemies. Hence the level name, Mellenwah monks block access to vital parts of this level, and the only way to kill them is to use TNT on them. And because you have not TNT, there will be some. Unfortunately, it’s not that kind of TNT you can grab and go crazy nuts on Battle2. All the TNTs are in boxes whichfall down (or in case of one monk, raise from ground), and you must smash the crate so monk will explode. Pretty entertaining. ;p There’s still some playing with combination locks, Cheshire cats and secret warps, all which round gameplay here to be really awesome. And if you thought that’s enough, there’s awesome eyecandy. Layer 2 for a quick example: it gives a cool feeling of a curse or something and still doesn’t get on nerves. There are some translucency tricks such like golden skull blocks. After killing all of the monks and stealing their coins, you’re ready to face your worst enemies: Greenkiller and Fooruman.
Fooruman’s Hologram Machine
Ah, the fiendish level. Violet’s excuse for VERY confusing eyecandy here is “because it’s supposed to be a hologram machine.” This has a little unusual design, too – lots of rooms connected by elevator shafts, with SP Airboards as elevators. It’ll be hard to get used to this level, and even harder to survive. This is chock-full of strategically placed enemies and spikes. And spark generators, which Spotty calls “efil prezences”. ;p Those are everywhere you don’t want them to be, aka literally everywhere. They’re guarding almost every passage, but they don’t guard coins. Because here’s only one coin. To get it, you must collect countless of keys and open countless of passages, and when you’re done, you must face Greenkiller himself. To kill him, you must shoot him A LOT, and he will finally vaporize. He’s also protected with a skeleton generator and sparks generator. And just when you thought it’s almost impossible, all the floor is buttstompable and Bilsy’s fireballs come out from ground. Life is good. When you finally take the 40th coin, you run away with pleased Spotty.
Oh yeah
This, probably most linear level in this pack, consists both of typical FSP gameplay and a couple of storyline screens. What makes this different is that you see credits listed IN FRONT OF A WALL disguised by destructable blocks. Fun. Finally, you stop reading who’s behind this evil pack and get five coins Fooruman stole from you just when you were gonna escape. But, he won’t let you go – he will fight you to death. If you play on Hard difficulty setting, it’ll be your death for sure. ;p What you have to do is to grab Cheshire cats and shoot Fooruman while you fly up. What Fooruman does is walking around and casting Killer spell. Except the effect is a little twisted because what falls down are Tube Turtles. When Fooruman dies, Cloning Machine (which I didn’t mention in review of Black Ninja’s Castle) makes another clone of Fooruman, and you’re told that they will ENGAGE A WAR!!!11
Overall
Ruxors stuff. =)) ++me being in last level. ;) However, some minor flaws which I failed to mention during my period of betatesting makes it so that this doesn’t get a 10. However, I give you a big 9.9 instead which you can play around with.
(Apologies for double spaces in the review, it’s all fault of Notepad.)
This works with Trigger Crates, too, and generally with a lot of objects in JCS.
Reggen : http://www.geocities.com/atlastsome/jj2/shj2.htm
Gameplay
Could use better layout and bigger size. This turns out to be quite random layout, with lot of platforms in the middle, with average flow, and some dead ends. Five, to be exact. This fact could easily kill the rating. Don’t overdo dead ends in multiplayer. And make sure you don’t have to jump too much.
Eyecandy
Looks like typical Inferno eyecandy from what I can tell. Nothing too outrageous, maybe except the lighting, which doesnt work well with bright colors of this tileset. Has some tiling bugs there and there, too; overall pretty average.
Placement
Yet another thing pretty much distorting the rating. Lots of ammo, placed in plain squares, and powerup for only one of all ammo types out there (Seeker). There’s Frostbiter ammo, which fails to have a point in this level (this isn’t THAT dark to require Frostbiter, mind you). Nearby the seeker powerup, there’s Full Energy Carrot. Let me quote Blackraptor at this point:
“Dont place Full Energies unless you know what you are doing. People have 5 hearts in battle, it takes time to kill stuff. Not very fun when you spend minutes shooting someone and they just get a full energy and get all their health back.”
Pretty much explanatory, eh?
Plus, this has a unprotected Plasma Shield in the bottom right corner. Placed in a dead end. Good idea? No. In fact, eventing of this level downmarked this level a lot.
Tips:
Don’t put Frostbiter ammo unless you have some outrageous purpose to place it.
Don’t let player shoot a shield and get 7 free kills. Instead, make it so that you have to buttstomp/destroy it with special move, so player will get 15 seconds, which actually isn’t enough to make a mess.
Don’t overdo dead ends.
Full Energy Carrots in Battle are evil because they let to replenish health after some other player’s hard work to bring your health down.
Alex, Reggen was around way longer than we both, so calling him a n00b is a little inappropiate. ;p
PHT, next time check level name and its description, so you don’t have to whine like hell.
Accuracy
I can’t thing anything wrong with this. This edit is pretty much accurate, except for three changed things. First of all, it takes more time to destruct a block, which slows gameplay down horrendously. Green springs nearby the copter are put in a pit, instead like they were put between slopes. People barely use those springs, though. And, this has RF powerup instead of shield.
Eyecandy
What strikes me are tilebugs in ground. They’re usual in Dx’s Carrottus levels, and became rather boring quickly. And they’re ugly moreso. Other than that, this features some caves, lavafalls (some fall slower than ones falling nearby, which looks plain ugly), wooden platforms, and some plants. AND a buggy background eyecandy thing which doesn’t look correct at all, because trees don’t tile in some places.
Eyecandy
Not that bad as I expected. A background layer is used, although it doesn’t move at all, and that’s a bad sign. There are some tilebugs, too, and they are actually easy to spot (cavern tiles errors). Entire level looks bland with too less layers and cave tiles used, and diamonds in the grounds were placed in somewhat ugly way.
Gameplay
w00t! The gameplay here is really mediocre. ;| This level lacks of original ideas! All you do is running around and searching for crates, much like in JJ2. Except this feels a bit too boring than JJ2 for some reason. Maybe unbalanced enemy placement? In some spots they’re clumped, and in another spots there are no enemies at all! That still doesn’t change the fact, that this level is plain… easy. (use flying enemies to make levl harder.)
Overall : Below average. Boring and bland looking… eeh. Keep trying.
Accuracy
This remake, is, 100% accurate. The only fixed things are shield (changed to RF powerup, which is good alternative if you don’t mind getting fake health) and a morph placed nearby copter. Unfortunately, most people will not know how to access it with bouncers. ;| Anyway, this is pretty much accurate B1 edit.
Eyecandy
Good for given tileset. Some places look a little bland, and destructable scenery remains are pretty much ugly. Note: They are fixed now. +0.2 Color which background fades in doesn’t fit that much, but gives nice atmosphere (Along with cool music. ++Timelord) Background layers are used, and particularly look good, although they’re not used too creatively.
Two levels, one incredibly short with some enemies, and second a plain, yet quite entertaining boss arena.
All you do is killing foes on your way in order to reach exit, completely triggerless. No ammo at all, but it couldn’t have any use, because of the shortness. Not any kind of a puzzle, which is BAAD. This level must’ve taken few minutes to do.
Second level consists of few foes, a beehive, and a Tuf Boss. If Tuf was put in some hard environment, this level could be more fun. Instead, it’s not that fun, but there’s something oddly satisfacting in killing him trying to squish regenerating bee as well.
The eyecandy saves this from a 2. It’s not that bad as I expected. No tilebugs, background layers used, etc. I only despise slow XSpeed of layer with leaves in level 2.
(On a side note, both levels could’ve been easily put in one level, but that’s irrelevant.)
Here came a lot worse critic, yet still constructive and not biased against incredibly bad grammar in text strings.
Eyecandy
No level here is using any kind of ground tile. Yes, the floors, ceilings and walls are oftenly SAME TILES. Labrat levels are basically same thing, except sometimes there are pipes and metal plates, which are badly done as well. Carrottus levels don’t feature textured backgrounds, which makes them look extremely dull. No level feature a background eyecandy in layers 5-6-7. Put there anything. A vine. A castle. A machine. Structured tube. Pancake. Anything to make level look better. ;p
Gameplay
First level features big cache of ammo I actually didn’t use at all, because these levels are very easy, despite clustered around with enemies. Because there’s a lot of free space, I can avoid them easily. The exception here was incredibly clumsed (and probably the only level with vertical scrolling) level 3. Bunch of enemies, poorly placed platforms, etc. I can even lose a life when I accidentally fall.
Pickups
No ammo at all but a vast area featuring all kinds of munitions in level one. All levels have bonus warps in themselves (and nothing but food inside), and coins are poorly spread over levels, basically in evil dead-ends, guarded by bunches and bunches of Floating Lizards. Also, in level 5, you can freeze the Robot with Frostbiter. Never put Frostbiter if you plan to use Robot Boss. Frozen Robot will stop move after the ice melts down, and that makes the “fight” easier than it would be.
Overall
Like LRK said once, “Sux. X(” Those levels serve no quality whatsoever. Keep on trying, as those are your 1st levels.
Download: Maybe to check accuracy of my review.
Replay: Maybe to recheck bad quality of this. I oftenly do so with iCeD’s “Voldards Cool Treasure Jungle”. ;|
Mercury, this isn’t a 3.7 job, either.
Like LRK said once, “Yay for overrating”.
Eyecandy : Average
This level has astoundigly dull eyecandy, as compared to other levels with this set, like Zaitox or Beyond the Stars. Those levels might have some minor eyecansy tweaks, but the rest made up for good score. Unfortunately, this level HAS tilebugs, too, but there’s nothing amazing anywhere. The meteors don’t look right with such slow speed, and they don’t suffer from “raining up” effect. Cave background is decent layer 7 use, but sadly it’s not most original thing to put in.
Gameplay : Bad
This level actually has a bit of unused blank space, where could be put something better than a bunch of 1×1 platforms with springs on them. Those definately not add to flow, which is kind of bad anyway. You must take a certain spot to jump at a platform. Not a good thing. This level has a dead end on bottom left, right above start position which could be made without suckertubes anyway.
Ammo and such:
Actually, I can’t really complain about the ammo except for the fact that it’s quite hard to get at certain spots, and there’s Frostbiter. The only powerup is one for Bouncer, approximately good placed, though.
Overall : Average level, nothing more. I would like Acid Psy to stop overrating stuff.
Host this : Nah. Needs work.
To be honest, what this level features?
Eyecandy : Bad
Same kind of eyecandy like in many old levels, like Security Breach. Pure black background, with moving stars in background. Except SB had way nicer effect, because stars were moving slower and they were less repetitive. This level doesn’t suffer from lush blandness, as oftenly sawn in lot of Mez01 levels. Layer 5 gets on my nerves, because it’s confusing, some parts there don’t tile, and it’s generally ugly.
Gameplay : Bad
This level has a decent gameplay, although I disliked that there were One-Ways there. That makes bases insaneo hard to defense, and that’s no fun at all. ;p This would work better with triggers and such. Flow is average; the ground is rather flat (really bad thing at multiplayer), some parts require jumping. Anyway, this gameplay could be decent, but you can get flag bug here. Always make at least one tile thick border in your CTFs to prevent flag bug in multiplayer game. You can get flag bug at level’s edges, but if you are out of luck, you will get it also in coin warp.
Balancing : Bad
This level is not balanced at all. Red side has more ammo on their side, and more coins. Seeker powerup (ICKICKICK) is placed somewhere in the middle, kind of fair.
Bugs : Some
This level falls prey yet again. There’s mentioned flag bug (ALWAYS PUT BORDERS), and each team has +15 AMMO CRATE. DO NOT PUT THOSE. There were some bugs with tiling too, and this LACKS CARROTS. Put carrots in CTF. Always.
What can I say? If your levels need dozens of reviews to make you understand that you have to take advice from reviewers, then I feel it’s my duty to review your levels.
Host this : Don’t. This is bad.
While those levels claim to be easy, they are not. I can easily beat level 1 and none powerups were taken. Same with level 2.
Eyecandy : Bad
Very very dull. Textured backgrounds doesn’t shade in neither level, nor background layers used in both levels. Some parts have some cave tiles, but that doesn’t help much.
Gameplay : Bad
All I do is running around, killing loads of randomly placed baddies, and occasionally destroying some crates. AND there are PUZZLES YAY. First level has one involving Frog Morph and a frog spring track which is too obvious Snow In Carrottus ripoff, and that is INSANEO EASY. And the puzzle itself is messed up and doesn’t work at all ;(
Second level revolves around jumping with our little freaking Froggy, but this time I have no clue what to do whatsoever. ;o
In addition, both levels are TOO SHORT!?
There were some illogical stuff put in also, like after you defeat Superbot (surrounded with Dim Lights events for no apparent reason), Devan says: “I WILL GET YOU FOR THIS!!!!! Thx for Blade for making set (Beton) and you”. I’m not sure why Devan swears he will be back, yet he thanks you.
Overall, this is REALLY BADDY pack of two levels which don’t provide a challenge at all. Not worth download, nor rating, but I did so before someone overrates it.
coobnoob@op.pl ASAP Dx ;o
The entire concept is WAY too bugged. First of all, this uses TRIGGER ZONES which work only for those who activate them. SECOND, this could’ve been made with sucker tubes and such stuff to preventing campers to sit at weapon area. Anyway, onto the level.
Start positions and text strings are put on the no fire zones so if someone steps on those, they can shoot there. And of the rooms has fast fire event inside instead of powerup.
Ammo placement is heck unfair. One room has got ICE POWERUP and RFs, while other has got SEEKER PU. Also, there is TNT. NEVER PUT TNT IN BATTLE.
This level has WAY TOO MUCH platforms. Bunch of random platforms with springs of them is most poor design possible in a battle level. Those springs add to flow, though (LOOK AT ME IT’S SPELLED T*H*OUGH NOT TOUGH).
Background layers are ripped from easter levels, not best thing possible. Layer 4 eyecandy is dull and buggy, and layer 3 stuff became annoying and confusing after a while of playing.
Overall, this level is just… bad. Concept is bugged. USE BETATESTERS NEXT TIME. No download reccomendation.
kewl lvl’s name ur lvl name’s rux all
I liked ALADIN LVL more to be honest.
Eyecandy is good for given tileset, aside from pink warp horizon. Most things looked good, like the wire grid at the bottom of level. The translucent spark barriers were neat too. However, some things were pretty annoying, like LAYER 2 AT X SPEED 2.25 or bunch of blinking lamps at the most left.
Gameplay is a little bit evil. Some parts need better flowing, like the ledge above Bouncer powerup. Still, most areas are easy to navigate, and there aren’t much deadends. Position 30, 47 can be used as a turret and that’s a good thing definately. Or something.
Clustered around ammo comes in all its varieties except for Frostbiter and TNT (for obvious reasons). There are even Fastfires – combined with Blaster PU they can be pretty much destructive ;( Toaster and Bouncer have their powerups, too. And for everyone’s convinience this has no seeker PU =))))
Anyway, this is a good battle level, but it hasn’t got anything outstanding maybe except layer 8. Download recommended anyway, because there’s lack of good battle levels those days.
They all have been done as Xmas remixes, JelZe.
No tileset found >(
EDIT : Despite being this tileset ugly, monochrome and blocky, I was forced to compile it with automask. Pile of sux.
Palette is messed up, textured BG doesn’t work at all, by the way.[This review has been edited by Cooba]
PHT, we do not care.
While trying to got this level to work was effort, I ran it and surviving was even higher effort.
This level is very hard. Consists of lot of evil traps, well placed enemies, and a SCE or whatever from Blaster gun. In most places, damage was unavoidable due to that.
Still, this level doesn’t feature too much eyecandy, but it still looked nice. No tilebugs. The last part, which resembled Crysilis as well, was evilest, and most pretty.
The endboss was jumping snowman, with a blaster SCE nearby, and collapsing scenery which tooks 2 LIVES when you fall down. Evil fun.
I’m not gonna to rate it high because it is first custom JJ1 level, but because it’s well done, and has lot of 1337 stuff. Download heavily recommended.
What can I say? While this set’s theme may be overdone (buildings on some toxic wasteland), tile quality makes it all up for an 8.
This set doesn’t lack of any event tiles. Any type of destructable blocks, a hook, poles, and two types of vines; one diagonal. O.O
Quality of set is very, but very spiffy, reminds me old Dethman’s Cyberspaz sets. Foreground stuff is 1337, textured background is really cool, and things for background layers are best I have ever seen. Spiffed. Also, every tile has a different texture for itself. Even more spiffed.
On the other hand, from all palette events only carrot from carrot pinball bumper works. I can understand lack of trees and weird totems, but pinball stuff would fit in here as well. =(
And last but not least, masking of everything supposed to be on sprite layer is extremely sm00th.
Overall, this set is a breath of fresh air after all those MSPaint nightmares submitted some time ago. This set is real spiffiness with quality of Dethman. If you don’t download it, I promise you will regret it.
(Oh, and Biohazard, did you made that GOD ROCKS sign especially to remind Cyberspaz?)
You know, I somehow don’t believe about that MSPaint thing you said. ;p[This review has been edited by Cooba]
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