Review by Nick Dc

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
10

this So good!! 70 levels it’s amizing! you get a 10 from me it’s really good

(Unsupported rating removal edit. For all we know, you could be rating the number 70. ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]

Review by Atomic

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
8.5

This is Great and I recommend it but its abit to hard. It has tonnes of eyecandy and tonnes of levels its abit big(too Big).

Review by _Jaws

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
7.7

I agree with Ninja Dodo
it’s not that special
it’s all a bit of the same…

Review by Ninja Dodo

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
7.7

First impressions count. Generally if a level doesn’t impress me after 15 minutes, I don’t bother with the rest.

I suppose it depends on what you consider the start… but let’s just say I made an exception for this pack because others rate it so highly.

The story intro is pretty redundant as it is basically the story of the original game and it is even more redundant because it doesn’t seem to have any meaning in relation to the events in and flow of the levels and story in general doesn’t appear to play ANY part in the levels themselves to begin with.

The first actual level starts well with an interesting bit where you’re dropped in a cell where after a few seconds the floor collapses and you fall onto spikes, barely making your escape by shooting through a wall.

However, it’s downhill from there. The rest of the episode seems to be “run, shoot the baddies, run some more, jump, shoot more baddies… etc”. Now some people seem to like this very much but I don’t find it interesting. It’s not quite boring, but it’s also not particularly exciting. If I wanted more of this I’d just replay Jazz. I found myself skipping ahead with jjnext a lot to see if there were any original bits in later levels… I did find some but not enough to outweigh the general standard okayishness of the rest.

Music is good, eyecandy is mostly good, though a bit empty in places and yes, the install and readme are nice and fancy.

The fortress was more fun but it went way overboard with endless generic triggers, locks and doors and no apparent progression.

Then there’s the multiplay levels. I’m not sure it’s a good idea to combine single- and multiplay levels in one pack but anyway… they all seem decent enough.

On the whole a well-made pack that’s worth the download but not the pack to end all packs…

Review by Cazz NP

Posted:
Posted more than 20 years ago
For: Project Controller 4
Level rating: 9.3
Rating
9

There’s always that problem with XP…When I upgraded from GOD AWFUL ME to the woderful XP, I had re-install half my software. And it took me a while to find an XP version for this!

Good job!

(Ranting about Windows and then mentioning the program itself in only two words is not a good way to make a review. Rating removal. ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]

Review by Roseta

Posted:
Posted more than 20 years ago
For: Project Controller 4
Level rating: 9.3
Rating
9.5

Nice useful program.
Self destruct is not something I would use much, but I think its intended to help you if you get stuck so you dont have to rejoin.

Review by snzspeed

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
9.5

Good levels…..

a 9.5 from me….

You must get this now!!!

(Nondescript unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]

RecommendedReview by DaPete10

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
9.7

And now, here is my review.

Eyecandy is GREAT, it is very fun, and there are some traps set up for cheaters! (I am still not on the last episode.)You deserve a 10, this is great to enjoy and you put in good music. I hope to see a RHG v2.0 in the future!

(Edit) I played the “secret episode”, and it isn’t very fun. The Space prison one is weird……………………..[This review has been edited by DaPete10]

Review by Shiverz

Posted:
Posted more than 20 years ago
For: Project Controller 4
Level rating: 9.3
Rating
9

Well what can I say if you want to host anything other than Battle , CTF , Treasure . Be sure to download this cool program . :D

//Shiverz\\

Jazz Jackrabbit 1 Forever

Review by spazz

Posted:
Posted more than 20 years ago
For: Project Controller 4
Level rating: 9.3
Rating
9

Well it is handy, more I have not too say…

(Less you have should rate! ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]

Review by Le@n M@chine

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
10

This is really enjoyable and hard to play. I somehow managed to pass the levels without losing all my lives. Anyway this kicks and is the best ive ever played. Keep up the good work.

Review by Violet CLM

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
9.2

Story level: Everything’s all white, and some rainbow text tells you (very slowly) that this is basically JJ2 all over again. And it takes a while to do this. Eyecandy, obviously enough, is zilch.

Castle levels: There’s a day level, a night level, a secret level, and a level containing a queen. Yes, the author uses one whole level just for a boss. In fact, the author continues to do this throughout the pack. The queen isn’t too interesting – shoot her across a very long platform occasionally fighting long generating bats.
The first Castle level feels pretty standard, except for the start, where you stand on collapse scenery above a pit of spikes. The destruct scenery is on the right, below the collapse scenery, so you might get hurt as Jazz, quite probably as Spaz. Fortunately, this is the start, so that doesn’t matter. The rest of the level is standard semi-boring single player, with one or two alternate routes.
The night level lets you move fast, though that won’t get you as many points as going slowly. You start out with several normal turtles, which you can use to blow holes through a bunch of destruct scenery. Go ahead. Remember that you get lots of points if you stay around and destroy all the blocks the censored missed. The rest of the level consists of fighting a few enemies, and generally rushing through. There’s a secret level near the end of this level which is fairly easy to get to if you’re not trigger happy. Actually, while replaying, I didn’t take it, because I’ve never seen what’s beyond that point before. I seem to recall the secret level is mostly a copy of the start of the night level, though, only longer.

Carrotus levels: There’s a day level, a night level, and a boss level. The boss level, which I’ll again describe first, begins where the night level left off, like last time. It’s basically a flat arena with a few springs on either end, where you fight the Tuf Boss. There’s a secret in this level, though, which will reward you very well if you find it. I’m not telling you where, but it’s not too hard, unless you have an itchy trigger finger. ;)
The day level is a very standard Carrotus level, with bad tileset use. Which is also standard, as Carrotus is often prey to tile bugs, but this is just a bit worse then usual. Anyway, it’s a pretty standard level except for one part where the “Bridge” is out, so there’s a wall forcing you to fall into a pit. To repair the bridge, hit a trigger crate which can be conviniently found in the pit. The wall then disappears, and you can jump from small platform to small platform. There’s a random morph in this level, like in the official JJ2 levels.. nice touch. Still, this level, along with the next one, could have used a beta test or two.
The night level starts out, like the night level in Castle, as something unusual. You jump from small fruit platform to small fruit platform (nothing dangerous below, don’t worry), fighting float lizards, and trying to find all the coins. After this, there’s some generic single player stuff which didn’t really fix itself in my mind. There’s a spring crate trap (again, no itchy trigger fingers..), and a secret which its harder to avoid then to find. At the end, as if to prepare you for the boss, you shoot through a lot of destuct blocks while a Tuf Boss throws his thing at you. Like the last level, the tileset use could be improved, though I noticed it a bit less.

Labrat levels: There’s (here we go again) a day level, a night level, and a boss level. The boss level is basically a flat arena where you fight the Robot, who is called “Razor”. He takes a while to descend, so you can get some hits in before he lands – not that you’ll need it. Even without fastfire, this guy poses no problem, just like usual. More noteworthy is how you get to him – you go on some warps and stuff. Most boss levels have you right with the boss as soon as you start.
Now, I’ve never been much of a fan of Labrat levels. The day level is a pretty standard Labrat level, with a few interesting points. Such as the destruct scenery, some of the belts, and of course the SCEs. SCEs were new back then, and were used more for eyecandy then for fancy automatic systems in multiplayer levels. You see a few SCEs, including the Laser Shield, shooting inside some weird wall stuff. This level ends with you going from one exit sign to another, then back again, at which point you find the floor opened up to reveal the exit. Slightly tedious, but fun.
The night level, again, begins with something unusual.. sort of. You fly through a series of passages avoiding suckers, rats, and spike bolls. The only thing, really, diffrentiating this from other things of the same kind, is that you actually get to shoot – you use an airboard instead of being turned into a bird. After this area, the level is a pretty standard Labrat level, although at the end you get to go through a pipe maze and try to find the most goodies. Don’t worry, no deadends (I think) – just less profitable routes.

HH98 levels (hey, it’s as good a place for them to fit in the timeline as any!): Day, Evening, Boss. In that order. Yes, I shall talk about the boss level last this time. The day level is, basically, a level. It uses the HH98 tileset fairly well, but there’s no background eyecandy (I’m guessing Overlord doesn’t have HH98, so he was unable to steal the standard background eyecandy like for other levels.. correct me if I’m wrong, but some of it looks VERY familiar). There are a few trigger crates, lizards, float lizards, and turtles, but overall this level didn’t stick in my mind very much.
The evening level was much better. Lots of trigger crates, enemies guarding them, schemes and macinations. Unfortunately, this level didn’t begin with something unusual like the other second levels so far, but the fun factor makes up for it. Still no background eyecandy, but trigger crates and snow.
The boss level is.. well, a boss level. They’re been pretty boring so far, and this was really no exception. You fight Bilsy on a flat surface with a few platforms above in case you don’t know how to defeat him easily. The level name is more interesting then the level itself – “The red guardian”. Oh, and Bilsy asks Jazz if he must “kill you all”. Which is a perfect way to cut to the next level, which is called “Learning History”. :)))

Colonius levels: A day level, and a night level. The day level is a pretty standard Colonius level with a few interesting parts. And I don’t feel like talking about it.
The night level is again, much better. While it doesn’t have an out-of-the-ordinary start, it has a lot of trigger funstuff, which should keep you entertained for a while. There’s even a skyscraper. Still, the Colonius levels aren’t as interesting as some of the others, so they don’t get nearly as much detail.

Psych levels: A day level, and a night level. The day level is, again, a pretty standard piece of work. Nothing majorly new. On the other hand, you don’t see many Psych levels, so I’m willing to forgive how ordinary this is.
The night level is, at last, a level with something out-of-the-ordinary. The first part of the level consists of flying with a fly carrot through some spike lined passages – while fighting dragon flies, and being hit by smoke rings. Ooh. Eeeevil. After that, you fight a few enemies, climb a few platforms, and that’s just about it. This level could have been a lot bigger, as it is, as soon as you get into the mood it’s over. (Yes, I am aware my descriptions for areas are getting shorter)

Beach levels: Easily the best part of episode 2, Beach contains a day level, a night level, and a boss level. The boss level (called “The giant crab-like thing … UTERUS IS AN ENT! A PINK, FLYING ENT!) consists of fighting Uterus in a smallish arena with a pool in it. Nothing all that special, but it uses the slow water lowering effect to make it seem cooler. Kills Ent
The day level most stands out for the Tube Turtles. At the start, you walk around on some planking at the top, and find a trigger crate (and some other stuff). You then go back to the start, and jump into the water – which promptly starts to go down. So you swim down with it, while Tube Turtles keep rising up from the depths to join you. Very dangerous. Very fun. After that, if you like, you can do the same thing going up, taking an airboard and dodging falling tube turtles. Then there’s some more normal stuff, a coin warp, and the end of the level. Go Tube Turtles .. By the way, this level is HUGE, height wise.
The night level is a standard underwater beach level (oh well) with one difference – here and there there are some crates which explode if you shoot them and shoot out big white rings. This is cool, but it doesn’t detract from the fact this is a very normal level, explosives or no explosives. Fish, crabs, tube turtles, boards, and some sand. On the plus side, ordinary or no, it’s well done.

Diamondus levels: A day level, a night level, and a secret level. (About time I found another one..) The day level is a fairly standard Diamondus level. A few rocks, quite a lot of bees, and a few interesting layer 3 bits. Not much to say.
The night level is just about the same as the day level. It begins where the day level left off, but makes no attempt to change what it’s like.. a perfectly standard level. So let’s talk about the secret level. The secret level, using Carrotus Day, consists of jumping from platform to platform, occasionally fighting an enemy, gradually getting more and more goodies. If you fall, you are sent back to the start, but not killed or anything. You can leave the level at any time you like. Kind of fun, really. Beware of the collapsing pumpkins. Anyway, all in all, Diamondus doesn’t stick out in my mind very much.

Tubelectric levels: A day level, a night level, and an incredible secret level which I’ll describe last. The day level was (I seem to recall) Overlord’s first level or something, and it indeed doesn’t seem as sophisticated as some of the other levels. Lots of springs, tubes, and stuff, but generally fun. Some eyecandy bugs, and not much complexity, continue to reveal it as an earlier level, unfortunately. There’s a Spark Generator in this level, which will be later reused in the TF levels.
The night level, contrary to my expectations, was not totally dwarfed by the day level. The level has two gimmicks – collapsing scenery, which often occurs right in front of a trigger crate (which lies there invitingly), and enemies falling from the sky. The main part of the level has you running back and forth from trigger crate to trigger crate, avoiding both falling enemies, and falling, yourself. Still a few eyecandy bugs, but unless you get bored running back and forth, you should have fun. Somewhere (I’m not telling you how, it’s fairly easy), there’s an entrance to a secret level..
The secret level is quite obviously themed around one thing – shields. You change between shield types about three times in this level, and the rest of the level is packed with extra time/stopwatchs (I forgot which works). There are also some relatively pointless enemies, and some goodies, both of which are dwarfed at the end when you stomp through must be at least a hundred invisible gem stomps, then wander around picking up the results. I’m not sure if so much/many extra time/stopwatches was/were a good idea, as it ended up with me having 1162 seconds of shield time for the next level.. :DD

Medivo levels: A day level, a night level, and a boss level. The boss level is a pretty standard Bolly arena, except that it has a floating platform, and a vine you can reach with a spring. All in all, it made for a pretty good fight, and probably a better one if not for my shield.. :) An interesting fact about this level is that before you actually reach Bolly, you get ammo, bombs, invincibility, and an extra life. Very nice.. is Bolly that hard? Or maybe Overlord is copying what happened in the JJ1 Medivo boss.. there was quite a bit of JJ1 stuff in the first Tubelectric level.
The day level is fairly simple and short, or maybe it just seemed that way. You fight through a few enemies before reaching the area where you run back and forth between trigger crates, smashing them. There are a few goodies if you care to stay around and get them, but overall this is a pretty average level. I now have 960 seconds of shield time! ;D
The night level was better, admittedly it followed the same formula as the last level (including long pits of spikes with carrots), but it did it better. You run back and forth between trigger crates again, but this time it’s a bit more complex. Fun. Still, I didn’t find the Medivo levels all that interesting. This level left me with 654 seconds of shield time, and 541 from the boss level.

Jungle levels: A day level, and a night level. The day level is complicated, either that, or I’m dumb and can’t figure out obvious stuff. It starts out with you wandering the jungle. Two people called Tim and Overlord (sound like weirdos..) live here, and both are lost. They decide to go into the caves. After a while (or right away.. whichever) you will find your way out of a circularish area, after which there’s a bit of short single player, and you end the level while in a wall. Don’t underestimate this level – I used up all my remaining shield time here. Enemies are dangerous again. :((
The night level is again, hard. It starts out with you keeping ahead of a rolling rock (assuming it actually rolls after you) while dodging blocks and spike balls. After that, there are lots of monkeys, dragon flies, and tree crushers.. but no Tim or Overlord. I died for the first time here, and then JJ2 crashed, so I’m without all my fancy weapons.. not like I used them, I guess. However, I decided to skip onto Heck.

Inferno levels: A day level, a night level, a boss level. The boss level is fairly simple – fight Bubba on a small platform. So let’s ignore it.
The day/cold level is long, and full of enemies. Same with the night level. About the only difference between the two is the tileset, that and that in the second level, you go steadily down. Both of them are long, and have WAY too many enemies. Maybe it’s just that I’m feeling a little annoyed at having lost all my fancy stuff, but I didn’t like these levels at all. Btw, for those who want an extra challenge, search the second level carefully for crates, and stomp them all. Then, at the pit on the bottom right, try to enter the left wall.

Dam Nation levels: A day level, a night level, a boss level. The boss level is Devan in a small space with a floating platform. The levels are drawn out, and have trigger crates and stuff, but aren’t really fun because they’re chock-full with enemies. Yes, I know Overlord wanted the levels to get harder as you went along, but this is carrying things too far.

Ending level: Text tells you (very slowly) that Devan went to jail, but escaped. That was Overlord’s story. To be continued… in RHG:TF, I guess.

Battle levels: Three battle levels using Castle, Carrotus and Tubelectric. They’re all rather big, hard to navigate, and empty.

CTF levels: Three CTF levels using Diamondus, Castle and Medivo. All of them have lengthy routes from base to base, and are probably prey to flag bug – at least one of them is, and I didn’t check the others.

TF Secret Lab levels: Two single player levels using Top Secret ]|[. The first level is a good introduction – Devan blasts off (which is fun to watch), and then you run around doing stuff. The main feature of this level is a series of crates you must open – the first two being pretty straight foward, and in the last one you run around in a mazey system of passages that open and close certain areas as you open forcefields and the like.
The second level is basically more of the same – run back and forth in small passages fighting enemies, collecting generating goodies, and hitting crates. This time, though, Overlord has added fun special effects, like explosive crates (unlike in the original RHG levels, you have no TNT), a crate that bores a hole down below it, some speedy sucker tubes, and a warp which doesn’t look all that spectacular. I must admit I was saddened to find that there were only two Secret Lab levels, as that means there are quite a lot of Space Station levels.. eeeep. Anyway, beware the silver platforms – they sometimes turn gold. And one of the big boxes is real.

TF Space Station levels: (some amount of) single player levels. They’re harder then the Secret Lab levels, but also less fun. The first level shows you the ropes – keyboards, consoles, combinations, spark (which he calls eyes) generators. Sadly, you get some TNT in this level.. always a bad sign.
The second level is more of the same – small, filled with enemies, and having too much of both of those to be all that much fun. After a bit of this, you get to play some JJ1 Tubelectric stuff – flashing blue areas with sucker tubes connecting them. Filled with sparks and ghosts. I miss the big, slow sparks, and the things that would fire at you. You get to fight Bubba at the end.. yes, a boss not in its own level. There’s also robots, spikes, a laser cannon, and other stuff copied from Klik&Play.
The third level starts out easier (even a tunnel cutscene). Then you hop from high platform to high platform (gradually you start to get awards for falling down), go through an invisible maze (on an airboard. A NORMAL airboard. Mister “I know all about SCEs” Overlord did not put in a fast generating airboard!), dodge spike balls.. you get the idea.
The fourth level is a boss level, but it’s not the last of the Space Station levels, so I put it in chronological order. You basically fight the Tuf Boss, with a few useless platforms ahead, and a couple of easily dodgeable spikes on the floor. There’s not much to say about this level.
The fifth level is more of the same. Cramped, over enemied, a few computers, and a combination lock or few.
The sixth level shows the space station blowing up (a la Another Story), then you fly away in a spaceship (a la Another Story). Then the text tells you (VERY slowly) that Devan was defeated, and you won.

Overall, while this is very long, and most of the levels are good quality, the ones that aren’t are so incredibly despicable (in paticular the multiplayer levels) that this can’t get a higher rating then it does. (I GOT LONGEST REVIEW HAHA)[This review has been edited by Violet CLM]

Review by spazz

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
9

After I play it for a while I get bored… but it’s still nice!

(uhhh… ok. This isn’t really a review, though. Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]

Review by Xion

Posted:
Posted more than 20 years ago
For: Project Cataclysm v1.1 (FINISHED)
Level rating: 9.1
Rating
8.5

used it before and loved it in the beta.

It doesn’t catch everything but it does it’s job. I like it lots. Reccomendation from here too.

Review by Superjazz

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
9.7

Ok a bit hard, but a lot of savepoints. I have nothing else to say except “WELL DONE!!!!!!!!” 9.7

But oh, I found the secret episode, playing was hard but interesting space adventuring. The end of story was sad.

Ps. What’s wrong with marquee?[This review has been edited by Superjazz]

Review by stanace

Posted:
Posted more than 20 years ago
For: 1.23 JCS patch
Level rating: N/A
Rating
N/A

y not just not make levs in tsf at all?

Review by American

Posted:
Posted more than 20 years ago
For: Project Controller 4
Level rating: 9.3
Rating
9

This program is pretty much a requirement if you frequently host servers and if it isn’t, it should be.

This program has so many features, I thought it was a professionally-made program at first. The level cycling tools and options that let you change sever settings in the middle of a server without changing levels are necessary and life-savers. What do you do if you don’t like a level you’re hosting? Clients in your server demand to see another level? Just change the next level setting, go to control, click skip level and, like magic, the level loads. The Stealth Kick is not only fun to torture people with, but can also be indespensible in getting rid of those annoying pests. It’s more entertaining and a lot less malicious than a ban. It’s only too bad you can’t see the reaction (“HEY? WHAT HAPPENED?!? IT’S ALL DARK AND YA!!!!!!!!!!!!!!!!!!!!!! HELP!!!!!!!!!!”). The other tools are also handy indeed. You are commanded to download this. Now.

Review by Snowball

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
9.7

Increadible!!! Overlord, you are the most skilled level maker, this pack is sooooooooooooooooo COOOOL
But WR and CelL… why these long reviews?[This review has been edited by Snowball]

(Could it be so they could explain why they gave their high ratings? Unappreciatively unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]

Review by Stilettø

Posted:
Posted more than 20 years ago
For: Project T
Level rating: 5.8
Rating
6.5

Then you Prolly had JJ2 Closed or something

It works Ok it is still a bit buggy with the Char’s but its Kind of Usefull

Download Recomedation,

Review by Blackraptor

Posted:
Posted more than 20 years ago
For: Rabbit Honor Guard
Level rating: 9.5
Rating
9.7

WOW!!!! How did you make so much suprisingly good levels! I am impressed. And they are so hard! I had to cheat in every level! Also, nice tilesets you made. The only thing missing is I feel that some levels need to be a bit bigger.

Well, now that im more “free” ill review this better.

First, the multiplayer levels. They have some good ideas in them, but of course they arent as good as the SP levels. I cant say much about them, because im biased towards MP levels with original tilesets, so nothing more to say on this.
Ok, SP levels

A quick point, i couldnt play these by using jjnext, because whenever i beat a level, it said, error, could not find the filename Rhg/RHGM1L2 or stuff like that, i dunno if u guys have this problem too, but here goes.
Lv1:In the dungeon
An ok level, i played this when i was a bit younger, and i had some cough difficult finding the destruct scenery in the start, and kept dying over and over again by spikes. The difficulty isnt that extream, i beat it WITHOUT CHEATING, and it has some good ideas.
Lv2: Running through
I dun really like this level, it looks to empty, and i think it could of been easier, SINCE ITS THE SECOND LEVEL! I cant say much more so….
lv3: Queens Lonroad
The boss level, again, it has a good idea of making the road longer for the queen, and more generating bats. This level is challenging, yet to me, it got boring fast.
LvSecret: This level is fun and easy, the ideas are once again, good and creative. Its short though, nothing more to say.
Carrotus:
Lv1: Greenlands A fun, well eyecandied level that i liked playing, come to think of it, all the carrotus levels were good, and resembling a maze. I only had to cheat jjbird for this. Maybe jjcoins and jjfly a few times as well.
lvl 2: Turtle’s edge
THIS LEVEL RUXORED. I LUV THE IDEA WITH THE SCWARTZENER GUARD BOSS, NOTHING MORE TO SAY EXCEPT I LIKED THIS
lvl 3: The battle arena Not bad for a boss level, but i would have liked a few more challenges before the boss in this level, since the boss is easy to beat. Like i said, not bad
Lvl Secret: Easter (i forgot rest of name) Hmm..Lots of puzzles, needed this tileset, thnx. It was good and required brains as well as brawn, and good for a secret level.
Labrat:
lv1: Lost lab
An above average labrat level, has some good ideas once again, i bit more challenging, interesting as well.
lv2: Flying through A good and challenging level, i dont got much more to say about it, but it was fun
lv3 and secret level These were ok levels, not my favourite, but ok.. Nuff said
Holiday hare 98’
lv1,2,3,secret: WOW U USED THIS AS WELL EVEN THOUGH U DIDNT HAVE TO AND ALL OF IT WAS REALLY REALLY REALLY REALLY CHALLENGING, ESPECIALLY THE SECOND OEN I THINK, BUT THE SECRET LEVEL WAS TO SHORT AND SORTA DULL NUFF SAID
Victorian secret: Hmmmmm…..Ill just do it overally form here on, the enemies were overused and could all be easily killed with Spaz’s sidekick. There were good idea’s in here, so this one was as well good. I like the janes sky scraper thing.
Psych: this one had probably the most creative ideas, it had tons, but ill mentiob the best ones. The smoke rings in the crate were WICKED and the appearing ones were good as well, the dragonfly thing was ok and stuff and the fly, yeah yeah, these levels were realyl good
Beach: Maybe my favourite overall, it didnt include as much creativity as i though it would, but the tube turtle shower was a fabulous idea, although, i could think of a few ways to spice these levels up. The boss level was probably the best out of all the boss levels, i liked the idea of uterus suddnely coming out form behind a wall. The secret level was creative and fun, and was really good overally.
Diamondus: The rock shower was good, although some parts of these levels were way confusing, and to much bees, which i find annoying. Not much more to say
Tubelectric: The shield idea was unthought of before i think, and it is a good idea, the spark generator is ok, and the lighting was to dark in some places, but it was creative so no marks on/off for that.
Medivo: Wasnt as creative, overload of enemies, not much more to say
Frozen heck:
WAY WAY to much enemies, nothing but enemies, few puzzles, only enemies, the only good puzzle was the one which leads u to the secret episode and it took me a while to find all the crates, on my first few tries i found about 3/4 of all crates, but i couldnt find the rest. Same thing about the d*mn levels, except without the puzzle leading u to secretlevel, but more puzzles at least

SECRET EPISODE:
OVERLORD OMG NICE TILESETS U MUST LIKE SPACE EH? U PUT IN ABOUT 150 ENEMIES IN EACH LEVEL AND OMG AND THINGS LIKE THAT! IT WAS IMPOSSIBLE TO BEAT WITHOUT CHEATING AND OMG IT WAS GOOD!

I bet it took overlord a few months to finosh this, heck, maybe even years, butr it was a good fun effort and i enjoyed playing this.
Congratulations for uploading the best thing on j20, as the rating tells me.

Jazz2 was made entirely by epic games, and its illegal to give free copies, copyright 1997, HAVE A NICE DAY

Phew that was a long review, took me approx, 25 min or around 30

This is surely beyond a download reccomendation

~Blackraptor aka Blacky

Edit: Whoops, forgot my review on the fortress.

The first level where you sat back and read the semi story was cool, especially the way you made devan fly off on his space ship.
The next level, lacked more placement, and there was less enemies, looks like the ones devan left behind or something.Also, that crate idea was fun, the one where ou had to push it out from some layer 3 covered tunnel. Some parts were extremly hard, like that part where you had to climb up on helopacks bu killing suddenly appearing floating lizards etc. Anyways, nice job here.
Reaserch labs: The part whereit said, this will be hot, was fun. Good tileset use, even if your own.
Space Station: Good music, and i thought i killed most of devans goons in RHG,but i was apparently wrong. Great tileset use, nice “spark” effect where electro blaster things would fall from the sky as sparks. Intersting “holes” where if ammo falls after killing a bad guy, you cant get it ;P. Nice secrets, but wayyy to much enemies.
Space dock: Nice layout, good use of triggers and lasers. I actually beleived i was on a real space station, which was great. Some funny enemy placement, like the floating suckerz, that were placed near the toilet so when i shot the suckerz they fell right on it ;P Sparks (the enemy, not the effect) were really annoying at times, and there were well hidden passages. in the service tunnel, looks like you tried copying the blue place in jazz1: tubelectric. To hard though.
As for the rest, its late where i am, so id better go to sleep, and continue this later. Since im to lazy, ill quicklu finish up this part. There are lots of bosses to fight, although in one of them, where there were 2 bosses (bolly and tuf boss i beleive) the activate boss turned to make the tuf boss the one you must kill, but he is surrounded by masks, so this went a bit wrong. The levels were long and complicated, but some were very fun and cool, and i liked the last cutsene wherethe space station was blown up

MAIN POINTS:

EYECANDY: This varies from place to place. For instance, the levels in the first chaptee (castle to hh98) had average eyecadby or possibly less. The castle eyecandy couldnt of been done much better (castle doesnt have as much eyecadny as some of the other sets), carrotus was ok, so was labrat. HH98 barely had any eyecandy, but it was still fun to play. The second chapter (colonius to beach) also had average eyecandy, or above average in some cases. The levels made with the original sets basically dont have much more eyecnady then you expect, so its hard reviewing them here. Since im confusing myself here, ill just say the eyecandy was a bit above average.

Gameplay: Varies from place to place. Some places the gameplay was good, others i didnt like it much. I dont have many comments here, so ill skip this.
Placement: The goodies were placed fairly, some people may complain they;re underused in some places, and overused in others, but its hard to get the balance right. Enemy placement was comepletly overused, no doubt about that.
Tileset use: The tileset use was great, twas used like it was meant to be, espcially the TF levels. Not much more comments here either, above average.
WHATEVER I LEFT OUT: Ill review this at a later time, for now my rating stays 9.7.

[This review has been edited by Blackraptor]

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