Review by n00b

Posted:
20 Apr 2006, 00:28
For: Bonus/Tubelectric Mix
Level rating: 6.2
Rating
N/A

Wait how can a music remix be TSF only?

Review by n00b

Posted:
11 Apr 2006, 18:36
For: Ilu'z Jazz X: the Future incident
Level rating: 7.7
Rating
N/A

Dx, theres a big problem here:
You’re asking a released thing to change the name because something still being worked on has the same name.

Theres no logic to it, it’s like saying “Yo, Nintendo, we’re making a 2d platformer game with the name ‘Super Mario’, erm mind changing your series’ name for us?”

RecommendedReview by n00b

Posted:
10 Apr 2006, 19:40
For: Critical Brain Pollution
Level rating: 5.4
Rating
7.6

OM2004 seems to be stuck in an eternal time loop in a time before Jazz Jackrabbit Advance, and Shadow the Hedgehog(for the life of me, I have no idea what the genre the songs in that game are). But then he contradicts me, and must also live in a future where 20 seconds is the equivilent of 20 minutes. This can only mean one thing: OM2004 DOES NOT EXIST IN OUR NORMAL TIME STREAM
While I do agree the beat repeated itself a bit too much, I also have to point out that there isn’t much source material to work with, and at 3 minutes long the tune doesn’t feel too repetive. The lyrics and how they’re ‘sung’ give a distinct “Shadow” feel, but without the overly cheesy lyrics the Sega game had (“No more life, No more death” comes to mind from that game).
If you didn’t enjoy SoH’s soundtrack, I’d stray away from this, but if you enjoyed it or are curious go ahead and click that download button.

Review by n00b

Posted:
6 Apr 2006, 15:52
For: AB Single Player pack pt 1
Level rating: N/A
Rating
N/A

Something I forgot to mention, the exclusive levels made for this pack MUST be played in 8-bit, with low detail off.

After that, for the most part, you can play on whatever settings you have.

RecommendedReview by n00b

Posted:
5 Apr 2006, 00:32
For: Flashback: Outta dis world
Level rating: 7.2
Rating
6.7

Fearofdark, if you don’t mind, my lad, I will steal a bit of your reviewing system for this pack.
STORY-
Eh, not really described much ingame. The bits that are sometimes in bad english. Perhaps ask a fluent speaker to go over the text beforehand?

EXOTICUS:
This planet has some devent levels going on. While not exactly fresh, it was slightly challenging, and very fun to play. While I slightly dissapointed by the inside bits, this part of the pack was for the most part good.

INDUSTRIUS:
The first level in this was a blast to play, however the same cannot be said for the second. It seemed you were running low on design ideas, and used the Skyscraper idea twice. And the second time was EXTREMELY similar to the first, and they were extremely close together. Bad design choice. Also, Why can’t people make secret levels that actually fun like the ones in JJ1? Oh, and I enjoyed the false items. It was neat eyecandy feature, and I hope you use it in more of your levels :)

MUCKAMOK:
Once again, Stellar first (although not as stellar as other levels in this pack), lacking second. What was wrong with the Metal Muckamok remix? I see no reason why it couldn’t be used twice. Especially since I think the music choice tried to create too epic of a mood for the level. I know you want difficulty for a last level, but putting a player in a gauntlet of reflex tests isn’t the best way to do it. There’s stuff thats difficult, and then theres stuff thats frustrating. This is defiently the frustrating kind of stuff.
Also, whats up with recylcing the bottomless pits again? Was the idea for challenges that lacking?

Final score- 6.7
DR- yeah
Closing comments:
The final levels get way to repetive and derritive, and suck out most of the fun I was having on Exoticus.

RecommendedReview by n00b

Posted:
4 Apr 2006, 20:59
For: Devil's land
Level rating: 1.5
Rating
1


I am blown away…

Words cannot describe this pack…

It’s that bad.
Challengeing? Hardly.
Simple? Incredibly yes.

Jazz must sneak around some Medivo base or something, I couldnt figure it out. But thats cool with me, whats not cool with me is the annoying quips I assume is being blasted by an intercom throughout the level. Especially one that tells me the “journey ends here” after I “made it this far”. Coicidently, thats also next to the exit sign. An area you non cheaters will never see. Why? Simple answer: Theres a put you cant get out of. Even worse-entering that pit is essential to contiue the level. The enemies are placed linearly, and aren’t challenging. Neither is the Bilsy boss battle which is extremly easy thanks to a full-health carrot and multiple fastfires.

Final score- 1
Keep trying, and have someone betatest your packs. Trust me, it’ll make thing smoother and better.
DR- Yes. You have to experience the Intercom!

Review by n00b

Posted:
3 Apr 2006, 12:45
For: Tileset Extractor
Level rating: 9.9
Rating
N/A

Thanks for giving me a copy of this before the release Neo.
I’ve edited more tilesets than the average JJ2 player =D

But seriously, if you ever played in a tileset and said “This would be excellent for my fangame” or “This would awesome in a different shade of color” or“Need this for 1.23!”
Then this prog is for you.

Review by n00b

Posted:
14 Mar 2006, 19:51
For: Jazz VS Spaz
Level rating: N/A
Rating
N/A

I think the “Character Appeal” section was just added to make Spaz win, and hell, it doesn’t even affect gameplay
EVERYONE PLAY AS SPAZ HE IS FUNNIER AND THEREFORE YOU CAN BEAT THE WHOLE FUCKING GAME AS HIM RELYING ON HIS OFFBEAT WACKY HUMOR
Get rid of that, and the myth is confirmed, SOMETHING WE ALREADY DAMN KNEW.
This is useless.
Please stop.

Review by n00b

Posted:
11 Mar 2006, 13:54
For: Orbilectric
Level rating: 7.6
Rating
N/A

Wait wait wait.
How can a Mod be TSF?

Not recommendedReview by n00b

Posted:
10 Mar 2006, 19:02 (edited 12 Mar 06, 01:47)
For: Journey to the top V2.0
Level rating: 5.5
Rating
3

This pack was rather interesting, for all the wrong reasons. Also, I will have to pick at other reviews, something I despise doing, but feel is very neccesary in this case.
Story-3/10
The back of the gamebox(AKA- Download info) reads as so:
“You have found out that the evil Big Corp. is evil and have found ut they ae makeing weapons. But for what reason? And who is the owner of the factory?”
Ok, if no one could figure out that the “Evil Big Corp.” was evil, then I doubt the success of the mission. There also many unexplained bits in the story,spolier alert

such as why Big Corp was going to bomb the turtles

End spoiler
or what the ‘Trigger safes’ had to do with anything. There are also major plot holes. such as why were the turtles working for Big corp if they were going to be see above spoiler.
Very little adds up, and once the true villain is revealed you’re going to be very confused. And as mentioned before, his motives are extremely unclear. Sure it didn’t include Devan, but it might as well have. spoiler

Just replace the Turtle City as a Rabit City, and bolly as Devan, and you wouldn’t know the difference

end spoiler
And what is wrong with Devan being the main villain in a pack? Play the IoD seiries made by Evilmike for an example of an excellent story involving Devan. Heck play that for an example of an excellent story ‘cause there ain’t one here.

Gameplay and Level Design-4/10
Listen it’s possible to make linear levels that are good. If a level is linear, and it’s still pretty decent I give it a decent score. The 2nd level was a grand example of this, too bad it was pretty short compared to the waytoolong first level. However the first and third level are prime examples of poor linear levels. The puzzles and secrets are so simple to solve and find, it’s pretty embarrising. So is the unforgiving level design. Theres more than enough carrots, but all in places you dont need them in. The level formula for the first level is this: Shoot, run, solve simple block/crate puzzle, run, shoot smash trigger crate, rinse wash repeat. You’re bound to get bored playing throught the first level normally. Now add in a couple of deaths, and too-far-spaced-out checkpoints, and you’ve got a breeding ground for more boredom and some frustration. Not to mention of the last segment of the first level is a downer.
The third level also follows a formula and its : Stomp crate, enter newly opened area, stomp crate, enter newly opened area, stomp crate, enter newly opened area. And then a boss fight in a pinball arena. Wait- Pinball arena? Why does Big Corp. have a huge Pinball room? And doesn’t a Corp. have extermintors to take care of the rats, bees, bats, and ravens? To tell you the truth, the pinball arena is very poorly done, and makes the fight easier than it should be. Finally here is the bit where I pick at another’s review:
When Chandie said that the moving crates was ‘innovative’, I was thoroughy confused. The concept of moving/ falling crates have been used in levels before. While the majority of those aren’t ‘Single Player’ levels, the idea has been done. Innovation usually means something new, and there isn’t anything in this pack I haven’t seen before

Secrets,Puzzles, and Pickups-2/10
I’m sorry, but if you cant solve the puzzles in this pack, then you need to get a new brain, and an IQ above 2. I never felt like I was solving a puzzle at all in this pack, although there are some bits that try to disguise themselves as a ‘puzzle’. Puzzles should be slightly dificult, not braindead easy. Same goes for the secrets: Make them secret! All of the secrets in this pack can easily be found. A simple way of finding secrets is this: If you can see it, chances are theres a ‘hole’ in the wall/ceiling nearby that sends you to the secret. Pickups are horrendusly useless, with the exception of a few carrots and 1ups, I don’t think anything I found was particully useful. The ammo only got in my way, and when I want to use the blaster over the seeker, you know that extra ammo is useless.

Final Score*- 3+4+2=9 9/3= *3.
DR?- No. I can’t say I reccomend this pack. And trust me, I have played some packs I’d love to reccomend.

Not recommendedReview by n00b

Posted:
6 Mar 2006, 22:02 (edited 6 Mar 06, 22:02)
For: froger or bider
Level rating: 1.4
Rating
1

Excellent concept, but is executed EXTREMLY poorly.

All I can say is WTF. You took the medivo tileset, dipped it in the toliet, took a dump on it, and used whatever tiles were magically still clean. Thats the only way this mess of eyecandy filth can be described. Stupid mistakes like adding a Jazz<->Spaz box in the middle of the frog area only adds insult to injury.
I don’t know whose idea it was that adding a bunch of enemies in a room and then dodging them with no way to fight back is ‘hard’. Its more like ‘definite suicide’. The attmept to patch that bit with constant Full-health carrots turn ‘definite suicide’ to ‘cakewalkus easius’.
The frog section is a linear path with tons of demons. For your braincell’s sake, i’m not going to mention it.

DR-No.

Not recommendedReview by n00b

Posted:
6 Mar 2006, 21:51
For: no surrender and spooky
Level rating: 1.9
Rating
1

The way I see it, these levels are here for one reason only:
To releive stress by bashing poor levels, and to B-B-B-BO-B-BO-OOST review counts.
Ok so that was two things. Whatever.

These levels rely on their lame attempt at a story, horrendus eyecandy, and insanely placed death pits. Oh, and those linear rows of enemies we all hate.
Remember my “JCS USer’s Guide to Bad SP Level making”? Throw it out. Here’s the updated copy.
DR- See above
Rating-1

RecommendedReview by n00b

Posted:
6 Mar 2006, 21:40 (edited 6 Mar 06, 21:41)
For: Bonez
Level rating: 7.2
Rating
7.8

Ugh Finally. I’ve been waiting for another of Iluz’s levels, even if its not SP.
What I *‘Love’*(Girly icons for emphasis) about this race level, is that for the first half it’s really anyone’s race. It’s highly unlinear, and would be devastantingly evil if the players had some TNT (sadly the race does not have any ammo besides the blaster). Unfourtantly, the second half is fairly linear, but it still finds devious ways to make the race constantly unfair for everyone (and that is meant in the nicest way possible).
The eyecandy is especially nice(except for the fog), and I congratulate Iluz on using the extremly hard to use Inferno tileset.
It’s an EXTREME (shout for emphasis) shame this is only TSF, since it’s an excellent level.
Rating- 7.8 Knock yourself silly, you earned it.
DR- Yes, extremely yes.

Review by n00b

Posted:
4 Mar 2006, 20:09
For: 1up 2 Spam
Level rating: N/A
Rating
N/A

Well that didnt take long. The first(And more than likely not the last) J2A upload.

Not recommendedReview by n00b

Posted:
4 Mar 2006, 15:57
For: Final Game?
Level rating: 1
Rating
1

Normally I reserve time for a long, slightly thought out review when I review Ischa’s packs.
However this pack, does not deserve a long, thought out review. i’ll do the best I can however.
Alright, so basically these levels are linear to the max. Honestly. Finding the challenges never strays you off from the main path for very long, but the problem is sometimes there are cleverly hidden due to the fact you’re so bored out of you mind you pass over the little nook the challenge’s warp is at.
None of the boss arenas are very exciting, you’ll probably JJNEXT all of them. Oh, and the Devan battle’s pre-requisite is very annoying.
The placement is horrible, you’ll agree with me once you get hit by a turtle in a suckertube.
Hmm. That’s the best I can squeeze out of the pack.
DR? No.

RecommendedReview by n00b

Posted:
28 Feb 2006, 21:48 (edited 31 Mar 06, 23:15)
For: Random Race Levels
Level rating: 9
Rating
9.6

On first impression: These are well built Race levels. But this is on a design-only perspective. i will have to play the level online to fully experience the action.

Oh and first review & download. In yer face Nostradamus

Final Review:

Since this pack is so humbly amazing I had to find things to critique. I will bring those up now, and then you can continue the amazing storm of PRAISE that I am spewing. Boomerang’s checkpoint gimmick loses it’s steam the instant you figure it out, if it even fooled you at all. Luckily Boomerang isn’t a one-trick pony, and theres more to the level than that. My next complaint goes out to the Citadel: It felt too slow to me. While Noomerang was fast paced, Citadel seemed a tad bit slow. It may have to do with the constant jumping you have to do in the level.
From here I’ll pick at minor details that don’t really diminish much, and then go all out in a final round in which I point out every single reason why you need this.
The ammo in Boomerang, at least in my experience, isn’t all too useful after the first lap. It could just be the motley crew of players, but after the first lap, there wasn’t much change in the order the players were in. Plus getting the Powerups requires slowing down. This is a double edged sword for inexperienced players. If you slow down, theres no garuntee that you’ll make it to the top of the pack. And if you don’t, a more experienced player will probably get it, and use it against you.
Which is a double edged sword for me, since I enjoy unfair advantages but dislike double edged swords.
Next, the presence Electroblasters in Velocity feels forced. Not too sure why though.
Also, the muck pit near the end in Boomerang leads you into the wall. The Muck pit slows one down enough, and does not need this added punishment.
Finally heres the part where I rain down immense praise, mainly because from this point anything negative will be mystically replaced by immense praise.
The dark tunnels and platforming aspects of Boomerang are [COMPLETELY AND UTTERLY WONDERFUL]. I have never seen such [DESIGN IN A RACE PACK]. Probably, because I’ve never played alot of them. While CItadel sufferes from some [AMAZING] [MANDATORY DESIGN CHOICES EVERY GOOD RACE LEVEL HAS], it picks up halfway through and is a highly enjoyable, albeit slow race. Another thing, Boomerang’s checkpoint system is [HIGHLY INNOVATIVE. HOPEFULLY OTHER PACKS WONT BLANTLY RIPOFF THIS KIND OF IDEA]. Plus Boomerang has the immense feeling of speed, and if you’ve kicked into the ‘runner’s high’, the unworking speed shoes will make you feel like you got an extra burst of speed. One of the pits is highly cleverly placed, and deffiently seperates a cluster of racers.

Despite some flaws, this pack is highly enjoyable. Don’t mind most of my negative veiws, I’m just a soured critic.
Download reccomendation all the way.

RecommendedReview by n00b

Posted:
27 Feb 2006, 21:28
For: Molten Glacier
Level rating: 6.1
Rating
4.4

The story is bland, but the music(with the exception of the Maze Level) creates a mood of Urgency through the four short levels. Unfourtantly, with the exception of the second level, it never feels as if there is anything urgent going on. In 3/4 of the four levels all you do is hunt down trigger zones. Players of the more recent “Time Rabbit” episode will recongize the ‘ACCESS GRANTED” text strings. In fact, the boss level feels like a carbon copy of the ‘Boss Championship’ pack. It’s rather sad to see Ischa’s newer packs just being carbon copies of this one. Another thing that you’ll notice is that in the levels, getting to the end area is a breeze. But the end areas are always cryptic in what you’re supposed to do to enter them. This is actually fairly fun, until you’re scrounging about randomly the same locales multiple times. Another downer is that all of the levels are amazingly short. Like really short. I think the whole thing as a whole could really just be in one level if there wasnt a change required for music.
Another thing that ticked me off- The official boss music was replaced. This means once I’m done with the pack I have to re-replace the boss music. All in all, you get a 4.4 mainly for a lack of length, difficulty rarely kicks in at all until you’re about to leave a level, replacing the boss music without any warning until the pack is downloaded and unzipped, ho-hum Boss Arena, and finally tasks that rarely move past “Find Trigger! Now Find Another one!”

Still D/R. Why? Because it’s short, and is highly possible that you can squeeze entertainment from it.

Review by n00b

Posted:
26 Feb 2006, 20:06 (edited 1 Mar 06, 01:35)
For: 'Tempel Level'
Level rating: 4.5
Rating
N/A

Come on people, I have a quota of exactly 7 comments per upload to uphold.
EDIT- WR, the spelling mistake was a reference to DX’s old episode “The Tempel Episode” and it’s sequel “The Tempel Episode 2” in celebration of the series’ semi-trequel “Jazz X” actually going somewhere
EDIT2- It started that way UF, but it eventually just became a testing ground of any potential horrible gameplay concepts that I had in my head.

Review by n00b

Posted:
25 Feb 2006, 19:19 (edited 26 Jul 07, 20:49)
For: Boss Championship
Level rating: 2.6
Rating
N/A

The short review:
You do not need 12 levels of bland arenas with bosses in them.
The long review:
You do not need 12 levels of bland arenas with bosses in them. With the exception of the Bubba level, all the arenas are little more than some ground, a boss, and some regenerating enemies. The difficulty comes not from the bosses but from the constantly regenerating enemies.
This is a waste of about 618 kb. Do not download it.

/Doesn’t really go indepth enough for my tastes, so I’m removing the rating -n00b/

Not recommendedReview by n00b

Posted:
25 Feb 2006, 19:13 (edited 25 Feb 06, 19:14)
For: Time Rabbit
Level rating: 5.7
Rating
4.3

Shadowrabbit, thats the dumbest question ever. Being 12 does not give you a license to be stupid, go check the JazzBuster’s email address and then check Ischa’s.

Anyways onto the review:
The whole Time Zone thing is not really the greatest feature ever, considering each time zone lasts one level and the only way to actually tell what zone you’re in is from the ever there “Credit Signs” in the start of each level.

And secondly, both Secret levels took me back to the ‘Press Fire’ scene. I’m not sure why. That makes two features utterly worthless. Now we move onto the gameplay. With the exception of the WW2 level(which is my favorite level out of the bunch) and the future level, every level is a fairly linear jumble of a mess. No level tells you your current objective, so figuring out how to leave becomes a tedious process of experimentation. This would have been fun if the levels weren’t so ho-hum, but since the levels are ho-hum you’ll have the tendency to skip levels. Theres also a sidequest of sorts of finding crates, an idea that sounds swell on paper, but falls flat because none of the levels feel like they can be explored past the main path. And when they do, you’ll more than likely pick the path to the end of the level instead of the secondary path. This is annoying, since in the caslte level there is a queen boss that you cannot run back from due to activeX events. The WW2 level is less linear, but suffers from a problem of being a bit too open. Same goes for the future level. The final playable level is just ripped from JJ2, and that ticks me off as nothing was changed except for a sign added to the begining. All in all, this pack should not be downloaded since anything that is given with it’s Left hand is taken away with it’s right.
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