He shouldnt:o DX should have hurried up releasing.
Oh this is the wrong jazz x,i think you should change the name because dx put a lot of hard work into it,you probebly have to.
Dx i think you should change the name.
Dx’s Jazz X was started before you joined the community, actually.
I don’t change the name because (just like n00b said) I uploaded this pack first.
I didn’t know Dx had started making his own Jazz X Before me. But I follow the rules of jungle: faster beats slower
(later) Ok I changed the name a little bit. Happy now?
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?”
Eh my friend? I’m making Jazz X, so change the name please?
n00b ::
Well then there will be two Jazz X’s.
Jamster ::
I made it first, so i won’t.
This game is very good. I enjoyed it alot. There were a few problems with it that made it get a 8 instade of a 9.
First the story line is a bit shaky. It’s like you didn’t know what you wanted to happinen in the first few levels. And how Jazz was put up against Daven wasn’t very good, and a bit confusing.
What might help out your story line is if you spaced out your Text massages in the game. If you are walking down the level and Text appierers then you MUST stop to read it, because if you go on then you won’t have time to read it.
Something else that would have helped is if you put in a boss more often like other reviews have said. I thought there were going to be a good amount of them after seeing two in a row, but that was it.
The last thing I didn’t like was, NO SAVE POINTS. What I hate the most about long levels is when the creater puts in 1 save point and it’s at the end! Nothing is more fussterating then when you get close to the end and die by a hiddin monkey! Please add some to your long levels.
Now the reason why I gave this a 8 instead of a 5 is because of two things:
1. The music was some of the best Jazz game music I have heard in a long time.
2. The last levels made. Closer to the end your story line stayed more consistent and that means, the levels also stayed consistent. The finile levels were some of the best levels I have seen. The background was great, the level was hard, but beatable. And it wasn’t a gaint puzzle game where you spend 5 hours trying to break 15 metel boxs in the right order. Loved it!
So there you have it. Now since your story line is good, I look forward for the next set of levels, and I hope you fix problems.
Rating Jazz X: the Future incident
Placements:
Is good! A good number of bonusses and secrets. My favorite one was the suck-secret in the Diamondus-level.
Rank: Good/Very Good
Eyecandy:
Background: Good. Path-adornment: Good. Foreground: Good. So, I think that you know which rank I will gave you for this part.
Rank: Good
Story:
No story in the level-description, so I thought this episode doesn’t have a story. But after I’ve played this episode I discovered this episode DOES have an (good) story.
Rank: Sufficient
Obstacles:
Lots of enemies, but not very much bosses for a big episode like this.
Rank: Average/Sufficient
Length:
Twenty-two levels! This is a very long episode!
Rank: Very Good
Extra score:
No extra score needed for this episode.
Rank: No Rating
Final Rating: 7.0
Download recommendation: N/A (requires a 7½)
Peter
Thanks to ShadowRabbit and n00b for reviews and good rating to this level.
By the way my own best time is 0:25:21.
(I’m not joking).
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.
Fairly good for a first time.
It is a bit short, but what it lacks in distance it sort of patches up with suprises. You never know when you can randomly run into a bit of wind or get pushed back by a spring.
The good thing is that you have to stay alert and not just run, as you could either run in the wrong direction or run into a surprise. The eyecandy was very very nice, the textured background was a nice change from other ones we’ve seen, and yea. First I didn’t notice it was TSF X.X . Then I realised it was, and was quite happy to play as good ol’ Lori.
Score: Well, I’d say a rating of 6.7.
Download Recommendation: Hmmm… depends really. If you love race levels, download this. If you don’t mind race levels download this. If you HATE race levels I’ll host this level online and torture you with it.
Oh, and may I post my fastest time?
0:28:71. I’ll update it if I get quicker.
Hey n00b there is a trigger to open the pink wall, but it’s hidden.
Sick in Christmas is the amazing story of Jazz saving the town of Carrotlyn(get it, it’s a rabbit-fied Brooklyn) from a diesease. You see everyone in the town is too weak to go to the pharmacy for some cold medicine, so the Mayor gives Jazz some money to run the errand.
I don’t know about you, but a town with only 2-3 houses seems more like a tiny neighborhood. Anyways, you then get to visit the Carrotlyn Mines and Forest. There’s also a rocket factory where you can buy ammo. But you dont have enough money. From there, the level plays like a nifty chain of events, and since his level is fairly decent I won’t ruin what that chain is. The level is unforutantly, very short. I would have liked to see more puzzles. On a plus, there is less random stuff to collect(which was seen in Iluz’s earlier levels) and there is no Bilsy boss(who is the cliched boss of choice for Xmas levels). On the negative side, there are a few instances where you have to destroy mass enemies placed in a linear row. Honestly, the only time this works is with flying enemies, and that should be used sparingly(like one time a pack), since sometimes the action is intense, and other times it’s lame.
The level itself is split into two levels, the second one is basically the same as the first, but empty. I’d would have liked some more challenge in returning the medicine to the village.
All in all though, this is a fine holiday level that should make for a quick diversion.
Another thing is that Iluz is improving, one thing that I especially like is that he takes the comments from reviews and actually listens to them.
DR-Yes
Final score- 6.4
Ok, so I’m a month late.
Anyways, this here level is a sequel to a pretty bad test level. It seems Illuz took ALL of my suggestions. Gone are the lush, open, elliptic spaces. They are replaced by green, small, linear areas.
The level starts with 3 routes(there may be more I couldn’t tell) each on easier than the last. I found a frog route, which was near murder, because the frog can’t attack and he’s bombarded by air and land enemies. Which isn’t too bad on paper, but since the air assault is from bees, and the areas are too small to actually jump over anything, it’s pretty bad in execution.
An alternate route turns you into a hip-hop and you go to an area that is rather open, but stuffed with float lizards and spike bolls, so it doesn’t matter. I think I only lost two hearts there.
The final route I discovered, was Jazz/Spaz/Lori(the ideal character being SPaz, more on that in a sec) falling down a pit with lot’s of dragonflies. If you buttstomp, theres no challnge. All 3 routes lead to a warp where you have to copte ear down another pit with more spike bolls. The pit leads to a water sequence where you dodge fish in linear tunnels. The water sequence leads to some overly long sucker tube finale, which then leads to the exit. This seems like it was built with the original flashing blocks, because the ending says “Ah my eyes, the madness is over!” Which leads to a normal looking Tubeelectric level.
The ending screams “NO SEQUEL!” And I say good riddance. The level design went from Open to Claustraphobic, and the eyecandy went from Flashy(literally) to dull.
But hey, it’s better than the original.
Since i’m tired i will just make this review short (ish).
EYECANDY: 14/20
Good eyecandy. Foreground eyecandy can block view.
GAMEPLAY: 17/20
Great gameplay. Nice use of ‘sucker tube’ event. Warps at bottom.
AMMO: 13/20
Level lacks ammo. Too many power ups.
SIZE: 18/20
Not to big, not too small. Areas can be annoying.
OBSTACLES: 16/20
A few obstacles here and there. Eg. Jumps.
SUBS AND BONUSES:
Idea of roof battle. +5
TOTAL SCORE: 83/100
RATING: 8.2
COMMENT: Told you my review was short.
Well my ‘‘Wish’‘ did come true!
This is the first review i’ve done in several months, but anyway:
EYECANDY: 7/20
Not very good. Poor eyecandy for most levels that get 7.
GAMEPLAY: 15/20
This has good gameplay but not the best. Pinball is interesting but the frog game is hard and I don’t really like tooo hard. You were right about the matrix.
ITEMS: 7/20
I can’t really describe items.
SIZE: 14/20
For a game level it should be big. And it is.
OTHERS: 12/20
Thye matrix game let the level down but the game was interesting.
OVERALL SCORE: 55/100
RATING: 5.5
COMMENT: To be honest, it’s not that great but it is over 5.0 so it’s not completely bad. A dissapointing start for me.
i dont rate this u make enemies in an battle level that cant remove or re-upload please
/note: Fixed./
/note two, it is best to go to the last paragraph to avoid the long part of the review/
This Sequel to Iluz Land answers some questions, and opens some new ones. While the first featured many lands, the second only features 4 areas. In that sense, it isn’t bigger, but it is better. Also it is impossible to play as Lori.
Right off the bat you’ll notice that somethings here were ‘borrowed’ by Invasion of Deserto. The intro level runs just like the one in IoD, and that one bilsy related episode that Criminiclown. Anyways, the story is that Iluz Land was actually a trap(I love how it was called a scandal as well :]) which was set up by Devan. I can only assume that then trap was a VR simulation, but who knows. Jazz goes to Devan’s castle, named Castle Devanestien. And battles Devan, loses and is tossed in the Dungeon. Jazz finds that Eva is also tossed in a dungeon. You find a secret exit(Devan seems to have a tendency to leave those around. Hmmmmm) and promise to save Eva after you find and defeat Devan(Because he has the keys or something).
What follows is one of the best levels Iluz has produced. You’ll notice multiple pathways, and bats in decieving areas. Sometimes the bats have the advantage because of their number, or because they blend in with the scenary, some even wait out of your reach. This is a step up from Lost in Many Worlds. There are some hidden areas, and dead ends. The eyecandy is above average, and certantly is not bland. You must find a way out alternative to the front door, and that path happens to lead to the pack’s worst level.
The pack’s worst level should be skipped. It does not include any good pieces of info to the story and is not very well constructed. Take the level ‘Madness’ Put it in a bland frozen hell setting, and you’ve got this level.There are many instances where the challenge lies in defeating tons of enemies that are hurled at your face. Not very fun in my opinion. There is a Copter Carrot session, which is very bland and not worth the trouble. Fourtantly, this bland challenge is at the end of the level, so if you actually play this level you will know where the end is. Your rabbit will proceed to hop up some icy steps and will enter the world above.Also worthy to take not eof is unlike the game’s other 3 areas, the hell under Devan’s castle is only visted once, and good riddance. Outside you’ll notice that it has gone from a red evening to a purple night. There is a bit of story that is easily missed, a mysterious being named Somebody tells you to find some coins to use as fare to get onto Devan’s space station. The Bank is closed, so one must hunt down another way to get some loose change. This level’s quality is in between the first and second playable level’s. It is also very maze like. This area also borrows the most from IoD. One eventually finds the east caverns which leads to a showdown with Tuf. Tuf is apparently the only person around with money, and he’ll part with it if you defeat him. Beating Tuf displays the pack’s first backtracking session.The following level is essentially the same as the last, only with some key differnces. First is the starting point where you now can collect a coin. Next is the fact that the bank is open. Apparently lots of people needed to use the bank, because it’s crowded. The only way to make a withdrawal is to take out the float lizards, and take a coin from the safe. The next is either some karate kicks, or constant space bar tapping. You then return to where you met somebody now that you have enough coins, and he instructs you on how to use them. You are then taken to Spacestation Etta.
This level is like QoB. Infact, it’s alot like QoB only it’s on a much smaller scale, the emphasis is on finding many triggers instead of confusing locales, and there is a showdown with Devan. Defeating Devan takes you to a redux of the level where you must find a way out. Both levels are highly confusing with bland eyecandy and cramped areas. But it’s a nice change of pace from battling a line of 30 enemies. Escaping the space station returns you to carrotus, where it is morning.
Somebody is missing, but the castle is open. This level has the layout intact from previous backtracks, but you only need to visit a tiny bit of it. Which returns you to Castle Devanstien, which is also essentially an empty daytime version of the original. However a few bats are still left over. The real final battle is when you go to where Eva was being held, and you must defeat two Bubbas. Unfourtantly the pair makes for a lame final boss. Which leads to a credits sequence that basically screams sequel.
All in all, this is not a bad pack, however some levels are still lacking in quality. The enemy placement in some areas is a step up from past packs from Iluz, but the eyecandy could use some work in some levels. Also some areas were too empty while others were too packed with enemies. And he story was a nice touch, unfourtantly it can only be properly understood if one tries as hard as possible to find all of the text strings. For most players, this pack will be very mudane, but if you’re like me and all you’ve recently played is “Lost in other worlds” and other lowly reviewed levels, this pack is a breath of fresh air.
Final score- 5.2
Download reccomendation? Yes, but only if you’ve been playing levels that are rated under 3 points for the paste few weeks.
Review also serves as- an extensive journal of what I did in the X edition of Iluz land, so if you’ve been betatesting FSP 2 or some other stellar level pack like that, you don’t have to waste the time to play the levels.
[Apparently, FSP is regestered as FPS in my brain. Also you can now download the missing tilesets.-n00b]
Playability:
Better than earlier works of Iluz, but still very unprofessional. All the levels involve running around, getting some pickups and killing one of multiple bosses in a way too large arena. The pickups were placed in a very unbalanced way. Often you’ll find one spot with a lot of weapons, while the rest is empty. Multiple bosses clumped together is not a very good idea either. All the levels were really short, and it didn’t take a long time to finish the pack.
Balance:
Very easy. The bad guys didn’t really prove a challenge and with the right tactic you could lure out one of the bosses and beat him up while the other guys just stand somewhere else and do nothing. There wasn’t that much weaponry, but enough to successfully kill off one of the bosses and end the level.
Creativity:
Not very creative. Clumped together bosses have been there since ages, and I couldn’t remind anything else that’s creative either. The tilesets weren’t used very well either, even though some levels had a background layer or two. The first level had some kind of plot (destroy the motherbrain), but I had wished there was some kind of storyline.
Eyecandy:
Dull. In the first level it was ok, but it got worse with every level I passed. In the second level many blocks that looked solid were unsolid, which was annoying. The third level was the worst, with annoying metal stuff in the foreground, making it hard to see anything. In the last one the lighting suddenly turned to 0 when I was in what was supposed to be a temple, then it got 100 again for no reason.
Fun Factor:
Due to the poor gameplay, lack of difficulty and too short levels, it wasn’t really fun to play.
Overall: 3.2
Better than older stuff of the author, but still not really good.
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