An awesome level with a smart use of the AngelScripts functions. JJ2 may have really good future!
Keep going!
lol people are silly yellin’ on the internet and all. anyway, great job buddy your contributions are great. i dont get how to use this thing to its full extent, nor do i think im gonna find out given that my time with jcs is short aka no time with jcs, or mlle i should say.
Sonic With A Gun is probably the fourth most ambitious Jazz-related project to ever see completion. The first three are Jazz Jackrabbit, Jazz Jackrabbit 2, and JJ2+, and now that I think about it, I’m not really even sure about those.
In case your country has censored the upload description: SWAG offers six new Jazz 1 episodes, most with two normal levels, a secret level, and a bonus level. If you only include the normal levels then you would expect roughly the size of two original Jazz episodes, but most of the SWAG levels are much longer than the original Jazz levels, so it is closer to 3 or 4.
The levels do a remarkable job of stuffing themselves full of Sonic references, and while the game is still, at its core, Jazz Jackrabbit, SWAG feels very distinct from that. I wouldn’t go so far as to call it a different game, but it feels much more like a full-fledged expansion pack (one of the cool ones, not horse armour) than a mere set of custom levels. Every planet has its own complete tileset, most of them more intricate than the original Jazz ones – Emeraldus is certainly a lot more attractive than Muckamok. Despite most of the graphics coming from some part of Jazz, the environments feel completely fresh, due to how much those graphics have changed. Just look at the 1st and 3rd screenshots. You won’t see a single enemy reused from Jazz, either – every single one is new, and there are lots of single ones, too. This being Violet, some of them are positively evil in their behaviour and placement. Even the pickups have new sprites!
The level design is tight all around, several times more appealing than that in the original game. Levels are filled with multiple paths, cool tricks, and interesting challenges. Despite many levels having complex layouts, it’s rare to feel lost; there’s a fantastic job done of showing the player where to progress. Or maybe that’s just because you always want to get from the left side of the level to the right side of the level. Whatever. The only planet that didn’t really impress me was Gravis – the graphics were surprisingly dull, with little detail and lots of floating coloured lines, and the pinball portions were really awkward with Jazz’s physics.
I was also very impressed by how well Sonic’s bonus levels were recreated. They’re certainly a lot more exciting than the original Jazz bonus levels – although I would have loved to be able to see the UFOs from more than 2 centimetres away.
The boss fights are on par with Sonic 1, and a good deal more interesting than the ones in the original Jazz. Then again, a trained gerbil could beat the boss fights in the original Jazz.
Playing SWAG, the only things that really bothered me were the timer running out on later levels (like I said, they’re long!), the small field of vision in Jazz (but SWAG handles it /much/ better than the original levels), and the limitations of the Jazz engine itself (every now and then you might notice a spike ball or spring spontaneously ceasing to exist).
I don’t think the difficulty was actually that much higher than the original Jazz levels, I didn’t have much trouble beating it on Hard. Mind you, Jazz 2 single player is about as difficult as drinking a glass of chocolate milk, and by comparison Jazz 1 is more like eating a small cactus. Except the cactus is actually delicious.
SWAG even has its own title screen. This is a product that is impressive in every respect, well worth the time it took to develop. I mean, the worst things I could think of to say about SWAG were actually complaints about the ORIGINAL GAME. I haven’t ever had that reaction to a mod before.
Rating? 9.8, because I’m reserving 9.9 for an especially large piece of the True Cross, and 10.0 for a machine that turns my toenail clippings into money.
Quick Review? I don’t think so.
Download recommended? What do you freaking think?
P.S. After completing SWAG, I managed to fix my Windows computer. Coincidence? Okay, yeah, it probably is a coincidence.
Alright, this took me somewhere between 6 to 8 tries to finish on Normal in one continue, but I finally did it and oh boy, this pack exceeded my expectations and overloaded my nostalgia! Across all playthroughs I found 3 secret levels and played 4 bonus levels. I’m not sure if that’s all of them, but let’s just review this beast!
The first stop is Emeraldus, an easy-going planet that mixes elements from Diamondus and Sonic’s Green Hill Zone. Right from the start it’s noticable how clever the levels are designed towards Jazz1’s low field of vision, with every jump landing Jazz where you’d expect him to land. I rarely bumped into spikes or enemies without expecting them to be there. Also, both levels have enough carrots to let players get the hang of Jazz1’s mechanics.
The 2nd planet, Marbelava, is perhaps the strangest and a bit of a black horse compared to the others (just like Sonic1’s equivalent). The underground parts encourage slow movement and precision jumps. It’s also filled with cleverly designed moving platforms, like blocks floating on lava and plateaus hanging on a chain. I generally liked these parts, except for the section with falling blocks which appeared to form a stack yet they didn’t. Just jumping into them worked, but it’s a bit unclear as to how and why this was intended or not.
Oh, and without trying to spoil, I got to play a secret level with an incredible atmosphere. It literally turned darkness into light. :P
Next stop is Gravis, mixing various elements from the Casino styled Sonic levels with Jazz1. All focus is on spring, bounce, and jumping mechanics here. In my view, the difficulty took a significant rise from this planet on. Carrots get less (or harder to find), enemies are placed harder, and environmental hazards are more fierce. Nevertheless, I really enjoyed the atmosphere and visual details set here, such as neon-lights and the fact that the downside of the level is dark while the upside is light! I also liked the little Jazz clones, they remind you that it’s still a Jazz game following the same base plot (without the Twin Battleships).
In one of my latter playthoughs I found a secret level that felt as a springy reward, those extra lives really helped in learning the harder levels to come!
Labyrinthion, the fourth planet, was where most of my playthroughs ended. It mixes water-level puzzles with carefully placed hazards such as rolling rocks. First off, the way how the water slide at the beginning loops through warps is a cool way to resemble Sonic1’s counterpart. Thereafter starts a cleverly designed puzzle that requires you to open high pathways by raising the water level. I didn’t particularly like the slow pace of the first level, but the minecarts and moving platforms in the second one got me amazed! And then I haven’t even talked about the JJ2 style crate puzzles that halted my progress until asking on the JCF thread! Best thing introduced here may still be the granade weapon, it works well and gets rid of the fact that Jazz1’s weapons aren’t too different from each other.
The fifth planet is Noirlite, and reminds you that pits in platform games are evil! Thus it more than ever encourages you to stay up whenever possible. It also encourages fast movement like no other, and uses sucker tube mechanics to simulate loops. The booby-trap enemies introduced here were annoying (as they should) and it took me a while to learn how to overcome them. All while enjoying the starry sky including falling star effects!
In an earlier playthrough I found another secret level that really took things different with a Jazz clone. It relied on muscle-memory to clear it but wow, it was amazing!
Next there’s an oddly titled (extra) level ‘cloudsduel’ that resembles Sonic’s flying trip to Eggman’s base in Sonic 2, except we have Jazz on his trusty airboard! Me as a shoot ‘em up fan really appreciated the gameplay of this level! And it felt like an easy interlude for what is to come…
…In Fabricus, the final planet which is Devan’s base! It resembles both the ‘Death Egg’ and Scrap Brain Zone from Sonic. And just like on Sonic, environmental hazards are everywhere and way harder to avoid than on the previous planets. There’s things like electricity, torches, sawblades, and spears. The enemies however, are somewhat more passive and predictable, like those pigs shooting ball-things. I got through the first level pretty easy, but the 2nd started with another water puzzle (now with more hazards) that took many of my hard earned lives. The rest of the level went smooth, and the most surprising thing were the magnetic circle platforms, very clever and fun to play around with!
A lot more can be said about SWAG. But this review is a wall of text already, so let’s just say that even though there’s no such thing as perfection, a project of this scale with every nook & cranny thought-through with a purpose. The purpose of letting people play a game mixing Jazz, Sonic, fresh surprises, and nostalgia that’s well worth a 10! Chances are slim that you will like this pack if you don’t like the original Jazz1, but it’s well worth a try. Download recommended? No, it’s mandatory!
WOW!
Are you kidding me?!?!*
This is just Amazing (yes, with the capital A!).
Violet CLM made a final punch in proving that he is a PROfessional level maker and very talented developer full of ideas. I was observing some of his work before and I really think that the rest of the people whos work I’ve seen can not come even close to his Jazz Jackrabbit convertion skills.
By professional level maker I really mean that his work in this particular area is professional (and by “professional” I really mean professional). The levels can’t get boring at any point (i’d say that they are much more interesting than the original JJ levels), they have their own feel, very innovative, but at the same time you can tell that someone put a lot of thinking in constructing everything to make sense, That include eyecandy, placement and gameplay – everything with a very high standards.
By talented developer I mean that it takes some damn freaking talent to take an old DOS game and convert it to something new, but at the same time balance it right, so it won’t lose it’s own atmosphere and at the same time combine that atmosphere with the one of the different game from a different platform (Sonic, in this case). SWAG is so full of new goodies invented by Violet that it really warms my heart. The popping tiles from the lava (WOW), lava going up and down, destructive blocks, blocks falling down, blocks swimming, riding platforms Jazz can jump on, bunch of new enemies, some of them very complex (consisting of a lot small parts), new pick-ups and so on to infinity…
By claiming Violet’s JJ convertion skills the best I mean that he definitely knows how to convert something, enrich it with his own inventions, and at the same time keep the original feeling. I don’t know too much about Sonic, but playing SWAG I felt like playing Jazz Jackrabbit 1 for the first time, when I still was wetting my bed at night. I do NOT have this kind of feeling when playing the original JJ1, maybe because I already know it too well, and it rather bores me instead of bringing me some emotions. That special magic which was present for that first time is gone, it stays only deep in the memory and will never come back… But SWAG felt so real, so JAZZ JACKRABBIT 1 and at the same time felt so FRESH. It definitely went very deep and freed a little bit of that magic.
Achieving that is a huge success in my opinion.
It’s not hard to not see one thing, not only through SWAG, but also throughout all Violet’s works. While being very keen in converting, bringing back memories and in programming, he is not that good in graphics / drawings. All of his biggest works are based on copying other peoples’ graphics. Usually it is JJ1 (as Violet clearly is way more into JJ1 than JJ2) but in case of SWAG I could see variety of sources. Primarly it is still JJ1, and then Sonic (I’m guessing), but there is more to it. For example Agama’s Heaven (Labirynthion which also include some of the Marbelara tiles which were never present in JJ1) etc. And… I love it! I love the fact that someone can realize that he is not that good in one area and lets the others to do the job, instead of throwing some crappy art which completely doesn’t fit the graphical touch of the base of the tileset. In this case he just took someone else’s great pieces of work and… NOT just throw everything together and be like “Hey everyone! Check out this cool collection of nice graphics”, but blending the gathered material, achieving unique atmosphere of the new worlds. That takes some brain, not just research, copy, paste.
I think in this matter everything is perfect. There are some things I dislike, though:
Despite all that I am still giving a 10 just because this piece of work deserves it. It is simply brilliant, the author went an extra mile in many aspects of the game, he packed it with completely NEW things unseen anywhere. He never used any of the old enemy from the original game, he even placed a completely new weapon (I love that pineapple-granade! As seen in Technoir used by that annoying pink tank), the secret levels have completely new theme (at least the one in episode 2 has – and oh boy, I was nicely surpriced!)… The only thing missing is new music for each theme.
*What the hell? Such a great piece of work with a rating 5.9? This is the other reason why I’m not going to include all the small details in my rating, since the system here is clearly curropted and allows some weirdos to jump on a piece like this and give it a RIDICULOUS grade for some insane reasons. Game is too hard? Oh no!… There are freaking 4 different types of difficulty to choose from! If you suck at playing just go with the easy one. But apparently Ischa expects from a game to be full of eye-candy and no challenge (how that even goes with your “Challenge/difficulty” category of rating?). All the creativity and work are not even mentioned, all there is are some platforms placed not low enough and Ischa is having problems in jumping onto them. Stupid reveiws like that should be deleted and the authors should be banned.
If you expect from a game just a beautiful eyecandy, then turn on the episode of Care Bears and don’t even bother to start playing any game… GAME MEANS CHALLENGE! Also, in such a big and ambitious projects like this one there is way more to take into consideration than just eye-candy and difficulty. Since you clearly don’t understand that you should really never post any review. Ever.
Sonic With A Gun… it’s promoted on the homepage of Jazz2Online, so it must be a very good download! And today I gave it a shot.
It contains a pack of six worlds. Firstly we have Emeraldus, which was a tough start already, it was a hard job for me to complete. The second world of Marbelava was my personal favorite, I especially like the part with the platforms floating on the lava and the ‘eruptions’ carrying a platform allowing you to make it to a higher spot. Gravis was very, very hard because of the – so high that they are nearly impossible – jumps I had to take. Especially the ones with a bad guy waiting you up on top. VERRRRY frustrating. The pinball like places however are a nice touch! Then we have Labyrinthion, which was a labyrinth for sure: it was very difficult to find my way through, you can easily get lost. Noirlite let me actaully feel like Sonic with those ‘loops’. It is however very easy to fall to death. The final world of Fabricant was another big hell to get through, just like in Labyrinthion you could easily get lost and the spears sometimes simply block your way, with just no way through, actually forcing you to pump it full of lead before it finally blows. I think the overall difficulty of these levels is way too high for the average JJ1 player, so that necessitates me to reduce that from the rating of these levels.
Eyecandy is simply great! You really took your time in creating these levels. The backgrounds are very well decorated. I especially like the touch of that mast in Noirlite, which actually moved! That was very cool, I can’t remember seeing that before in a JJ1 level. But what I like the most, is the revamped menu! The Sonic theme of the levels continues in the menu and that was something I never saw before!
I think the overall difficulty of these levels is way too high for the average JJ1 player. It’s a good thing that levels are challenging, but it should not be too hard, especially not in JJ1, where you move so fast and you don’t have that much view around you. If you would’ve created these levels in JJ2 I think it would’ve been a better play, for JJ1 however it’s a total disaster.
Item placement is much better. You’ve spread the collectables well throughout the stages. Because of the hard difficulty however, some extra checkpoints on certain places wouldn’t been a luxury. The (revamped) enemies were great! I especially like the custom bosses at the end of every world.
For the gameplay I already told about issues like the hard jumps in Gravis, getting lost in Labyrinthion and the spears in Fabricant, making the gameplay not very smooth on certain moments, but there is also something I like, which are the 3D bonus stages, once again revamped. Instead of blue gems you have to collect purple UFO’s! And I also like the pinball, of course.
I’ll give you the points for your upload.
That makes it a total score of 49 out of 90.
For the final rating: 49÷ 90 × 9 + 1 = 5.9. See for yourself if you want to give this download a go…
Since AngelScript many of cool stuff started to appear in JJ2 posibilities and this level is one of examples.
Good concept, awesome performance, quite solid, but well looking eyecandy.
Mostly agreed with FawFuL on this upload.
Lots of cool stuff that I’ve always wanted to see in JCS ever since I started using it (12 years and counting).
EDIT: Removed what was a bit too harsh.
Great! the old level Editor!
[I don’t think you quite understand. Original rating 5.5. ~cooba]
I always loved customized enemies and bosses. I couldn’t be more satisfied!
Violet kicks all of our asses in angelscript, but not quite with the basic jcs. We, generally speaking are all very amazed by the ridiculously cool script. But if you take away the scripting part, the level itself is far off from evilmikes SP works in JCS. There is more to offer for the jj2 future!
violet kicks all of our asses in jcs it seems
Amazing level that shows many of the new AngelScript features the new plus has to offer. I never could have imagined to see such a gameplay changing level.
This level is a YOLO. Download!
Outstanding, plain and simple. This level really raises the bar when it comes to making use of AngelScript.
If this is an example of what is now possible through JJ2+, then I’m looking forward to seeing more uploads in the future.
Nice
Offtopic question; why don’t you rather upload these videos on Youtube? It would raise JJ2’s popularity.
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Barrier shattering, record breaking. Incredible all around.
Mixed feelings about this one. I really enjoyed the tower section, the spare carrots and falling icicles. But the difficulty was too high for me. Too many spawning enemies… And the windy section was tricky. The build quality of the level was excellent though.
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Eat your lima beans, Johnny.