Review by Violet CLM

Posted:
Posted more than 21 years ago
For: The World of Blocks
Level rating: 1.7
Rating
2.2

(old review removed, replaced with new system)
THEME: This tileset apparently takes place in a world of red blocks. Now, this could be done semi-nicely, with big red floating blocks of different shades and colors. But alas, the author didn’t do that. So while the theme’s ok, execution of it is not.
Pros: I’m not sure..
Cons: Unoriginal idea, poor execution.
Rating: 1.0

GRAPHICS: After some thinking, I have decided to only rate the graphics of tiles that the author created. The majority of tiles in the tileset are ripped from other sources (see list at bottom of review), and look much better then the original tiles, which consist of those common fittogethereasy tiles from, say, Blasteria. There’s also an animation for it.
Pros: A little shading, an animation.
Cons: Nothing special, almost all graphics ripped.
Rating: 2.0

INVENTORY: Basic walls, spikes, vine, poles, hook, blocks, arrows, exit signs, belt.
Pros: Most everything is there.
Cons: All of it except the basic walls is ripped, and masking is poor on some of them. (these two cons lower masking rating dramatically)
Rating: 2.0

ORIGINALITY: I give up.. how do you call a practically all ripped tileset original? Even the theme is unoriginal.
Pros: There’s actually a block which says it can be destroyed by either Bouncy or Toaster. While this couldn’t be true, it IS original.
Cons: Said block couldn’t work.
Rating: 1.0

COMPETITION: If you like colored block tilesets, there are lots of better ones out there. If you like ripped tilesets, download “Space under/below (forgot which) Carrotus” by Norbii.
(No pros given)
(No cons given)
(No rating given)

EASE OF USE: Actually fairly easy to use.
Pros: The tiles fit together well, there’s a few interesting tiles
Cons: You’ll have to use layers 3/5/6 quite a bit, as otherwise you’ll run into the inherent masking troubles.
Rating: 6.0

MASKING: While what should be solid is solid, a bit too much is solid, such as parts of the spikes, and the beehive tile, and some other stuff.
Pros: Much of the masking is right.
Cons: What isn’t right is hideously wrong.
Rating: 3.0

OVERALL (not an average): This tileset has a few good points, but it’s not worth it.
Pros: Wide variety of tiles.
Cons: I won’t say “it exists”, but it’s not very good.
Rating: 1.7

List of ripped tiles: The spikes from Exoticus, the spikes from Deserto, H and V JJ2 poles, a ripped background, a series of red blocks with poor tile placement (but one animation), the hook from Labrat the textured background from Psych2, a set of background mountains from Aztec, the plants from Aztec, some of the tileset’s red blocks, with JJ1 arrows on them, various exit signs, the laser, warp and belt from Mez02, the shiny stuff from Castle, the rope from Labrat, the sparkly animation from Carrotus, a series of various ripped block tiles, the beehive from several tilesets, some stereotypical blocks, a yellow circle, a box like thing, and a lot of black tiles.[This review has been edited by Violet CLM]

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Pipeline
Level rating: 7.4
Rating
6.2

Contents of tileset:
One tile size pipes, three tile size pipes, a brown block and ramps for it, a tile to connect the one tile size pipes, event tiles, a black tile, some tiny pipes for background eyecandy, a mountain range of sorts.
The rating is also lowered by the fact that although you have three tile size pipes, you treat them the same size as a one tile size.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: TRC_WhiteCTF
Level rating: 6.1
Rating
6

“plain, simple warping lvl”. Ok, that got me worried.
This level, using Cheq (by Onag), has little eyecandy. The walls are solid white, the background is solid black, and occasionally flashes white to give the illusion of lightning. I don’t know about the music, I play with music rarely, and I care less.
The design is…. interesting. I’m not really sure how to describe it. There are four rooms, and two are the same, and the other two are the same, only they’re flipped, so the whole level is flipped, and then mirrored, to create the other side.. oh, and the bases are changed.. something like that? :) (except that’s not right)
Regrettably, I don’t think too much of this level, despite how….. interesting it is.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: ION
Level rating: 2.8
Rating
3.5

I suppose I shall follow spazz’s example.
EYECANDY: Bad. The background looks ok, being taken directly from the original Castle levels, but the layer 4 is bad. The author makes fun of it, in fact, in a large “Under construction” area apparently created by placing tons of random tiles.
ENEMIES: A lot of float lizards, Xmas float lizards, Xmas turtles, fencers, ghosts and fat chicks. Yes, there are a lot of them, but the level’s not very hard, and in no way does spazz’s “without codes this would be impossible” apply.
GAMPLAY: Not very good. Most of the level is spent fighting the enemies (which isn’t too hard), but try to spend some time looking for the path, as it’s quite hard to find. I kept ending up at the bottom of the level.
ITEMS: Other then a lot of RF powerups, and a full energy at the (easy) boss, just about nothing. Of course, items are hardly necessary – the enemies will give you all you need.
EASY, MEDIUM OR DIFFICULT? Medium.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: GreenLand-limit edition
Level rating: 7.2
Rating
6.7

Ah yes, Diamondus. The blue and purple walls, the green grass, the foresty background eyecandy. Right?
Well, not anymore. In this version of Diamondus, the walls are green and turquoise, the grass is teal, and the background eyecandy is now the mountains from HH98 (with different colors). Also, a “I love this Rabbit” sign has been added, along with a (not too interesting) water pool, and a few more blocks. While the walls fit together well in the old Diamondus, this new palette makes a standard wall look like one big tile bug, and the cave just doesn’t look right green.
I find there is little more to say about this, other then the masking is fine, and the again, Norbii has included full fledged single player levels as example levels (hopefully they won’t be rated instead of the tileset this time).

Review by Violet CLM

Posted:
Posted more than 21 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 Violet CLM

Posted:
Posted more than 21 years ago
For: ToxicEvil
Level rating: 6.4
Rating
6.5

Ok, this surprised me.. first levels, are a rule, bad. This level has bad eyecandy, but the level itself’s pretty good – except for the incredible overdose of pickups.. you’ll get more sugar rushs here then in “Backstreet Rabbits” or whatever by Blade.
Basically, this is a medium large length single player level, using a fully masked (I guess) version of Deckstar. I’m guessing it’s TSF, but I could be wrong (having played Norbii’s stuff before, it has always been TSF, so I just played it in that).
If you can look past the eyecandy, you could have some fun in this level. Remember to check the walls for secrets.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Colonial Secret
Level rating: 7.2
Rating
7.5

First, don’t use such generic filenames. Both the level and the .zip overwrote earlier files. And don’t say it’s 1.23.
One of the things that strikes me about this level is that it’s kind of a remake of Colon1, in that several areas in the level are directly from it, and others look based. (The coin warp is even for 50 coins)
Eyecandy, design, and gameplay are good. There are a few tile bugs, and layer 3 bugs, and quite a few float lizards have copters when they’re not supposed to, but oh well.
Unfortunately, this level suffers from the same thing the author’s last one did – there’s nothing new. It feels like just another longish Colonius single player level, and that’s what it is. There’s no plot, just a start position, an exit, and some stuff inbetween. However, it does a better job of this then in the other level.
I can’t say I liked the place where you’re going through windows and there’s a Fencer behind the layer 3, either.
But overall, this is a longish level worth playing if you’re bored. If you’re looking for something new and different, though, download something else, like maybe The Demon Invasion. (:))

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Lab of Future
Level rating: 7.2
Rating
7.2

This review was submitted before the level was uploaded. I hope the level will be a good one. :)

Edit: Actual review:
First of all, you didn’t include the tileset, and the level is actually TSF/1.24. Oh, and some tile bugs.
Anyway, the level is a longish level with nothing very new or interesting in it. There are quite a few suckers and rats, as well as other stuff, and some tubes, but nothing all that interesting. Eyecandy’s standard. I’m tired.
What interests me more, really, is that this uses a tileset from “our” community. Oh well.[This review has been edited by Violet CLM]

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Waz11 and Waz11 Night
Level rating: 6.5
Rating
6.5

Ok, this tileset has not been reviewed or rated sensibly yet, so I guess I can do that.
Waz11 is a castle/factory mix. The walls are mostly green/blue/purple bricks in fun shapes, and there are a lot of pillars. There are also techy platforms, firey animation pillars (could use better masking), and a background consisting of bricks and pipes. So I’m not sure what the theme is.
The graphics, what there are of them, are ok. I like the crate, for example, though it doesn’t attach itself to the ground very well. The whole tileset looks like it’s done with just the sprite colors, but there’s nothing wrong with that.
However, even if you make TSF levels, I can’t think of too many reasons to use this, as it doesn’t seem to have anything new or different. Indeed, most of it can be found in an earlier tileset of Waz that I forgot the name of.[This review has been edited by Bobby aka Dizzy]

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Piramid Puzzle ( race)
Level rating: 7.8
Rating
7

A fairly short level with few obstacles. The whole thing, except for the “last obstacle” can be breezed through in 30 seconds, with very little thought spent on getting around stuff. The most difficult part of this first stretch is at one point there’s a small hole in it.
It gets a bit more difficult on the second lap, or for anyone who’s not the server (the level has to be played in Race to work, so the host goes over everything first). There’s a little collapse scenery in the level, which is faster then the route under it, but not by a lot.
Ok, the “last obstacle” consists of (wait for it) PLATFORMS. As in swinging platforms. Which only work in cooperative on the internet. And you can’t play this level in cooperative, as it uses set lap warps. So you’re forced to play it on one computer if you want to race in it.
The layer 4 eyecandy’s pretty good, except for the pillars that sit on top of collapse scenery, but there’s practically nothing other then that.

I’ll give it a 7, because it is playable under one condition, and also race levels are rare. Would have probably gotten a higher rating if the “last obstacle” was different. (very VERY hard.. hehehehe)

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Xmas Jazz Jigsaw
Level rating: 8.9
Rating
N/A

I’m not going to rate this, but I don’t think it would get anything high. Why? I’m fairly sure the author spent hardly any work on it at all. It looks like he found an image, inserted it in a jigsaw making program, and uploaded it. How hardworking.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: The Demon Invasion
Level rating: 8.9
Rating
8.5

Level 1: Carrotus in the Target (huh?)
As the level begins, you come out of the secret exit from Carrotus Castle (which a Limit X Scroll removes from vision so you can’t see it doesn’t look like a castle), and then you see an army of tuf turtles invading Carrotus. Everyone’s asleep, so your goal is to run around removing carrot signs from burrows, so the turtles can’t find the rabbits and eat them or something. The enemies in this level got really annoying, though, armies of tuf turtles and bats. A few not-too-secret secets, and voila. Did I mention that despite you come from the castle on the left side, you go into Carrotus Castle on the right side? Are you in some courtyard that the castle wraps around or something? The eyecandy in this level is also rather poor. Layers 6 and 7 are used normally, but layer 5 is set to X/Y speed 1, and it’s used EVERYWHERE. It gets hard to tell what’s solid and what isn’t. By the way, for those who are frustrated, one coin can be found underneath the rightside tile of a raddish.
Level 2: Invasion of the Castle
This one’s a bit more normal. Eva has been captured (again) and you must rescue her (again). Thankfully, Eva’s still in the castle, so the whole pack isn’t built around saving her. You just have to find three trigger crates inside the castle, each of which are guarded by enemies and spikes and stuff. This is a fairly short level, and a bit more linear then the last one.
Level 3: The wolf rabbit (no explanation of name)
Suddenly, you’re out on Carrotus with Eva. You slowly walk towards her, and she tells you (somehow she found this out) that a demonic force is attacking, and you should go to see her friend Moonblaze. You didn’t really think Moonblaze could make something not involving him, did you? (No offense to Moonblaze intended) So off you go, into the forest.
Level 4: Sunset forest
The most linear level of them all. You plow through small passages filled with monkeys and dragon flies. The layer 5 problem in “Carrotus in the target” is back again here, in full force. At one point, there’s a pit of spikes, with some tree trunks placed so you can jump on them. SURPRISE! They’re not solid after all! No, the real way to get across are the swinging vines, which are practically INVISIBLE due to the background eyecandy! Did I mention the tree which you can’t get through without being hurt? Or the slight overdose of rocks? Anyway, if you make it through this level (I found myself just running through it madly), you’ll find a tree, which you enter. Done before, but ok.
Level 5: Meeting with Moonblaze
This level shows Jazz standing motionless, staring at Moonblaze, who is standing motionless, staring back, and looking incredibly shocked. There is no background. They’re in a tree! Perfect oppurtunity for a cool background! But no, all the (self made) tileset consists of is them standing there looking at eachother. Jazz tells Moonblaze of his problem, and Moonblaze promises that Jazz will see Devan in hell. (;)) IF Jazz can get him three gem rings to work the magic spell with. Ok!
Level 6: Gem Search
This level uses a modified version of Disguise’s “Nature’s Ruins” tileset. In JCS, it’s called “Nature’s Ruins 2”, so if you wanted Disguise to make a sequel to it, sorry, you’re out of luck. (Unless he does “Nature’s Ruins ][“) Anyway, there are three gem rings, one in a temple, one in the trees, one in a cave. The cave is very dark, and there’s a rock in it which reeks of poor placement. It stuck me in the wall once, and another time it lodged itself in the path, unmovable. Rocks can be cool, Moonblaze, in the proper place. Anyway. The Temple gem ring is a bit easier to get. You jump onto a few platforms, avoid two arrows (yes, Virginia, they are solid), fight a few monkeys, and grab it. Then you try to grab some cherries on the way down. The third one involves jumping on a few platforms. The main thrill of this level is exploring the inbetween area, which, while small, has several enemies, as well as trying to get the cave gem ring.
Level 7: A flame of power
Now it becomes obvious it’s a modified version. Still in Nature’s Ruins 2, you stand inside a small temple, where Moonblaze works magical incantations. The gem rings are nowhere to be seen, maybe he ate them. Anyway, you are told to “Protect Moonblaze”, because enemies keep generating and entering the temple. They have no effect on Moonblaze. Because of a certain secret in the previous level, not to mention enemies give stuff away (like fastfires) when they die, the only problem in this level is staying awake. You have to run back and forth killing enemies for about 5 minutes. Maybe it was less, but it seemed that way. Once five coins have dropped from the ceilling, you’re ready to be sent to hell.
Level 8: Where Bad Rabbits Go
If the name is familiar, that’s also the name of the tileset it uses. And the example level of the tileset. Considering how similar the backgrounds look, I’d say Moonblaze copied the example level and changed layers 3 and 4 without bothering to modify the name. Anyway. This is a fairly linear level with devils and ravens, as you might expect. Fight through them, and you get to fight Devan. Of course, there was a blaster powerup somewhere along the way (I forgot where) so he’s no problem at all. “Thanks for playing” says the rainbow text. Moonblaze is telling you that, I guess.
Level 9: (I forgot what it’s called)
A credits level. You watch credits scroll. Why couldn’t the author just have put the credits in the tileset with Jazz and Moonblaze staring at eachother? Sadly, they are seperate files. It credits a lot of people, and then says hi to others, just like in Tomb Rabbit, except much less interesting. No images or anything. (See, this is another reason Moonblaze, at least, should have been in there)

This would get a higher rating, but I simply hate the layer 5.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Mech Exodus (Scion03 remake)
Level rating: 7.4
Rating
6.5

WALLS AND TUNNELS: Both of them are there. Admittedly the walls are a bunch of green and blue blocks, and the tunnel looks solid, but they’re there. More or less. There’s also some pipe structures.
BASIC EVENT TILES: Uhhhh.. speaking from the example level, there are countdown blocks, a text sign, and a vine. To the author’s credit, the vine can end.
LAYER 8: A tealish texture. I don’t know if it works textured or not, but it isn’t in the example level, so I presume not.
LAYERS 1-2+5-7: There are two different mountain colors in again, green and blue, in addition to purple rain/meteorites. The mountains don’t have enough color or variation to look interesting, sadly.
LAYER 4 EYECANDY: The text sign bounces.
GRAPHICS: The graphics look mostly done by someone who just figured out how to do gradients and noticed everything looks cooler. Next steps – moderation and texture. Everything is basically blocks with gradient lines in it, or pyramid gradients.
VARIATION: There are two colors.
ORIGINALITY: There are some purple raindrops/meteorites in the background, and the text sign bounces.
MASKING: Masking was fine, but this looked very hard to screw up in the masking department.
OVERALL: While it IS better graphically then tilesets like “World of Dreams” by Bunnyelmer, they had more variation. I can’t honestly give this a very high rating.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Diamonds in Diamondus
Level rating: 7
Rating
N/A

Sadly, there are so few treasure hunt levels in existance, it’s hard to compare this to other ones.
It is my personal opinion, though, that the official ones were better. Still, this feels nice, has ok eyecandy (the leaves suck though), and not very many gems. The author says 160, counting the gem stomps. Still, gem stomps are hard to find. Thankfully there aren’t any gem rings.
I wish I had some idea on how to rate this.. but for the meantime, I’ll just leave that part of the review blank.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Carrot Shot
Level rating: 7.2
Rating
7.2

Verticalish.
This level has a lot of carrots, several powerups, and too much TNT. Any TNT at all is too much, actually. The eyecandy could use a little work, there are some sparkly things in the background, giant carrots in the foreground, and the normal background eyecandy gets attached to the ground.
But it’s fun!

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Neon City
Level rating: 4
Rating
3.5

While I do find this interesting, I have to admit it sucks.
The tileset (apparently) consists of three shades of boring looking bricks (two unsolid), two shades of green, some unmasked poles, a few of those metal stair things from Townhouse, and the rest of it (basically) is logos. I don’t know how many of the logos were actually done by the author, but I’d say it’s a safe bet the cup of Pepsi wasn’t, and I doubt the red and blue circle was either. Michelin might have been.
Overall, unless your teacher wants you to write a long list of companies, there is little reason you should want to see this.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Hocus Pocus 5
Level rating: 7.5
Rating
N/A

This tileset is deemed illegal by the original creators, so I shall not rate it. :D

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Santa's Snowy Zone (C3)
Level rating: 8.7
Rating
N/A

Just for what it’s worth, the modified palette colors are intentional, as he told me to do them.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: JJ1 Nippius
Level rating: 5.7
Rating
N/A

This tileset is completely unusable. Hardly any of the tiles are there, those there are are either poorly colored or not in the grid squares, and the text telling you Catz made the tileset (for some reason, Catz WANTS credit for this?) take up more room then the actual tiles.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]

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