This is a conversion of Raneforus. That is, the Raneforus included with JJ2.
The transparencies are fixed, and some tiles are added. I.E. More arrows, text signs, blocks. However, what would have been preferrable is if the author had taken the time to get the tiles that were missing from Raneforus. E.G. Vertical walls.
The masking needs work. Things are rather jagged, and there are lots of holes in masks.
The colors are off. It’s not too noticable unless you switch back and forth between it and an original, though.
Still, for those of you who don’t want to use Tarquin aka Crono’s conversion, which is in 1.23, has proper colors, has a (not working) textured background, but poor masking, this is something you might want to download.
JSZ Jazz, I recommend you fix the bugs I mentioned, and send it to someone with 1.23 to convert for you.
Response:
To take screenshots in JJ1, press Backspace+F2. They will be saved in the JJ1 folder, under the name Screen#.lbm. (# being some number) Warning, though, if you press it too many times JJ1 crashes.
Don’t just rotate the floor. The walls in Raneforus look different.
A lot of the masks have little holes in them. While this doesn’t effect the gameplay, it looks really bad in JCS.[This review has been edited by Violet CLM]
The three race levels ok, obstacles mainly consisting of horizontal springs attached to the wall. The eyecandy could use a little work, along with tile fitting, but they’re ok.
The battle level is interesting. It shouldn’t have those hurt events, but some nice effects make up for that. You can get stuck in the greyrabbit up at the top, and the level’s rather barren.
The two single player levels aren’t too good. The first one has its name, eyecandy, and next level setting direct from Victorian Secrets. They both use the house tiles fairly well, but the sewers are quite bad. Might I add that these levels are only doable as Jazz.
I feel sorry for MKZ to get a tribute like this.
“Fake 3 Arena” I’ve reviewed before, and I’m not going to do it again.
“Arena” is mainly a small rectangular area. On either side is some ammo and a spring. There’s a warp in the top middle to a bunch of RF ammo (including three powerups for it) There are some text strings in another language, a way to fall to the bottom, and hurt events.
“Risa” makes me thing strongly of Bjarni Cool. There’s a chat room, a huge underwater area (with infinite gems), a bunch of powerups and shields, and a coin warp to a lot more powerups and shields. To get out of the coin warp, you have to go through a coin warp. Every time you exit the chat room, you get more coins.
“Subspace” probably has some story behind it, but the text strings went by too fast and didn’t use @s. Anyway, it’s a probable CTF level with a chat room and a lot of powerups next to the red base. Again, you get coins when you enter the level or exit the chat room.
“Snowball Fight” is so far the best of the lot, which is sad when you consider it. Using poor eyecandy, design, gameplay and weapon placement, this level treats you to a CTF level with spikes, poorly done vines, and collapse scenery.
“Christmas presents” gets me wondering. Didn’t CelL make a couple of HH98 tileset levels called Snowball Fight and Christmas Presents? Oh well.. anyway.. a large jump in quality from Snowball Fight, this level still is bad. The author is beginning to figure out how to use Layer 3 well, but the design is bad.
“FOOD FIGHT!”. Ooh. These levels, and I’m being serious, keep getting better. The eyecandy may throw you off, but this level is actually decent in places. (If not throughout)
“Frozen Diamonds” is the first Single Player level. Or it could be Treasure Hunt, but as the level is pretty much a straight line, with the exception of traps that send you back, I’m thinking SP. The level’s not that good, but the quality is still much higher then “Fake 3 Arena”.
“Deep Space Nine.” Another fascinatingly original title.. cough Anyway, this is a large CTF level, with hurt events, a shopping center (where you buy powerups and stuff), small platforms, ammo, and other stuff. The tiles mostly fit together.
And that’s it.
Yes, it is small, but it’s made smaller by the fact there’s not much open space. This is not a bad thing in itself, but the way the platforms are placed make it hard to navigate.
Other then that, this is a fine level that I don’t feel like going into much detail on. But you could do worse then downloading it.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
The level starts out in the dirt area of Spacey Universe, then enters an underground base. That is, you do, while going through the level.
Enemy placement ok, eyecandy kind of low, gameplay good, design good.
The level is obviously part of some storyline, from the text signs in it.
I’m kind of pressed for time, so no bunch of details.
Edit: Forgot the rating..![This review has been edited by Violet CLM]
Masking:
The masking’s fine. Incredibly boring, but no problems with it.
Graphics:
Bleh. All the blocks look heavily reduced from a higher number of colors, and have no texture or anything. There are also some signs and letters and stuff, which look better.
Usability:
Looks fairly easy to use.
Extra Stuff:
The blocks, the text signs, the text, along with Poles and Vines. Those make up this tileset. No layer 4 background, no small maskless structures, etc. However, the tileset includes three textured background, one of which even works.
Miscellaneous:
The ramps could use some work. And somehow, the tileset just doesn’t Look 3D..
Competition:
If you like this tileset, get Newspaz’s Meza. It has everything this does and more, not to mention it’s graphically better.
So far, I’m undecided on a rating. I’ll come back to this later.[This review has been edited by Violet CLM]
(old review removed, replaced with original system)
TILESET/TILESET USE: The level uses Mez01, but not incredibly well. The walls consist of semi-random colorful blocks, but the main unattraction is the background, which is the worst I’ve ever seen using Mez01. It fits together about as well as the walls in Norbii’s “Green Land”.
Pros: More then one wall tile used, colorful.
Cons: The background, and there’s really nothing interesting. No foreground or background eyecandy.
Rating: 1.0
WEAPON/ITEM PLACEMENT: This is, strangely, the first level I’ve reviewed today with either of these. It has a lot of powerups in the upper right area, a lot of ammo in a falling area, and a bunch of coins on the bottom left. There’s a coin warp above the red base leading you to a full energy carrot and a fire shield.
Pros: Coins not insanely overused or bunched up.
Cons: Weapons too bunched up, too sparse elsewhere, coin warp only set to 10 coins.
Rating: 1.5
ORIGINALITY: This is probably one of the only levels advertised as Battle despite obviously being CTF….
Pros: Layout’s also kind of original, as you take completely different paths between the bases depending on which you started from.
Cons: This isn’t necessarily a good thing.. but it’s done kind of well, and shows a little thought.
Rating: 2.2
GAMEPLAY/DESIGN: Hmmmmm. There’s a rectangle area at the top right with powerups and the blue base. From there, you fall down through ammo to another rectanglish area, this time with coins and the red base. From here, you can warp back to the blue base area.
Pros: Interesting.
Cons: Not all that well engineered, as defense is rather messed up. Oh, and there’s a dead end.
Rating: 2.0
REPLAY VALUE: Who knows? You might have some fun with this.
Pros: Possible entertainment value.
Cons: Likely lack of it.
Rating: 2.0
OVERALL (not an average): I can’t say I care too much for this level, and I’m beginning to wish I hadn’t started rewriting my reviews from the bottum up. It does have a few interesting parts, but it feels too much like a bad level, and that’s because that’s what it is.
Pros: Parts of design and placement, kind of original.
Cons: The background, other parts of design and placement.
Rating: 2.2[This review has been edited by Violet CLM]
Wow. Cool. I like this one. A bit small, but the first example level (if not the second) shows you can do things with it.
Set in a desert or mesa, this is a brownish tileset with a few cactuses, some structures, and of course sand.
I like it.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
First of all, how can it be usable for JDC if it’s a TSF level? Wait.. the 1.24-1.24 level converter. This level obviously has no animations, so there wouldn’t be any side effects. Wait. Upon sitting in the middle for a while, I have noticed there’s a single animation. A small pit in the floor opens up every twenty seconds or so.
The level is a large flat plain with a small hill in the middle. On either end sits a CTF base, a sure sign this is a battle level, and a bunch of generating ammo. There’s a generating seeker powerup in the middle.
The best thing about this, I should say, is that the author knows how to use ambient sounds. There are some nice sounds next to each base, which makes up in part for the the fact that the music was not included.
Although there are no tile bugs, there aren’t too many tiles, so that’s not much of an accomplishment. No background eyecandy, and the level really should be shrunken a bit.
Conclusion: No.
Actually, I could be wrong, but I doubt these levels (or any levels using the Waz06 tileset) could be hosted and people be able to join. Tilesets should never have unusual characters (such as paranethesis) in their filenames.
Not much to say that Flash didn’t say, so I won’t say it.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
No, 20. Not 200.
Block – 1
Ramps – 5
Logo tiles – 7
Arrow block – 8
Stomp block – 9
Star block – 10
? block – 11
Background – 15
Hook tiles – 17
Spike – 18
Vine – 19
Blank tile – 20
Interesting.
Although there are a few too many really short ‘cutscenes’, and on occasion too many hurt events, this is a good single player pack. I’m busy, so I can’t write an extensive review, but I can say that the story factor is large in this.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
If, by “Diagonal pipes” you mean the sucker tubes, there were no diagonal pipes in Sluggion. Quite a few tiles in the tileset (obviously) were added.
If anyone can tell me any animations and/or tiles this conversion is missing, I will very gladly fix it ASAP.[This review has been edited by Violet CLM]
Two CTF levels using Mez0..2, I think, and a Battle using Jungle.
The first CTF is a decent level, though I think one base path is a bit easier then the other. Interesting eyecandy, despite a few tile bugs.
The second CTF is very plain, a bunch of flat platforms. There are some ambient sounds, which as the readme said, was the main attraction of this level.
The last level, the Battle, is ok, but it has too many carrots. Still, it’s interesting.
You probably should download it, even if your only interest is what it says in the text strings.
#1: Tiny, barren level. Consists of like five or so flat platforms without ammo, and a sloped bottom. On the plus side, there’s an interesting textured background.
#2: Don’t have tileset.
#3: Don’t have tileset.
#4: Largish empty room using walk-in-water. The walls and ceilling are sucker tubes sending you in, by the way. No ammo, just a few blue springs.
#5: Interesting place. The floor is warps up to the top of the room. There are a few sucker tubes, and some freeze enemies. Still no ammo, but the layout is better. (I also evidently have an outdated version of the tileset, because some things looked weird)
#6: A largish room with a lot of small 3×2 platforms of varying solidity. There’s also a big octagon platform in the middle. Several walls used, to make this look more interesting, but Still no ammo..
#7: Don’t have tileset.
#8: Pyramid in the middle, with passages through it. It also uses triggers, interesting. Other then that, there are some flattish platforms, and nothing else. Still no ammo, but there is an almost working textured background.
#9: A lot of platforms, and some belts (that always go to the right). And a few warps from one side to the other. It’s kind of hard to navigate as Jazz, and the steps are annoying. Another almost working textured background.
#10: Don’t have tileset.
If you think the ones I can’t access are the best ones, I’ll get the tilesets, but I think I’ve seen enough of them to get the general idea. By the way, invincibility carrots don’t work in multiplayer.[This review has been edited by Violet CLM]
Although you should never use this program as a client, this is a very useful program that removes almost all lack of weapon regeneration. Some people and I tried to get the evil seekers in Battle2 to stop generating, and we could only suceed in destroying about a third of them.
This has an extremely simple user interface, pretty much does what it’s supposed to, with no frills.
:P
Trigger zones do work in multiplayer, they’re just supposed to be used differently. :P
Anyway! This is a sucker tube system, the type that people figure out soon after learning how to use triggers. You fall into a pit, it closes behind you, the next person goes into the next pit, etc. Simple. Now, if you had figured out a way to prevent multiple people from going into the same pit, I would have been your slave for a brief period of time in gratitude.]
This system can be used in GROUND FORCE to determine when people fell out. Also in things such as Race, LRS, etc. The thing preventing this from getting a high rating is that.. well, it’s just simple.
Actually, I’m not sure this should be rated, so I won’t. Download this if you want to get Link’s “Blue Blocks” tileset, or can’t figure out how to do this already.
Sorry I sounded rude, but.. this is pretty simple.
Edit: Agh! Called it survivor.[This review has been edited by Violet CLM]
Well, basically, this is Space Invaders, only your character is Jazz looking up. While Jazz can look up in two directions, only one is used.
The other thing that relates this to Jazz is that in some of the levels, various Jazzish things are spelled out with the black blocks that annoyingly get in your way.
The apparently, only added detail is that there’s a powerup, which when gotten, gives you a few shots that go through everything. You can only have one shot in play at a time.
The things you have to defeat are little UFOs, not the ones Spaz shoots down, and I’d say everything else (other then Jazz) is from some other Space Invaders game, as well.
If you haven’t already got some other Space Invaders thing, you might as well download this.
Actually, Cazz, both tilesets used have no ripped tiles whatsoever, other then things like destruct blocks.
Anyway.
“Temple of the Scarabees” (did the author mean Scarabs?) uses CH, Cracco Haggard. The eight “coins” are hidden in weird places, once of which I had to use the map for. (It being in a maze of invisible blocks) The level itself is kind of annoying (especially where I got stuck), though I like it some places. Tip: Don’t use so many H-poles right next to each other.
“A cold place to be” (interesting name) uses CK, Cracco Kool, the remake of CW. This one has “coins” that are easier to find, easier to get to, etc. There are also snowmen here and there, with interesting things to say. (Refrences to other tilesets, often) The down part about this level is that one part is impossible (from what I could tell) to navigate as anyone but Spaz.
The eyecandy in both levels is ok, though I’ll admit I’m tired of lots of little 1×1 tiles in a cloud formation.
Although it’s a bit hard to get around in the levels, they are navigatable, to an extent.
Overall, the SFC pack is worth your download, even if you might want it more for SFC itself then the levels.
I created a level with this today, and I have to say it’s easy to use. However, it’s late, so I can’t say too much about it. Sorry.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
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