Not recommendedReview by Violet CLM

Posted:
25 May 2009, 22:08
For: 3 battle pack one
Level rating: 4
Rating
4

Ah, this takes me back. These levels are what you’d see in 1998 or 1999 or so, a time when the distinction between battle and hotel levels could still be pretty loose and JCS was notable not because it let you make battle zones perfectly in tune with specific theories of gameplay but because it let you build your own worlds and populate them with distinct features and environments. That is, incidentally, the only respect in which the music chosen really makes any sense. It kind of works in the Top Secret level, but for the other two levels the music is totally wrong, and can only be saved if you consider that it came from a Castlevania game, and these levels are much closer to that in design then they are to ordinary battle levels.

Probably the best-known comparison for these maps is Hotel Orion (and to a lesser extent many of its cousins): the eyecandy is minimal and individual tiles are blocky, chosen to convey specific ideas about what’s going on around them rather than to create a beautiful, unified image for the entire level. This is eyecandy as one might find it in Cracco Land of Coins, but even more broken down than in that. In the Top Secret map in particular — my favorite, and the best example here of what I’m talking about — the author uses letter blocks to tell you what the place you’re in is. “3 Way Arena” is all you need to understand that you’re in an arena where you fight with powered-up RF Missiles, because that’s the only thing around. The maps are segregated — sometimes by elaborate warp systems, sometimes by empty space — into very specific areas for very specific ideas. You’ll never find speed dating (or even a chatroom) in a level of today.

It isn’t that the author doesn’t know how to use JCS, and so doesn’t produce what we’re used to. There are plenty of destructable scenery, springs, floats, trigger crates, and warps, all working flawlessly. The other layers are populated and have had their settings changed — they’re not remotely attractive, particularly in Bloxonius, but they’re technically proficient. One particularly intelligent area features animated tiles that remain solid for a while, then change to smiley-face blocks to indicate that they’re about to disappear, then go unsolid for a bit so you can fall through. Next to them are countdown animated tiles so you’ll know how much longer you have left before escape is possible. This is the kind of thinking you’ll see in these maps but would never see anywhere else, at least not so primitively.

Right now, these maps are mostly unplayable for anyone but the author and whoever lives in real life proximity. None of us have the right endearment or can actually understand the importance of the place in the Space Warbase level where you fall through collapse scenery and collect ammo, and the moving columns make no sense to us. But this author has everything it takes to improve later on. The author needs to decide what is most important in level design, fast-paced gameplay or worldbuilding — clearly right now the latter, but things may change — and separate the two out. The vast quantities of ammo right now are torn between being actually used for battle games and for invoking specific sentiments, and that’s not right. But it is from levels like this that a new Craccoboy or Miracle of Sun might eventually evolve, although a little more time spent on eyecandy might help, at least to sell concepts to casual players. And making the levels smaller would be a good step too, so that the author can actually focus on places for more than a minute or two before having to move on to fill the rest of the enormous layer 4.

If you’re looking for battle levels, absolutely do not download these. But they’re wonderful reminders that there’s a lot we could be doing with JCS that we’re not right now. This author doesn’t yet have the skill to make it palatable to a wider audience, but maybe some of us do. Or maybe it’ll take another couple years. If you do download these, maybe skip the Bloxonius map (battle4s) entirely, as it’s more of a battle level than the other two but a throwback to a school of design we absolutely do not need. But try to keep an open mind, and ask yourself if what you see is necessarily worse than what we do in JCS today, or just (a very primitive, experimental version of) something different.

Review by Violet CLM

Posted:
25 May 2009, 20:18
For: Razz
Level rating: N/A
Rating
N/A

This is Spaz’ head on Jazz’ body with some awkward recoloring and few of Razz’ gadgets. More importantly, I’d say it’s really more appropriate material for the JCF or Rabbitjournal.

Review by Violet CLM

Posted:
13 Mar 2009, 19:51
For: Jungle 1.00g
Level rating: N/A
Rating
N/A

Oh, awesome. I’ve been wanting to do this for a really long time but I never put enough time into plumbing the .lev files. Thank you!

RecommendedQuick Review by Violet CLM

Posted:
30 Mar 2008, 16:14 (edited 30 Mar 08, 16:15)
For: Balltyville Sewers
Level rating: 6.3
Rating
6.4

A good hour, though for some parts more than others. The blue walls, bricks and green pipes highlighted in the screenshot look amazing, but this comes at the expense of the rest of the tileset, none of which is attractive. I’d love to see an expansion of the sewer with more soil tile variety that nixes the rest. Masking fine, layout imperfect.

RecommendedQuick Review by Violet CLM

Posted:
30 Mar 2008, 16:08
For: Diamond Rainbow
Level rating: 7.8
Rating
7.1

“It will overwrite your default files, so back them up first.” Use JSwapper! :D

DD takes the rainbow background from the Xion is Wrong edit and runs with it, brightening up other aspects of the tileset, changing colors, etc. It looks pretty, if could use maybe a few more caves. The design is complex, if nothing revolutionary. Support JJ1!

Review by Violet CLM

Posted:
4 Feb 2008, 03:32 (edited 4 Feb 08, 07:31)
For: Ursus C-360 - History of polish tractors
Level rating: 4.5
Rating
N/A

.bmp files are about as big as images can possibly get. There is no possible way it would not be simpler to build the tileset yourself and upload it with the .zip, rather than forcing people to download .bmp’s.

RecommendedReview by Violet CLM

Posted:
16 Jan 2008, 01:09
For: Tomb Rabbit 2 Unfinished
Level rating: 9.4
Rating
9.8

I have gone through several possible introductions to this review, and none seem to properly encompass how much I am blown away by this release. That it was released at ALL is of course unexpected, but that Kejero should have evolved so far beyond his work in Tomb Rabbit 1, although the same style is still at times visible, and that despite all the work visible in this pack being (as I understand it) many years old it blows all modern work completely out of the water… that is nigh-impossible to describe. I have thought through many authors and packs hailed as great examples of the single player genre – Moonblaze’s demon invasions, the ramblings of Spaztic and Agama and Blade, Mike’s sprawling classic narrative, the first venture into a world of tombs (which as you may already know are not present in this pack), the cinematic joy of the Lost World episode, or the antiquated inspiration of Another Story, and while TR2 is not able to beat every one of them in every field, it comes amazingly close.
TR2 is a pack that draws on all the atmosphere of the Lost World – aside from, regrettably, the 3D cutscenes – and then doubles it, throwing you into one new world after another without ever losing consistency. The story is largely absent – there are brief references to the player’s brother, and after apparently finding that brother you gain the ability to morph, which makes perfect sense – but this is because the parts of the pack that would tell the story are themselves absent. Still, it seems standard fare – you travel through a jungle, find a base, the base blows up, you go somewhere else… and then the pack abruptly ends, all too soon, despite the length of each individual level.
You start off in a training level, which is a relatively old concept from the days when packs would propose to be games, rather than just series of levels, and thus you would need to be taught how to play. And indeed a lot of what you learn in the training level is basic stuff, special moves, etc. But you also get introduced to some of the innovations of the pack, which I will describe in more detail later, including one feature people may remember from the end of TR1: tile enemies. Here they are done much better, quite amusingly, and had the pack been finished they might even have appeared in more than just this training level. The Island tileset has remnants of what appears to have been a planned Pacman obstacle, though it does not appear ingame. Anyway, the training level guides you through most things you’ll need to know, and is absolutely gorgeous – possibly my favorite of the many tilesets TR2 brings to play, though the elevator set definitely has its charms. The training set is chess-themed, is done in a style much more common in TSF tilesets than 1.23, and works flawlessly, pulling you into the TR2 experience without a backward glance at the rest of JJ2.
After that it would be senseless to try to focus on individual levels or even tilesets, because despite the different art style present in each set (sometimes even among the tiles of a single set), and the different level designs that come with each, TR2 functions as a whole. The only clues to its being unfinished are the choppiness of the level order, missing the story and other things to hold it together, and an occasional tile bug, uninteresting section, or spot where it’s not quite clear where you are supposed to go next (there are, sadly, a fair number of these, which is the only real con of the pack). For the most part, everything is brilliant, presentable, and, again, surpasses all else.
Kejero takes full advantage of the fact that every tileset used in the pack is made FOR the pack, and he may thus do absolutely whatever he wants for the level design. In the first jungle level, slot-machinesque levers trigger the disappearance of giant numbered wooden platforms. In the second and third, colorful staircases switch direction at the flick of one of the delightful multi-state blocks that fill TR2 and work flawlessly, while other blocks point spikes out of them and conceal or display new passages each time they are switched, making for a huge variety of possible environments, seemingly all of which Kejero happily inserts. Your main challenge in the first base level is to traverse a number of giant tubes that connect different sections of the level, and the second answers a question that I actually have asked many times before – how would Kejero design a level where you escape from a base that’s being destroyed? – and answers it incredibly well. The elevator sequences are pretty enough to sit and watch for many long seconds before bothering to figure out how to progress (although the third is a bit boring), and except for the wonky star block segment, everything about the level is beautiful. Finally you return to the trigger-friendly, kiddy-colored design of the training level for a journey through some caves and island huts, also featuring the introduction of the morph mechanism, which adds another enjoyable dimension to gameplay, though it wasn’t used too often or in any great detail.
I’m not sure if Kejero made the music himself – though I suspect he did – but it is all very good and works perfectly with the levels. An unused track for an unmade train level is also included, which only serves to make me wonder how Kejero would have tackled the moving vehicle design, a type of level which has long struggled to be finally “gotten right.” Anyway, the music contributes to the atmosphere, as do the various trigger innovations, and so does the familiar foreground border effect from TR1 or Agent Jackrabbit. This time around there are no pieces of artifact to collect and store in the border, so it serves a purely ornamental purpose, but adds beautifully to the pack, taking you away from everything else you’ve ever played. I definitely recommend playing this in fullscreen, particularly during the second base level, at which point you could easily be in a completely modern FPS were it not a 2D game.
There is really very little to say about TR2 that is not praise. The main problem is, of course, that it is not done, but while the levels fail to be held together plotwise, everything else is cohesive. A boss would have been interesting to see, though none appears. Again, there are no tile enemies after the training level. The classic rock puzzles from TR1 make two reappearances, but both badly need testing, as I was able to bypass them both without ever pushing a single rock. And there are a few moments when the level design is not quite perfect and it’s not clear where you should go – mostly the first base level, really, although the unfamiliarity of the underlying gameplay mechanic probably contributed to that, and a few in the later jungle. There exist minor tile bugs, the checkpoints need some work, and the perspective is at times insane. But most of these are minor ills. More important is the very real delight felt when the walls open up to reveal gorgeous hidden passages in the island level, which is just another reminder of just what’s so special about this pack: it WORKS. There is absolutely no reason not to download it; the only thing to worry about is the sadness felt at the end of level 7 when you realize that you may never in your lifetime see the other 13.

Review by Violet CLM

Posted:
26 Sep 2007, 21:22 (edited 13 Jul 10, 07:21)
For: Battery Check Tilesets
Level rating: N/A
Rating
N/A

…wait, why did you debuild and rebuild them? Isn’t that redundant? (the Rain set was done years and years ago, btw.)

RE: Look, it’s simple. If the CRC filesize long is incorrect, just replace it. If you don’t know how to calculate it, make another .j2l file of the same filesize as your product and take the (working) CRC filesize long from there. That’s what I did for Lost Levels.

Review by Violet CLM

Posted:
20 Jul 2007, 20:27 (edited 20 Jul 07, 20:27)
For: Orbitus Flashback
Level rating: 7
Rating
N/A

It is probably worth mentioning that this is an exact conversion of one of the original Orbitus levels, not personally designed by Ischa.
(And that I made the tileset, not BlurredD, I guess.)

Review by Violet CLM

Posted:
8 Jan 2007, 21:35 (edited 12 Jan 07, 21:00)
For: Temple Terror
Level rating: 4.1
Rating
4.1

Temple Terror serves to remind us (me) of an important detail… just because it’s JJ1, doesn’t mean the level is necessarily good or interesting. It’s very linear, has a lot of tile bugs, and offers no real challenge. Stonar is a relatively interesting set, but this level doesn’t take advantage of that and just has a bunch of different looking walls, none of which manage to look particularly good, and a bunch of big overly-open areas. JJ1’s resolution is too small to have such big areas. The most interesting the level design gets is a few pits with springs in them, a far cry from the various twists and turns of the original game. It feels kind of like the Holidaius secret level, except slower paced and much buggier. While the author is to be commended for understanding the basics of JJ1 level editing, with such features as secret passages, destructable walls and new items, the artistic talent unfortunately lags behind.
on the bright side, there are neither waterfalls nor psych mountains…

EDIT: Sigh. Okay, I’ll try to redefend my points. Against yours, anyway.
First,stonar is a quite boring tileset: Opinion. I agree that it could be more exciting, but you could have got a lot more visual interest out of it… JJ1 certainly did.
I don’t understand what the heck you mean by ” A bunch of different looking walls”?!? Sure there is walls, what, should yoou just run straightforward without anything to stop you? now THAT’s what I call linear: Not at all. Sorry, this wasn’t clear. I meant to say that while the walls are different in visual appearance, their actual designs and shapes do not have much to do with the tiles composing them… there is no clear design reason why one sort of wall might triumph over another for a particular section.
Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it: You did say that, and I did not mention it in my review.
There was nothing wrong with my events or anything such.There’s no wrong with open areas either. good to have some space I think: Opinion, opinion, both of which I disagree with. Your events were uninteresting (though that derived from the level layout) and the open spaces were visually unappreciable, besides limiting design. I suggest spending more time looking at the designs of better-rated levels and see how they make use of space. More graphical variety can help a lot here too.

Review by Violet CLM

Posted:
7 Jan 2007, 09:37
For: Xmas Carrotus
Level rating: 7.8
Rating
N/A

As far as I can tell, this is just a color change, and isn’t trying to be anything more complicated, so I’ll leave it unrated. It’s a nice color change… no real x-mas theme, just wintery, which I fully support. Most of the tileset looks great, but I think the carrots are too dark and the radish just looks weird. Aside from that it’s very nice to look at, though I’m not sure if anyone will actually use it.

Not recommendedReview by Violet CLM

Posted:
7 Jan 2007, 09:26
For: Carrotus Mountain
Level rating: 6.5
Rating
3.4

I’m going to say it straightout… don’t bother downloading this. There’s no point. Carrotus Mountain fixes a few masks and adds two or three nice tiles, but everything it does, Carrotus Fix does better. Besides, Carrotus Mountain has a horrendous palette. Three of them. Carrotus Fix does not. Carrotus Mountain just throws in some ripped background stuff, leaves various stuff unfixed, and calls it a day. Please don’t download it.

(Waterfall: -.3 Psych Mountains: -.2)

RecommendedReview by Violet CLM

Posted:
7 Jan 2007, 09:22
For: Carrotus Fix 1.5
Level rating: 8.3
Rating
8

Niiice. This is a really good edit, especially when compared to the horrible Carrotus Mountain. Not all that much is added – only twelve lines of tiles, not counting the waterfall (-.2) and Psych mountains (-.1, I think) – but almost everything that’s added is good and useful and obviously part of Carrotus. I don’t think the beehive is a good idea, but most is. For example, Carrotus Fix adds greater control over the edges of walls and caves (the cave part of which looks great… the walls could use some more work, though), extra vine stuff (from Psych, but it doesn’t clash), log bridges, and some increased cave compatibility. It also fixes the background castle and the giant carrot, improves a number of masks, allows you connect thin platforms to normal ground, and probably some other stuff I’m not thinking of. Included are six different palettes, including the original two (but not Easter), and somehow I manage to like them all. Quite an accomplishment.
If Carrotus Fix gets edited again, there are two main things to change: spend more time on the sloped and top tiles for the walls, as Carrotus uses more shading for its edges, and do something about those half-size tiles sprinkled through the set. The set can be improved, but it’s much better than most of what we’re getting these days.

Review by Violet CLM

Posted:
7 Jan 2007, 08:54
For: Beach +
Level rating: 7.7
Rating
6.5

Clearly there are two rather different reactions to this tileset, and I am sort of torn between them. Looking at in JCS alone, Beach+ is disappointing. You get through the new layout (which is definitely an improvement) and come to a bunch of tiles ripped from half the sets of JJ2 plus my Lagunicus conversion, with no real attempt made to connect them to Beach. Skeletons from Dam Nation and trees from Jungle are plopped verbatim into the set for use in background layers, depending on what sort of freaky level you are playing. It is a mishmosh. Not only that, but the tileset still suffers greatly from masking and art problems which remain unfixed by this conversion. Many of the floor tiles still do not line up well, the masking is sometimes iffy, and more time could have been spent on the layout for the wood stuff.
On the other hand, much like the “Mangroves” Jungle conversion, when put together the tileset somehow manages to look good. Beach has a new look in Beach+ which is not unpleasant, and while Beach+ does not really fix much, it does not break anything either. One could certainly just ignore the random new stuff and simply take advantage of the improved layout, even if the tiles themselves are not fixed. And one or two of the alternate palettes do/es look pretty.
I can’t give too high a rating to this, as it’s really a rather lazy piece of work and has so much to fix. But it doesn’t introduce any new problems.

(.1 point was subtracted for the waterfall. Each subsequent tileset I see using that waterfall is going to receive an additional -.1 point, so .2, .3, .4, etc.)

Not recommendedReview by Violet CLM

Posted:
7 Jan 2007, 08:25 (edited 10 Jan 07, 03:37)
For: JJ1 Carrotus !!!
Level rating: 3.5
Rating
3

While I probably can’t absolutely disprove that this is a conversion, the presence of a JJ1 Carrotus in this form is so utterly disconnected from everything known about the JJ1 development that it is extremely unlikely. As can be seen from the screenshot (which is a hoax for reasons I hopefully do not have to explain), this is a quick edit of JJ1 Diamondus to have orange soil and a loose carrot theme. Besides that, many tiles are removed, such as the larger waterfalls and slopes without tall grass. The caves have been stripped of texture and are an illogical color, a large carrot has been added (indeed like the large palms in that it has questionable graphical quality), and a few extra tiles from NOKA like some poorly aligned blocks and some text stuff. Almost nothing is added to Diamondus and the end result is a low-functional, stripped-down hoax with no real merits unless you really want Diamondus with orange soil and no gems or walls. shrugs Even if this were a real conversion, its quality would be unacceptable.

EDIT in response to NOKA: First off, even if ‘they’ neglected to add some tiles (tiles that usually have gems in them), that in no way prevents you from adding them yourself. The fact that you didn’t is part of why I said this has unacceptable quality.
As for hoaxness… first, I find it unlikely that such a thing would exist, despite not being included in JJ1, and also unlikely that the Deserto lizard (supposedly drawn for JJCD) would have been around since the beginnings of JJ1.
Second, CliffyB has described making the first level of JJ1. Granted his exact words were that it “became” Diamondus, allowing for the possibility of it having been something else beforehand, but this was playable. It would have had wall tiles. And there are prototype screenshots of Diamondus in blue, though I’ll admit that doesn’t prove anything.
Third, nowhere else in JJ1 do the same graphics get reused, albeit recolored, unlike in games like Sonic and Mario. The closest JJ1 gets to this practice is the Exoticus-Lagunicus split.
Fourth, the claim that the original JJ1 Carrotus tileset was “almost” as small as Ceramicus is highly improbable. JJ1 sets came in a number of different sizes, of which Ceramicus numbered among the smallest, I think along with Letni, though I’m not sure offhand. Something “almost as small” would just have been the next highest standard size.
Fifth, why would the tile order be rearranged for this alleged Carrotus? Even prototype versions of Diamondus had essentially the same tile order, just with a few differences where tiles were added or removed.
Sixth, and perhaps most importantly, JJ1 has a function to put the color 0,0,0 behind all the transparent parts of a tile, for use by caves and mountains and things. That is not the color that this Carrotus employs for its mountains. It would not function as it is seen to in the posted screenshot.

EDIT #2: Umm, well, it is true that I can’t really disprove something if you say you don’t know who created it or why, and that it is a separate game and doesn’t follow any of JJ1’s rules. Especially as there exists very little in the way of records for development during 1996. :( But your story does sound highly unlikely, though I’m low on specific points to bring up.

Not recommendedReview by Violet CLM

Posted:
2 Dec 2006, 21:58
For: Battle 1 Tube Electric
Level rating: 2
Rating
2.1

WRRRY!

There is so very little to say about this level. It’s Battle1, except using the Tubelectric tileset. Badly. The background is a single dark brick tile at speeds 0, the same as is used for the unsolid wall tiles used in various parts of Battle1 like the blue springs area, and the vine underneath the bouncer powerup is rendered nigh-invisible by this fact. The real walls, on the other hand, are all the red brick stuff, no yellow blocks (except for a slope in the bottom left) and no purple strucutures, just the same red bricks all over the level, in every layer, often not even tiling properly. No attempt to add eyecandy is made, nor is the design altered in any way save for the addition of a jazz start pos. The top left corner event testing area is totally unaltered. This level has no visual value, which could be excusable if it added to the original in some other way, which it does not. Hence this is a completely useless downgrade, which ironically has Battle2 as its next level setting – Battle2 uses the same tileset, not incredibly well, but better.

Review by Violet CLM

Posted:
16 Nov 2006, 07:55
For: Jungle Paradise
Level rating: 7.1
Rating
6.7

Huh… I should like this, because it’s Jungle, but because it’s Jungle, I want to see it done right. And this does not even pretend to have been done right. The author’s only focus was changing the palette a few times and adding a bunch of tiles ripped from other tilesets, leaving totally aside the issue of what to do with the tiles that were already there. Jungle, beautiful as it is, suffers from a number of problems, particularly in the field of masking, and Purplejazz7 does not even try to address these. The tileset, aside from the palette and added tiles, is left exactly the way it was. This is unacceptable behavior.
The added tiles range from good additions (Diamondus trees manage to look nice, expanding the background foliage is a welcome addition) to merely okay (the water is nice but Nick would have done it better, so it’s not a convincing addition) to blah (mere ctrl+c ctrl+v stock waterfalls fail to impress me at this point, and the sucker tubes look ugly in every palette). The empty unsolid trigger scenery tile is a nice and practical addition, although I have no idea what it’s supposed to turn into, unlike its more rational appearance in Diamondus… floating totem poles?
As for the palettes, the day palette is pretty good, actually. It strongly resembles the Diamondus palette, except with brown instead of blue walls, and looks bright and cheery, although maybe a little too restricted in terms of variety. It combines with the new tiles, as seen in the example levels, to create a rather pleasant viewing experience, aside from the rain which is used poorly in the foreground but would be more usable in a farther receded layer. The other palettes, well, they try, but they’re ugly, and there’s not much more to say on that subject. I doubt they’re even tested, as the sucker tube’s flashing light fails to animate properly with the night palette.
If all you want from a tileset edit is a different palette than the same old palettes, then this is an acceptable download. If you want an alternate background for Jungle, then this is an acceptable download. If you cherish the tileset and would love to see someone make it all it deserves to be… you will be disappointed in this “conversion”‘s horrendous masking and the very thought that those sucker tubes could somehow look as if they belonged. You will hope someone else does a better job, or perhaps resolve to do better yourself, next year, when you have the time. But you are disappointed in that which adds nothing but cheer.

Review by Violet CLM

Posted:
9 Nov 2006, 03:06
For: Aquatic Castle
Level rating: 5.8
Rating
6.3

Aquatic Castle, as you can probably tell from the included screenshot, is Castle gone Turquoise. Most everything in the tileset is somewhere along the range of blue to green, with a few exceptions like the very bright purple veils. It’s fairly hit and miss. Some things look too bright, for example, while the background turned out great in its blueness and is a joy to watch as it floats by. The sprite colors are also changed, and I guess I can live with that, although the apples seem to suffer a bit, which is ironic because they’re all over the example level.
The real test of the color scheme, though, is the walls, which make up the vast majority of the tileset’s content, and sadly I cannot quite find myself approving of them. They look okay at first, but gradually their just-off-whiteness begins to feel somewhat sickening. This could perhaps be saved by some variety, like maybe dark brown, but the tileset does not offer such safety.
So much for the color scheme… it’s rather pretty as far as it goes, but it gets old, and parts of it are too bright. That leaves the other modifications. Castle edits aren’t too common, and honestly, nearly every castle edit I’ve ever seen involves painting the whole tileset one color, but that doesn’t mean it’s not editable. Indeed, it has a few flaws, particularly in the realm of masking. Aquatic Castle fixes none of that. It does add a textured background, which I like very much, an animation from Beach with anti-aliasing difficulties and a different perspective from the rest of the tileset, and some tiles ripped from Disguise. It’s an effort, but while one’s taking the time to edit a tileset, one could at least fix its bugs…

Not recommendedReview by Violet CLM

Posted:
9 Nov 2006, 02:49 (edited 9 Nov 06, 02:49)
For: TEST for Jazz
Level rating: 2.6
Rating
2.6

The inclusion of the tilest, sadly enough, does not improve this level much. While it’s possible that something inventive could be made out of a test based primarily around helicopter ears, this does not feel like that. Most of the level is spent using helicopter ears to navigate through narrow tunnels of warp events, much like every other test level in the world. There are a few breaks – an airboard part, an Updraft style part, a Copter Tests style part – but for the most part you just helicopter ear, occasionally against wind or some other devillish obstacle. The designs of the parts vary but generally consist of your going downwards and striving to move left or right fast enough when necessary.
There’s nothing exactly wrong with all of that, but there’s nothing right about it either. TEST for Jazz brings nothing to the test field. It adds no ideas. Anyone can make you fly through warp tiles, but tests are one genre of levels which rely almost completely on some degree of inspiration and originality, as well as good design (and occasionally even eyecandy), to make any sort of impression. Mike’s Platform Tests is a level I can play many times. His underwater jumping level, not as much. This, I have no interest in redoing.
Of course, part of the issue is that this level is visually inexcusable. I have no clue why anyone, including the author, would use this tileset. The sembalance of a textured background is badly reduced in colors, and the whole of the level consists of lines of brightly colored blocks or 32×32 tiles against that background, with a scrolling JAZZ made of MSPaint blocks with Jazz heads on them. Also, the lighting is dark for some reason. The whole thing is blindingly bright and painful and, again, probably looked better before the tileset was included. Please, if you insist on using a tileset full of bright colors, do it properly. People have put the Simple tileset to good use before.
So, as I’ve said, there’s nothing particularly wrong with this level, aside from its visual appearance, it’s just nothing interesting in the least. Not only that, it’s not even tested. You can get easily stuck in the winning area, and that’s assuming you can get to the winning area, as the sucker tube that’s supposed to send you there ended up flinging me out of the level and into the bottom edge of the screen. :( No download recommendation.

Not recommendedReview by Violet CLM

Posted:
9 Nov 2006, 02:05
For: The Mine Battle
Level rating: 4.6
Rating
4.3

“The Mine Battle” makes some attempt to portray a mine, but it is hampered by a few factors, primarily the tileset, which does a much better job of being described by its name. “Lame Tileset” is a very simple set consisting of a few blocks and not all that much else. The colors are somewhat nice, and I am amused by the recolored Hocus rips, but it doesn’t lend itself to very nice-looking levels, as this upload illustrates. The eyecandy is very dull, and the radiation towers, rather than being imposing instruments of genetic mutation, merely come off as green squares with tiles poorly strewen around them. The inside of the mine is worse, making no attempt to have any sort of graphical quality beyond endless blocks and a simple background, with no variety at all.
That could perhaps be saved by an intriuging level design, but while Mine Battle manages to be unconventional, it does not manage to be appealing. Aside from the radiation towers, you mostly just run around in big boring tubes, with occasional tiny one tile platforms, trying to kill your opponents with (of all things) TNT, Electro Blaster, and thankfully Toaster. The Electro Blaster is supposed to be some sort of secret, hidden by the gray destruct scenery blocks which are all over the mine, but really add nothing to the gameplay except some initial tediousness.
I see no spark of divine inspiration in this level. I see nothing that causes me to believe that it is good. I see only a bunch of passages with a few events and blocks placed randomly in hopes that the combination of the story, the radiation towers, and the strange level design would somehow result in something good. They did not.
Furthermore, this level uses the hurt event, which is typically considered unwise in a multiplayer setting. The “radiation” causes you pain, which is kind of sad, because there’s no reason to approach it at all. No goodies or anything. Everything is in the mine, so why bother climbing up all the ropes of the towers?

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