Poor Fawriel has always wanted me to review his single player level pack and it’s been two years since his last request. I haven’t written a single word, but I did play through the whole thing. Of course, two years is a long time so I forgot most of the stuff and therefore I decided to play the whole thing through again. On hard.
Believe me, it is quite an experience to do so…
Before you even think about downloading and playing ‘Some Continuing Episode – Here we go again’ (let’s just call it SCE from now on) you must first understand that Fawriel has made his single player levels very, very special and thus very, very different from your normal playing style. I still have trouble adjusting my playing style to SCE. However, if you think that just because these levels are weird and are made different compared to other levels, then you are wrong. Read on.
Fawriel has done what only very few people have done when creating their own single player episodes: making custom tilesets for his levels. Two famous names in sinle player level making include Kejero (Tomb Rabbit) and Ninja Dodo (The Lost World). Fawriel’s levels, because they use his own tilesets, have a special feel to it. Fawriel is obviously very comfortable with his own tilesets and is therefore comfortable making levels with them. This enables him to, with confidence, create all kinds of crazy levels, puzzles, traps and devious contraptions possible. Heck, I bet that his tilesets are created for the sole purpose of fulfilling his level creation dreams! I know I should only rate the levels in a single player pack, but since these tilesets are custom made specially for the pack, I must give bonus points for the effort, which was not in vain.
I promised Fawriel to review SCE and since it has arrived so late, I’m going to give him a nice, fat one! Each level will be described in detail, its eyecandy, gameplay and difficulty rated as fairly as possible as well as the levels overall quality. I hope you’re happy now, Fawriel! :-D
The Beginning -
Nothing special really. It’s basically an intro level, where the player can read the simple story, see the credits, which only includes one name (guess which name that is!). Fawriel has created all the levels and the tilesets but he really should give credits to the music creators as well, and of course good old Epic. The tileset for this level is used for all other cut-scenes and non-playable levels in SCE.
Gameplay – N/A – There really isn’t much to do here, and it’s just an intro level, so I can’t rate it on playability.
Eyecandy – 2/10 – Three words: Functional, but ugly. People should take a look at Overlord’s Rabbit Honour Guard for inspiration to good intros. This intro is basically just a black screen with white text and a picture of Fawriel. I wouldn’t be too worried about the eyecandy though because people are unlikely to spend much time in this level.
Difficulty – N/A – Unless you don’t speak English there shouldn’t be much problems getting to the next level, besides, it’s just an intro level. There’s nothing to shoot or solve here so I can’t rate it.
Overall rating (not an average) – 5/10 – It’s ok, I guess, and it tells you the story but I wouldn’t stand around to gawp at Fawriel’s picture… Keep in mind that all overall rating of levels, including the rating of the whole SCE pack, is not based on averages.
Get down –
The first level is a short one, which is a shame since it’s actually quite good. It has some very dark areas, mainly in the tunnels, and its puzzles are very easy. I was surprised when I reached the end area so early and the boss killed me easily. He got paid back the next time though. :-P The music is good, but it doesn’t really suit the level. It’s way too futuristic, and you’re playing in a cave, which makes you think of dinosaurs and Neanderthals.
Gameplay – 8.2/10 – It’s really fun running around and shooting stuff in this level. It features the standard single player stuff most people put into their levels such as vines, platforms, hurt events, etc. You don’t get stuck unless you want to and you will always know where you’re going, except in the caves, which are too dark for you to see in. The caves offer some nasty surprises. Nasty, but fun and it requires the player to be on full alert, something he has to do for the rest of SCE.
Eyecandy – 7/10 – This level features some nice underground eyecandy such as lava, stalactites/stalagmites, gems, diamonds and mine shaft lamps. It makes the whole level much more atmospheric, which is nice. There are plenty of lightning effects; sometimes giving you full vision and sometimes making you walk around in the dark without a clue to where the exit is. The eyecandy adds an element of surprise to the level as it helps to hide enemies and surprise you. The tileset doesn’t allow you to put in fantastic mind-blowing eyecandy into your levels, however, since it’s not large enough and doesn’t have the right tiles. This is not the level maker’s fault, but the tileset maker’s fault. Oh, wait a minute…
Difficulty – 7.7/10 – This level is great for getting you going. It’s not too easy and not too hard and is perfect for newbies or people who would rather play a game with progressing difficulty. You need to watch out for a couple of neatly disguised traps and of course the darkness. That’s as much as I dare say, I don’t want to ruin your death by giving away clues so you can live.
Overall rating – 8/10 – It’s short, but it will keep you coming for more. ‘Get Down’ is an excellent way to get going in the adventure that is SCE.
Underground-Hive!!!!!! –
This is quite a weird level. It seems to have two parts, one in a big cave and one in an underground beehive. Unfortunately, I….just….couldn’t….get to the hive! Why, I have no idea. I think there was some kind of misplacement of warps. I couldn’t get to the hive with Jazz, Spaz or Lori, which was disappointing because I was looking forward to fighting in a hive when I suddenly arrived at the level ending. With the robot boss. Huh? Then I got killed. ‘Underground-hive’ is so much longer than ‘Get down’ but the thing is, you only have access to one part of the level. The rest, probably the best part, is lost! Bleh. Fix this Fawriel.
Gameplay – 6/10 – the level is short and it’s much more boring than the last one, due to the fact that half of the level, with all the goodies, is inaccessible. The bottom part of the level, which you are in, is well made but there are no good ideas. The good ideas are all in the upper part, which is inaccessible.
Eyecandy – 6/10 – the animated background is great and it’s kinda creepy. Other than that it’s mostly the same as ‘Get down’. There are also some skeletons lying around, which look nice, but the part I was really amazed at was the hive itself (I looked at it in JCS and used jjnowall to play it in the game). It is very original, I don’t think it’s been done before, and having all those bees fly towards you against a yellow hive background beats most other eyecandy from other levels. Unfortunately, most of the good parts, including the hive, are in the inaccessible area at the top and I can’t rate stuff I can’t see. Boo!
Difficulty – 4.5/10 – ‘Underground-hive’ is way too easy, even on hard. The robot boss is arguably the easiest boss of all because of its lame attack and slow speed. The boulders and the bees prove no challenge and you never get into a sticky situation in which you have to think and react fast. Of course, there are loads of sticky and challenging situations you can get into, and some pretty hard traps too, but THEY’RE ALL LOCATED IN THE INACCESIBLE AREA!!!!! ARGGGGGGGGHHHHHH!
Overall rating – 5.7/10 – I could’ve given this an 8.2 or maybe an 8.5 but most of the level is unplayable, which leaves you with a boring, unchallenging, uninspired area of the level to fool around with. You have to fix this Fawriel, ‘Underground-hive’ pulls the quality of SCE down a lot.
Psycho Hills –
Ahh, now this is much better! Not only is this level much larger than anything else I’ve encountered so far, but it is also much more better, varied and is beginning to show the originality of SCE. This level puts you in a place that is…well, I don’t want to reveal any surprises, so let’s just say that the place is on the border of becoming post-apocalyptic. The music sounds good and it gives the feeling that hope is the only thing not yet lost.
Gameplay – 8.7/10 – I really enjoyed this level, and it features some really weird platforms and maze-like forests. The level structure enables you to use all your weapons, not just the blaster and you must keep yourself on the alert all the time. There are a few places where the bad masking of the tileset can cause movement problems, but I just ignored them and carried on playing.
Eyecandy – 9/10 – This level features one spectacular effect but if you want to know what it is, play the level :-P. The eyecandy is not only visual, but also physical (feetcandy!) with the ground rumbling and a lot of moving stuff that doubles as platforms (but most of the time whatever moves is out to kill you). I especially like the nuclear silos on the barren hills and the dull yellow sky with smog and fiendish-looking clouds. Post-apocalyptic is definitely the right word for the eyecandy. There are also a lot of animations in this level, most of them are of bugs and giant worms that wouldn’t mind killing you or generally making your life miserable. The good thing is that the animations are of mutant-like creatures, something that goes well with the feeling and the general look of the level. Well done, Fawriel.
Difficulty – 8.2/10 – This is a semi-hard level with really cool puzzles and nice, challenging placement of baddies as well as blue indestructible worms (?). You don’t need an IQ of 170 (not even 140!) to solve any of the puzzles, but whatever your skills, they will take time. You can also use your electroblaster to good effect at one of the longer puzzles. The water area is especially hard, because you can’t see properly and those pesky rats will jump at you before you can say ‘uh oh!’. The end boss is trickier than the ones I fought against before but it doesn’t surprise you as much as the earlier bosses (it’s only a minor surprise this time :-P) and the boss arena, which is filled with water, is nice and large and you have to swim as fast as possible all over the place in order to avoid the boss.
Overall rating – 8.7/10 – ‘Psycho hills’ has great eyecandy and special effects, fluent gameplay and challenging puzzles and enemies. It’s way better than the cave levels. Not much else to say really.
Acid Reign –
A pun of acid rain, I think. :-) This is also a long level, not very long though, and it should give you about 30 minutes of entertaining frustration or frustrating entertainment. Choose one. Unlike in the other levels, I didn’t have a single clue as to what I was supposed to do here and where I should go. The foreground rain doesn’t help much either. It’s ugly and it’s in the way, but you don’t want low detail on or you’ll miss the fabulous eyecandy. Being attacked by tonnes of baddies while you’re in frog form doesn’t make the situation better though, but a whole lot more fun!
Gameplay – 6.5/10 – Huh? What? Where? Why? Those are the questions I asked myself when I just started the level. I never answered huh, what or why, but I knew where I was going, at first, because the only path I could take was the one in front of me (duh!). Then the situation got real tricky. I tried to solve puzzles, stomp crates and shoot baddies but I seemed to be running around in circles! There are no signs, no clues and no visible paths (the most vital paths are hidden by the foreground). Navigating in this level is like playing the lottery. Chances are, you’re never going to get anywhere unless you look in JCS for directions. Other than this very annoying problem of direction and navigation, the gameplay is, in fact, even better than in the pervious levels. There’s so much stuff and so much attention to making the whole level as easily playable as possible. Again, I don’t want to ruin surprises, but keep an eye out for mini-games, more monsters and loads of springs, suckertubes and secret passageways.
Eyecandy – 7/10 – ‘Acid Reign’ has good eyecandy, but not as good as in ‘Psycho Hills’. The foreground rain drags down the eyecandy a lot. It would’ve been much better if it was in the background, but I guess that would be in the way of the nuclear silos and hills and nobody would understand the pun acid reign if there was no acid rain. Apart from annoying rain there are a lot of other stuff in the foreground as well, including more blue worms, silos and there are also flowers (?) on the ground. Funny, you would’ve thought plant life would be eradicated, but I guess not. There is variation in the eyecandy provided by red and white, shiny metal blocks, which gives some areas an indoor look, which is always welcomed when you’ve been spending so much time in acid rain, hehe.
Difficulty – 8.5/10 – The fact that you never know where you are going raises the difficulty by 2 points. :-P Solving the puzzles and finding crates is very easy, so Fawriel probably took away all sense of direction in the level. Some players may like this while others will hate it. I think that the lack of direction helps make up for the levels ease, although in a frustrating way. There is also a really fun frog part where you get morphed into every jazzer’s favourite amphibian and have to find the exit. You better hope you’ve gotten the bubble shield when you turn into a frog! Once the exit is found you will come up against a much tougher robot boss, WHILE YOU’RE IN FROG FORM! You have to avoid the robot’s missiles and reach the Jazz-Spaz-Lori morpher in time or you’re toast. I was really surprised by the fact that I arrived in the boss arena in frog form and…you guessed it…I died the first time.
Overall rating – 8.5/10 – Marginally worse than ‘Psycho Hill’ but still an excellent level. The level could’ve been improved by having less frog surprises and more arrow signs (arrow sings don’t exist in this tileset, by the way) for less frustration.
Welcome to the Machine! –
This is really a horrible place to be. You’re in a killer PC, which is kinda ironic because today’s PCs are all loyal subjects to the dark master aka Mr. Gates. This can be quite a tough level at first because, once again, you never know where you are going. Sure, you can just follow the general “flow” of the level, and you will sooner or later reach the exit, and the Bubba boss. The eyecandy in this level isn’t as great as in the levels using the Mad Forest tilesets. The electronic parts are mostly dull grey and green, but there seems to be plenty of organic parts too, and lots of blood. Not to mention our beloved Windows-logo. :-) Many parts of the computer have “evolved” and developed a semi-organic, semi-artificial look. There are plenty of live electrical wires and loads of evolved computer viruses. To get to the exit alive, you must dodge many computer components that have gone berserk, kill plenty of baddies and solve puzzles that range from very hard to very, very hard.
Gameplay – 7.5/10 – The gameplay deserves a higher rating than a 7.5, but, as usual, I am always very confused in this level, and I end up going around in circles and getting killed at the same places before I finally realize that I’ve missed that teeny, tiny little hole in the wall or didn’t trigger that teeny, tiny little crate. Despite this, the gameplay is actually quite good. It’s fast-paced, but you have to take things slowly if you want to survive and there is always something for you to do in this level, whether it is exploring, stomping, shooting, blasting, pushing, dodging, etc, etc. But please, please, please put arrow signs in your levels/tilesets, Fawriel, so we know where we are going!
Eyecandy – 7.2/10 – Most of the level is brown, grey and green, which is a bit boring and I’m not just talking about the colours. I don’t think that there are enough textures in the tileset, which makes everything look a bit plain and the numerous computer associated stuff are well-made and original but they don’t have much textures either. The level, however, has lots of background layers and foreground layers used together, with animated blood dripping out from all sorts of places, which always look nice. :-) There are also lots of computer viruses, skulls, rotating wheels, flashing generators and blood, blood, blood throughout the level, which helps create a very hostile environment despite the lack of textures and detail in the actual tileset. I especially like the DOS screen in the background, which is a neat touch and of course the presence of (un)healthy doses of 666 in the usual binary code of 1 and 0. You could’ve added a 2 as well, Fawriel, but I guess 666 is the most evil number.
Difficulty – 9/10 – If you had trouble getting through the previous 5 levels, then I recommend you start typing jjshield 4 times when you enter this level! The enemies aren’t that hard to kill, it’s the puzzles, traps and the element of surprise that will squish you into oblivion. This level features a really tricky puzzle with a box, an invisible tile, many skulls, a Jazz-Spaz-Lori morpher (here’s a tip, be Lori for this puzzle, it will make your life much easier, but not easy), some belts and a protected trigger crate that will set you free. It took me 20 minutes and 2 lives to solve this one. Maybe it’s just because I’m stupid, I don’t know, but I can guarantee that you won’t figure this out in less than 8 minutes. There is also a very dark area full of sharp stuff and spike balls, which you will have to carefully manage your way through. If you do get through to the end of the level, you will most likely have just 1 or 2 hearts left, which means that the boss will use you to make rabbit stew. Gah. reloads saved game
Overall rating – 8.5/10 – ‘Welcome to the Machine!’ is a very confusing and somewhat weird-looking level. It has some original puzzles/traps but there aren’t many carrots and one of the savepoints do not work (you get stuck in the wall because the trigger scenery is reset when you die). Still, it’s a great, fun, playable level but since it’s so hard, I was relieved to be able to move on to the next level, even though ‘Welcome to the Machine!’ is so fun to play in.
Strongest vs. Strongest –
And I thought ‘Welcome to the Machine!’ was hard! AAARGHH. tears off hair, breaks JJ2 CD-ROM in two, throws out monitor. Ok, I guess I’ll have to write without a monitor now. And steal Unhit’s copy of JJ2, not to mention growing more hair. Ahem. I almost gave up while playing this level but at one point I almost didn’t need to do so because I had 0 lives left and only had to die once more to lose the game. :-( Let’s just say that there are too many traps and way too many puzzles for a trigger-happy gung-ho jazzer like me. There simply are not enough shootable enemies in this level!! :-(
Gameplay – 8.7/10 – Ok, first rule. When playing ‘Strongest vs. Strongest’, and you have arrived at a place full of enemies, spikes and deadly traps, you’ve probably come to the right place. Second rule. Never, ever take Fawriel’s JCS abilities for granted. Never, ever go back to places you’ve been before, or you’ll regret it (you’ll be running around in circles until you die or find the right path). Fawriel has not bothered to block off pathways to trigger crates that have already been triggered, which makes the whole level very disorientating and negates rule number one completely. Once I ended up at the bottom of the level, with no solid tiles under my feet and since I wasn’t Spaz I couldn’t jump back up and I was just stranded there, left falling for all eternity. I had to type jjk for that, which was incredible irritating since I had just gone through a very tough 30 minutes of play (I stopped doing that ever since I finished Tomb Rabbit). Why do I still give it 8.7/10 then, you ask? The answer is because this level is so big, its playable areas vary greatly from mindlessly running around to tiptoeing over the floor (but not literally because rabbits can’t tip-toe). Just like in previous levels ‘Strongest vs. Strongest’ always give you something to do, and since this is one of the biggest levels in the whole of SCE you’re going to have a lot of fun just walking through the level’s many corridors and rooms. I really shouldn’t write about the gameplay in more detail since I would have to refer to some very cool areas of the level, and that would just spoil the jazzing-experience for you. :-D
Eyecandy – 8.7/10 – This level doesn’t use the D*mn PC!!! tileset, it uses H*ll’s PC!!!. H*ll’s PC features even more organic tiles, most of them in the background, and it really reminds me of Zerg (from Starcraft) skin or anything to do with Zerg creatures/buildings. Very gross and very cool at the same time! Apart from the Zerg/computer theme of the level, the stuff from ‘Welcome to the Machine!’ is still here. This level’s eyecandy is one of the best in the whole of SCE and while the tiles in the tileset are still mostly plain and dull, the level itself is a pleasure to the eyes. Only ‘Psycho Hills’ has the special effects that can compete with ‘Strongest vs. Strongest’. But we haven’t reached the last level yet…
Difficulty – 10/10 – I’m very angry and happy at Fawriel for making this level so darn hard. Angry, because it forces me to restart over and over again. Happy, for teaching us all how to make good, challenging levels. I noticed, in JCS, that there are no yellow or red events. So everything is played on medium difficulty, no matter what your difficulty was when you first started SCE. This is good news for veterans of JJ2 but bad news for newbies. No news for the average jazzers. The traps in this level move super-duper fast and you must have superb timing because you can never outrun traps that are heading right for you. You have to dodge them and get over/under/behind them ASAP or prepare to lose a heart or more. Another very annoying thing is respawning enemies. Enemies that come from a green lantern will respawn periodically and you will find yourself getting killed by baddies you thought you sent back to the Stone Age. One very fun and original idea was to put in the blue ghost into this level. The blue ghost behaves like an Eyes/Rapier enemy and exists only in TSF. Sometimes it will just follow you, safely tucked away inside a wall so you can only kill it with electroblasters. Other times it will head straight towards you and you must react quickly to dodge its charge. A very refreshing idea and it’s always fun to meet these ghosts than to shoot endless waves of norm turtles (which, by the way, there are none of in SCE…weird). These blue ghosts ONLY appear in ‘Strongest vs. Strongest’ so you better enjoy them while you can.
Overall rating – 9/10 – Great fun, many original ideas and cool-looking eyecandy. But… AARGH! CRASH! KABOOOM!!!
Strongest vs. Strongest 2 –
A semi-playable level. This level is incredibly short and easy. It pits you against the Jazz clone, which is on an airboard and you must kill him in order to pass. The tileset used is still H*ll’s PC!!! but the level does have some ingenious JCS ideas, something which other single player creators should take a close look at. I, being such a JCS single-player noob, didn’t even know that Jazz-clone boss existed before playing this level! :-D
Gameplay – 1.7/10 – You’re in a 7×20 rectangle fighting against a boss. That’s all. Really boring gameplay and you really don’t wanna move much because the boss will follow you and easily kill you.
Eyecandy – 3/10 – Not much to see here, since the level is so short and small. The tiles used here have all been used in the previous level.
Difficulty – 1.2/10 – This level is a piece of cake, as long as you know the boss’s weakness. I won’t tell you what his weakness is, but I can tell you that you will soon figure it out by yourself, as long as you don’t put too much effort in dodging his attacks…
Overall rating – 5.7/10 – I know gameplay, eyecandy and difficulty is crap but I really like the custom clone boss, which requires some special placement of JCS events. And besides, it’s better than the intro level cause you actually have something to do here and the level kinda keeps the story going. At least the next one will.
What’s happening? –
An interlude level. It explains to you what happens next, after you kill the clone. I don’t really have much to say about this since it’s an interlude level. I won’t even bother rating this because it will not affect you at all although the level IS necessary because you will understand the next level and not be grossed out by the yucky (but excellent) tileset. The music also fits the level perfectly and adds to the suspense and the fear of a sudden and horrible death.
In the centre of evil –
The last fully playable level of SCE!! It puts you straight inside some kind of green creature (possibly the dead clone….or even worse, yourself….!) There are loads of disgusting bodily…erm..stuff in here and it’s animations-galore too! Animations are everywhere! Animated pores, animated cells, animated spikes, animated blood vessels, you name it! The puzzles are much more simple but unlike all other levels, ‘In the centre of evil’ has a very intricate and claustrophobic maze consisting of blood vessels, layers upon layers of spikes and an amazing blood vessel elevator, which sadly enough is severely under-used (it’s only used once).
Gameplay – 9.2/10 – You still don’t know where you’re going but by this time I got used to it. :-P The level has large open spaces, which is good for jumping around in and you can easily kill or avoid most enemies. There are loads of suckertubes, which will take you all over the place and it effectively gives the feeling that you’re just a little rabbit in a big, gruesome thing’s body. This is one of the better levels when it comes to gameplay (although I did get stuck inside the maze, but that was probably just because of bad masking).
Eyecandy – 8.7/10 – What can I say? You’re in something’s body. Every single thing looks like it’s painted with mucus and there are animations throughout the level. The thing is alive (maybe the the dead clone isn’t dead…?) and you’re in it. I love the moving blue spikes (the static blue spikes are pretty neat too) and the elevator blood vessel as well as the red, bloody background. There’s not too much in the foreground, but what is there seems to be blocking certain traps, giving you a limited vision and therefore an even tougher obstacle to overcome. Most of ‘In the centre of evil’ is green and red, but I don’t mind that as it suits the level’s mood. Unlike the other levels, this one seems to be very detailed. You can literally see the pores and blood flowing through the body as well as tonnes of other animated stuff. Sensitive people, watch out!!
Difficulty – 6.7/10 – ‘In the centre of evil’ is surprisingly easy for the last level of such a difficult level pack . I don’t mind that, because it means I won’t have to reload over and over again, but those who were looking forward to a super-challenge will be disappointed. The puzzles aren’t that hard to solve, most of the time it’s about stomping a crate or stepping on a blue pulsating thing…ewww… and then moving on. There are some meatknives (?) to dodge, many, many respawning enemies (Fawriel should’ve made their respawning time to just 1 second to take this level’s difficulty up to the appropriate level) and a very tricky maze. The maze is probably the most difficult part of the level. When you’ve triggered all the blue pulsating things and done everything there is to do (unfortunately, there are no coins or bonus warps…) you can go to the boss arena. The boss is the Bilsy boss, an evil magician shooting fireballs towards you, but the boss arena is so large and even on hard (it adds two spike balls to the arena) defeating the boss is very easy, as long as you don’t get hit by his fireballs or, when playing on hard, any balls. And when you’ve killed the boss, it’s over!
Overall rating – 8.7/10 – This level’s ease was, in my opinion, on the brink of making ‘In the centre of evil’ an anti-climax, but fortunately the superb eyecandy and even better gameplay saves it. There aren’t as many cool moments as in previous levels, but on the other hand, you won’t die as often here. Fawriel has turned ‘In the centre of evil’ into a great and an appropriate ending to SCE, but it could’ve been so much better.
That’s all folks! –
The end level. This level has some nice, cheerful music and explains what happens after you kill the boss. Then comes the credits and finally, you get stuck in a room full of congrats signs but no exit events whatsoever. I typed jjnxt but apparently the next level is .j2l. In other words, you can’t finish SCE…gah…what a shame. I would’ve liked to see JJ2’s final animated movie or at least being taken back to the game’s main screen. Fawriel, just set the next level as ‘ending’ (as in Bad Pitt in the official JJ2 single player episode) to give the player a proper, well, ending to SCE. :-)
SCE – Here we go again! is an amazing single player pack that is not as long or involving as some other single player packs, but is incredibly fun to play in and it was a satisfying experience to finally reach the ending level despite inaccessible areas and some minor (and major) bugs. ‘Some Continuing Episode – Here we go again’ is almost completely made by Fawriel and quality and effort oozes out of it. An excellent piece of work by Fawriel and no jazzer should pass it by.
EDIT: Yay! I got the longest review! :-P
2ND EDIT: Changed Soulfire’s name to Fawriel, fixed grammar/spelling mistakes and edited some texts to make the review make more sense. I care about my reviews, especially the long ones. :-)
3RD EDIT: The above is, hm, not actually true.
[This review has been edited by White Rabbit.]