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CONTINUE.TXT | 0.04 kB | 07 Aug 2002 | |
e1l1.j2l | 1:The warp:Chocolate citadel | 5.53 kB | 12 Aug 2002 |
e1l2.j2l | vanilla bridge | 4.24 kB | 31 Jul 2002 |
e1l3.j2l | fazeropolis | 2.89 kB | 07 Aug 2002 |
castle.it | 246.56 kB | 10 Jul 2001 | |
Alliance.xm | "ALLIANCE" by DRAX | 487.98 kB | 13 Oct 1996 |
lvl 1: First, the two turtles at the start go out of the level. You should put a “stop ennemy” event. The level kinda sux. Apes don’t fit in a castle. Lvl is also a little too short.
lvl 2: A vertical lvl. Too much food. And the first bridges don’t fit in a castle. Also too short. It took me about 1min to finish.
lvl 3: Very small lvl. Only ennemy is the queen.
This is worth a 5.
No download recommandation.
-Very bad use of the tileset.
-It seems that that fantastic bunny copied the foreground and background of the castle levels, which is ok to do if you dont know exactly how to use the tilesets, but you should really make an effort to adjust them accourding to the level.
-Use of Hard\Easy. You dont see that much nowadays. =)
-It seems to be easier if you pick Spaz on the first level, since his Start point is ahead of Jazz.
-Nice use of ‘Level Builder Strategy’. The spring that needs to be activated by a trigger is a very nice touch, a bit hard to see though.
-Wrong use of springs.
-Nice addition with secret warp area.
-Original idea to blow up that crate with TNT. A bit buggy though.
-Another good idea to put the gem stomp on the on the spring area.
-Why are there text-strings in the level, but they are never used? They seem to be from another level…
Overall:
-Levels are too short.
-No storyline.
-Strange level design.
-Levels themselves are very nice.
-‘Unusual’ (I wont say wrong) of tilesets.
There may be other things but i wont comment on those. (6.0 – ummm…. Ok, download recomendation just becuase im in a good mood)
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