Lost Gemz, Volume II: Survivor

  • Rating: 8.9

Reviews and comments

    American Posted more than 20 years ago

    9

    I’ve updated this review several times since originally making it for various reasons, including information addition.
    Wow. It’s been ages since BlurredD last uploaded something, so I think I’ll give this a really long review that will beat the pants off of EvilMike’s really long review. This is an early version of it, so I’ll edit it when I get finished. I just wanted to post it in the off-chance that my computer would crash (OK, so maybe the chance isn’t so off) and I would lose everything. So, here we go, reviews of levels one through eight in a twenty level pack. I hope you brought a book.

    Level 1: Thermal Scorch
    “Thermal Scorch” is the first level in this pack. It uses the excellent 7th Lava Fall tileset. When playing, the background was a bit distracting, but looked very good. This level has very good eyecandy. The playing area consists of many black boxes over, unsurprisingly enough, a lava pit. There are a few small pockets of ammo with bouncy, flamethrower, seeker, and RF contained within. Graphically, this is one of the best levels in the entire pack. It’s pretty easy to move around in, and it’s clear that this level was tested heavily. Very good, and fun to play online. On a scale of one to five: 4.

    Level 2: System Clogged
    “System Clogged” looks a bit strange at first glance. It features plain gray tiles in combonation with oblong-shaped blue worm-like circles. It’s hard to explain without actually seeing the level. This level’s flow is not as good as that of Thermal Scorch’s, but is still quite easy to move around in. This level adds TNT ammo to the mix, which is a welcome addition because there are many more tiles in this level. I found it pretty easy to fall in, especially late in the game. During single player testing, I noticed a strange bug that stems from the huge amount of animations in this level: my fire completely disappeared in many areas. Still, this is a good level, but I can’t say it’s my favorite of the bunch. It’s graphical blandness and only mildly interesting play make it not the best play. On a scale of one to five: 3.5.

    Level 3: Water Drain
    This level, dubbed “Water Drain”, which has TNT, ice, flamethrower, and electroblaster ammo, and is one of the more plain-looking levels of the pack, but is one of the easiest to navigate around in. It uses Blade’s somewhat dreary Wasteland tileset. This level has one of the thinnest bottoms of them all. Many areas are just one tile high and are very easy to fall into with one wrong move with the TNT. Others are completely empty at the bottom tile, making it increadibly easy to go out. This is one of the quicker plays in the entire pack, but is no slouch on gameplay. Still, it’s not my favorite of the pack by far. On a scale of one to five: 3.5.

    Level 4: Heaven Sent
    I was surprised that BlurredD decided to use Agama’s excellent Heaven tileset in a surivor level, but this is one of my favorites of the entire pack. “Heaven Sent” gives out a peaceful serine look, but in no way is it a light play. When I hosted it, it was a very rushed game. TNT and RF were used heavily, and pretty much the entire level was destroyed in less than a minute. The passages are fairly small and it can be slightly annoying to move around, but this does not detract from the overall gameplay. This is especially good with many people, but don’t expect to play this level for long. It’s very easy to go out. An excellent play, though there are a few somewhat annoying bugs that may detract from the level’s quality a bit. On a scale of one to five: 4.

    Level 5: No Escape
    “No Escape” uses Skulg’s Lava Lamp tileset. Happily, it contains no lava lamps (the level doesn’t, at least.) For the area there is in this level, there are less blocks than average and most of the bottom tiles are not covered, so it’s really easy to go out in this level if you make a mistake. There is one ammo area that is only accessible if seeker ammo is used, but otherwise all areas can be shot and broken. Some of the blocks are different looking, but most are standard. The most annoying part of this level was the flashing background, which surprised me every time. When I was playing this level, several people complained that this flashing light was annoying and wouldn’t take “disable low detail” for an excuse. Still, this is pretty good, and fairly fun to play online despite it’s occationally annoying quirks. On a scale of one to five: 3.5.

    Level 6: Electrical Wipeout
    “Electrical Wipeout” uses the plain old Tube Electric tileset, which causes it to look pretty plain. In fact, the blocks that were used as shootable reminded me of bad old blocks-as-ground levels using this tileset. This is probably one of the longer levels included in this pack. It takes so long to play because it is vertically tall, and takes a while, even when trying, to get to the bottom. Also, the areas where you can fall through at the bottom are quite thin. It took about five minutes to finish this level, which was toward the high end of all of the level’s play times. This level shines when you have a lot (and I mean a lot) of people in the server. Otherwise, it’s graphical tediousness and long play time make this one of the less interesting levels in the pack. In fact, this may very well be one of my least favorite levels of all these. On a scale of one to five: 3.

    Level 7: Polar Chill
    “Polar Chill” uses ET’s old tileset Ground Force (which looks astoundingly like a Jazz Jackrabbit 1 conversion). This is one of my favorite levels in the entire pack. Navigation was really easy, and I rarely bumped into blocks. The bottom was about two-thirds solid tiles and one-third empty space. The ice-ish tiles looked good and exploded evenly, unlike the System Clogged blue worm blocks. After playing this many times, I can safely say that this is so far my favorite of them all. It looks good, plays very well, and is just plain fun, especially with a lot of people. On a scale of one to five: 4.5.

    Level 8: Tri-Sides
    “Tri-Sides,” which uses the huge, industrial CyberSpaz v2 tileset, is also one of the better levels in the pack. There is a unique twist to this level which makes it so different than all of the other levels and adds a bit of spice to playing it. The walls on the side of the level function just like the bottom part. In other words, if you are shot into the wall, or just accidentally fall into them, you’re out. The level never says this (it would be nice if BlurredD mentioned this in the text string at the beginning of the level, but then again, it is fun watching people scramble to try to figure out why they just went out.) Playing the level quickly turns in to a melee of sorts. You’ll have better luck winning this level if you concentrate on trying to knock your opponent into the walls, because it’s much, much, much harder to go out by falling into the bottom. One of my favorites. On a scale of one to five: 4.5.

    Level 9: Diablo’s Outlook
    “Diablo’s Outlook” is the second level in this pack to use a non-custom tileset, Medivo 1 in this case. This level differs from many of the other levels in that there are two seperate parts to the level, seperated by an impassible wall for most of the level, but an empty space with two platforms that slide in and slide out in the middle of them near the bottom. Passing from each side of the level to the other frequently is a bad idea, since it is really easy to miss the platform and go out by falling to the bottom. The eyecandy on this level is good, unlike the Tube Electric-based level. Still, this is a fantastic level and one of my favorites. It requires more strategy than most of the other levels, but is still enjoyable as a quick or long play. This level also features more non-standard blocks than any other, including some buttstomp blocks that are practically suicide to break. On a scale of one to five: 4.

    Level 10: Uncharted Territory
    “Uncharted Territory” uses Blade’s aptly named Space tileset. It’s a very metallic level. Other than the background, the entire level in fact is in a metallic-ish gray color. It is a bit plain to look at, but the background is strikingly different from the blocks used. It’s black-and-purple with white comets flying by. Due to the way they were animated, the blocks in this level disappear immediately when shot instead of having the usual collapsing animation. This is strange, but an interesting effect. The losing area looks very plain and bulgy off of the level. This is not my favorite level. It looks a bit off, but it’s pretty fun to play. Still, “Uncharted Territory” is better than almost all of the other levels based on this gameplay out there, but it does not live up to the pack’s standards. On a scale of one to five: 2.5.

    Level 11: Twenty Six Second Frustration
    “Twenty Six Second Frustration” is a blalant joke on the “Twenty Four Hour Coffee” level that was hosted constantly in 2000. The level uses the unknown but amazing-looking tileset MeZmErIzE (sic), the same one that was used in “Twenty Four Hour Coffee.” Levels made with this tileset tend to fall into two categories. The first is amazing looking. The second is levels that have so many tile bugs or just use the tileset wrong and end up looking like someone that the Fluffy the bunny rabbit deposited on newspaper. This level definitely falls into the first category. If you can get past the stunning looking green blocks and emerald waterfall background, this level turns out to be one of the better-playing levels of this pack. Despite it’s name, gameplay was not frustrating at all. In fact, I can safely say that I thuroughly enjoyed playing this one in particular. It has TNT, bouncy, and ice ammo and is horizontally large. The ammo is scattered out well, and is extremely well placed. This is one of the most enjoyable levels in the pack, and definitely a favorite of mine. It plays great, and is graphically dazling as well. Because of it’s size and fairly solid tiles, it may take a while to play this level, even when there are many people. It’s best with plenty of people, but enjoyable with any amount in the server. On a scale of one to five: 4.

    Level 12: An Insidious Illusion
    The third tileset in the pack to use a non-custom tileset, “Insidious Illusion” uses the Castle 2 Night tileset. This is one of the strangest levels in the entire pack in that it is reverse. The tiles that can be shot are see-through and appear as background while you walk on the dark tiles. It takes a while to get used to, but is a fun little trick involving invisible tiles. It’s hard to get used to this level, and even after playing it a lot, I’m still confused by it to a huge extent. While this level is definitely unique and interesting, it always appears dark, even with no ambient lighting change. It’s a cool idea, but I can’t say that I like it. The Castle tileset is overused, but the parts using the normal Castle tiles are fine looking. Still, the see-through tiles look strange. Not the best level in the pack, but some may like it. On a scale of one to five: 2.

    Level 13: Safety Precaution
    Of all of the levels in the pack, “Safety Precaution” (which uses the space-themed “ETs Planet 1 v3” tileset by – of course – ET) is definitely the strangest one. In fact, it’s nearly completely different than all of the others. Instead of having blocks on the bottom, it has springs that block you from falling into the warp. There is only one way to go through the springs, which is to hit them while you are blinking from damage. You will then go straight through into the warp. To spice it up a bit, BlurredD include the automatic firing laser MCE one tile above the springs so, if you are unlucky and hit by them, you go out. The rest of the level features some steel pseudo-3D blocks that can be broken as tiles in any of the other levels can. However, there are areas inbetween the blocks where you can’t slip through even though it appears you can, making navigation sometimes annoying. Also, note that there is a small area in which you can just fall directly and there are no springs, which often can cause a problem. It’s still quite fun to play, and one of my favorites, though it’s hard to move around. On a scale of one to five: 4.

    Level 14: Mechanical Clock Chaos
    The fourth level to use a non-custom tileset (in this case Labrat 1), “Mechanical Clock Chaos” has some cool ideas in it. The first is an interesting animated device at the start, which doesn’t add to gameplay, but certainally looks great. The second is how the blocks disappear. As time goes on, a clock (hence it’s name), activates and destroys tiles. This is a very hard concept to pull of, but definitely adds to the playing value. It’s great to see interesting new concepts like this in levels. Nice job. The rest of the level is pretty much standard. It has the same bad-looking blocks as in the Tube Electric level. It also has a few areas that you can only get to using bouncy ammo that contain TNT. There’s not much to say about this level. Gameplay is a heck of a lot like all of the other levels, but the clock idea is really fascinating. You won’t notice it much during play, but it’s an advancement in JCSing, which is always welcome. On a scale of one to five: 3.5.

    Level 15: Chain Reaction
    The fifteenth level in this pack, “Chain Reaction,” uses Overlord’s space/secret agent hybrid tileset Top Secret ]|[. “Chain Reaction” seems to have tiles in a U shape. The right and leftmost sides all have large stacks of tiles, which gradually slope down to the point where there are only two to four tilesets seperating you from the warp in the middle of the level. This isn’t one of the most innovative of the levels, but is still a fun quick play. Most battling will occur on the top of the hills on the left or right, since the middle will quickly be destroyed. This level contains the standard ammo plus pepper spray, which is practically useless other than that it is hard to see and may be of some use if your opponent is stalling. Other than that, there isn’t much special about this level, but it’s good. On a scale of one to five: 4.

    Level 16: Vacant Mine Shaft
    “Vacant Mine Shaft” uses the apparently annoynmous “Mining Operations” tileset, which is now less apparently annonymous and is now apparently made by Violet CLM. The tileset itself is very funny to look at and contains many jokes. It’s also not a slouch on tile quality either. The level, like the tileset, is fun to play but is well-made, too. Both of these together is uncommon in levels, especailly in these days of cloud-and-colored-blocks tilesets and levels. In order to carve out a path in which to play, you shoot the three turle’s hard surface on it’s back (the simple word for it is apparently censored.) at the top of the level. They break many of the blocks, creating three seperate path ways for playing. The path of these turtle’s hard surface on it’s back was planned well. The tiles that are taken away leave a smooth-looking level with ammo visible in the right places and hidden in others. The ammo is fairly standard, but eyecandy is very good. I give extra points for managing to calculate the exact path the turtles censored would take and making the level accordingly, because I can imagine this was very hard. This level is fun to play and amazingly well-crafted. One of my favorites. On a scale of one to five: 5.

    Level 17: An Insidious Illusion II
    “An Insidious Illusion II” is apparently a secret to level 12, “An Insidious Illusion” using the infinitely more interesting Jazz 1 conversion of Battleships (“Jazz 1: Battleships”), which was converted by CelL FoR. The level was much easier to get used to than the original “An Insidious Illusion,” but it still isn’t my favorite level. The black background with white stars contrasts well enough from the dark blue background to avoid confusion, but it’s still ugly. I’m not sure if I’m a fan of the idea, but this level falls into the middle of the pack in the pack (no pun intended, fortunately.) Some may enjoy this, but I do not count myself amoung them. The tileset is good, though. On a scale of one to five: 3.

    Level 18: Mean Green Elevator Machine
    “Mean Green Elevator Machine,” which uses the excellent “J2LC – Alien Space Lab” tileset has one of the better backgrounds of all of the levels and an interesting concept. The level is checkered with solid and non-solid blocks. There are start positions in the non-solid ones without ammo. The level is surrounded to all sides with a stream-like thing that warps you out of the game if you touch it. However, the most striking thing about the level is the optical illusion that it uses. While it wasn’t immediately evident to me when I started playing, I realized that the background makes it look like the entire level is moving, much like an elevator. In fact, it’s actually the background that’s moving, not the level. It’s still an interesting idea, though I have seen it before. This one is slightly above average compared to the pack in gameplay, but the eyecandy is simply amazing. Not only is the optical illusion good-looking, but there are no tile errors and the level is great-looking as well. On a scale of one to five: 3.5.

    Level 19: Crater Maker
    “Crater Maker” uses the “Space Warbase” tileset by Disguise, the same one that is used in the level Zatox CTF. However, it appears that BlurredD used it a little differently than it was used in Zatox. The level’s start looks sort of industrial, with gears and such, but the actual level is more classic Zatox. There are comets flying around in the background and annoyingly yellow “caution” blocks used for the shootable blocks in the level. There are two things that make “Crater Maker” different from the other levels, the first of the way it distributes weapons. The actual level itself has no weapons in it, but when you warp at the start of the game, you fall through several lines of ammo. This limits the amount you have, so you have to make sure to use that amount you get with care or you may end with only your trusty but slightly plain blaster. The second is that most of this level destroys itself. Shoot one of the crates and TNT explodes. Many nearby crates will also explode with it, destroying a lot of blocks at once. This can knock opponents clear out of the game in one sweep, but can also be troublesome for the person who initiated the chain reaction. The yellow blocks which are used are so bright, they often become annoyingly distracting, but it wasn’t much of a problem. One of the better levels in this pack I think. On a scale of one to five: 4.5.

    Level 20: Tower of Death
    Just when I thought I could get through the entire pack without getting a single missing tileset error, the last level caused one. Mumbling, I went off and downloaded the tileset pack for the level, which I only needed one tileset from. The tileset which I was missing, “Where Bad Rabbits Go,” is a great tileset that I really should have had in the first place. Once I could stand to look at my reflection in the computer screen, I prepared to review the twentieth and final level in this pack. I then ran “Tower of Death” in single player and realized, much to my annoyance, that I would have to host this level in multiplayer or it wouldn’t work. It took a while to realize what in the world I was supposed to do in this level (and several deaths), but it turned out the idea behind the level was simple: climb or be hit by the laser shield MCE and fall. The level is pretty derned tall, and it took me in excess of twenty seconds to get to the top. When I did, it was pretty much a standard battle with whoever was able to outrun the laser’s fire with me. At the end, it turned into a melee not to fall into the bottom when the laser got to the top (it took it’s time.) This level and the laser shield evasion and outrunning is an interesting idea. However, it has been done before, but not quite like this. Still, this is one of my favorites, especially with a lot of people. On a scale of one to five: 4.5.

    Notes
    In order to play the level, someone must be active so that they can be the level “controller.” This person will need to go into the warp (in the starting room’s top left corner there is an area where the controller can go in) and then start the level. The controller also gets five coins, which can be used to end the level. To end the level, the controller must first go out and then go to the top left corner of the out area. Then the level will end.

    This level stops people from playing as Jazz because Jazz has a distinct advantage. There is a trap at the beginning which involves a bridge that stops Jazz players from getting into the areas. Those who dislike Spaz may find this annoying, but it’s fair.

    Explination of how Survivor is played
    Survivor, which goes by many names, is pretty much universal in gameplay: there are many blocks in a level. These blocks can be shot. Eventually, when many blocks are gone, you get to the bottom. The person who avoids falling into the warp at the bottom for the longest time wins. There are several variations, but this is the one used in the pack.

    Is this really survivor?
    The quick answer is no. The gameplay type used here is in fact, not Survivor. There really isn’t much of a name for it, but it’s not Survivor. The actual name of the gameplay type is Ground Force. The gameplay type was invented by ET. One of the levels in this pack, in fact, uses ET’s tileset entitled “Ground Force” which was specially made for making levels of these type. As the levels caught in, people started calling them by the more descriptive name of “survivor” levels. The name stuck, and is still used today. The actual gametype is named Ground Force, as Violet mentioned, but calling it that while probably confuse most players, because so few know that it was originally called that.

    AND FINALLY, THE VERDICT
    This is going to be hard to rate. At first my idea was to rate it by adding up all the values that I assigned it on a scale of one to ten, but since those were compared to the other levels in the pack, I quickly realized that that would give it an unfairly low rating. So, I decided to play them all and see how good they were as an entirety. After much debating with myself, I cam e to the conclusion that my rating would be somewhere between 8 and 8.7. I eventually decided on 8.5. There are 20 levels in this pack of varying quality, but most are 7-8.5. All together, though, I can see a lot of effort was put into this pack and while many of the levels are similar to eachother, it nonetheless presents a unique new twist on a gameplay type with a few levels that differ from the normal formula. This pack is sure to become a classic, especially certain levels of it. I’m going to give it an overall 8.5. This is definitely the best pack of this type I have ever played, and there is no dobut that BlurredD is an amazing level author. This is definitely a download recommendation. The tileset pack alone contains many must-have classics, and the music is not half-bad either. It was hard to rate this beast, but I think that 8.5 and a download recommendation is fair. Great job, BlurredD. I look foreward to your single player pack, but this definitely made for a great afternoon of reviewing and playing. Great job.

    -Trafton
    Edit: I included that Mining Operations was made by Violet.
    Edit: Added individual ratings, updated “rating” section.
    Violet: Time to throw fish! My review was about 3,000 characters longer, with or without spaces included. ;-P
    Evades several waves of angry trout.
    More STUPpingly STUP edits: I’m glad that some of the glitches have been fixed, and I like the screenshot of the Odyssey tileset that was included (though I already have an early version, because a certain person leaked it onto J2O.) My rating remains the same, though I’m really glad the bugs were fixed. Think of this as a 8.59. ;-P

    [This review has been edited by Trafton AT][This review has been edited by Trafton AT]

    3 people found this a good review. Did you? Yes/No

    Blackraptor Posted more than 20 years ago

    9

    This is a fun gametype idea especially for hosting. It has very many entertaining levels and i personally like this, some of you may not, but i like this gametype.

    Edit: Since Violet and Trafton made such long reviews, i will too.

    Survivor, being named that because it is more catchy then the ground force name, is played in treasure mode. There must be 1 controller, the person who hosted the server should usually be the controller, unless he or she lets others. First, you must sidekick to the left to get into a box. There is a morph near the place you must sidekick in. The morph generates, and is meant for all jazz players to shoot and become spaz. This is because the survivor levels can only be played as Spaz, not jazz, because spaz falls faster, which will make the game end quicker. When in the box, the controller quickly scampers to a secret passage in the top left, gets the coin, triggers the scenery, then stomps the crates if all the players are in the box. You must not enter the secret passage when flashing, itscrews it up, there also must not be more than one controller, or it also gets screwed. BTW: Dont be surprised if you get error saying de\ivide by 0. Diz told me this is caused by bridges, and this error has nothing to do with the levels themselves, it just like popping up in any bridge filled level. Once everyone is in the box, the controller stomps the crates, which makes the ground in the box collapse, making the players fall into a warp below.b This happens to the controller as well. Then the ground reappears, so newjoiners cant play. This is good, because ppl will keep rejoining when they are out to keep playing hoping to be the last one left, hence the name, survivor. The warp leads to a battle field. The ground at the verybottom has a warp which takes you to a box and you keep spinning in circles, if you fall and warp to the spinning box, you are out and loose. You must avoid this, so you can be the survivor. The blocks you stand on can all be destroyed if you shoot them, except the walls, which prevent you from falling off the level. You must try shooting the blocks which the other players stand on, and try to make as many go out, so youll be the lastone left. That is basically what you do. When the controller, or person with the coin goes out, he or she warps by a special coin warp to a place covered by layer 3. There, he she gets a blue gem, and there is an area end of level nearby. NOTE YOU MUsT SET TREASURE HUNT, NUMBER OF GEMS TO WIN 10 OK PPL THNX IN ADVANCE. Then, when there is only one person in the arena (the controller could find that out by asking who is still in and who is out) the controller goes to the exit, wins the level, and then the next survivor level comes on and u do the same thing.
    OK my level review
    ONE MORE THING BTW: Dont be surprised if suddenly 100 tnt crates fall down and blow up seversl bricks that ppl are standing on an make them fall out, its part of the game ok.
    Survivor 1 aka thermal scorch

    This level uses the 7th lava fall tileset, and its basically oneof the average survivor levels. It has some RF ammo and such for more fun. It has toaster ammo,which is good for blasting close blocks, and bouncer ammo, which is VERY useful in survivor levels, youll find out why as you play. This is basically one of the average survivor levels, nothing new or interesting about it except that its fun. I cant say i like the eyecandy much though

    Survivor 2 aka System Clogged
    The mez tileset survivor level, it has more different tiles to blast than the thermal scorch level, which the only blocks you blast are the grey ones with nails. This one, has TNT ammo, which i must say to me, its the best and funnest weapon to use in the whole survivor pack. IT blast many blocks at once, therefore causing the blocks to go away quicker

    Survivor 3 aka Waste Drain
    Hmm, a nwe version of blades wasteland tileset, except the only thing added was layer 6 and 7 eyecandy, not bad. This level, is again average, TNT is inlcuded, i dont got nothing more to say about this though.

    Survivor 4 aka Heaven Sent
    OMG BLURREDD USED HEAVEN TILESET, NEVER IN MY LIFE I WOULD OF THOUGHT………..
    well, it has a variety of destruct tiles, and is more expanded in width, and contrassed in hieght. THe warping ground looks nicer here, and this even though its also and average survivor level, has better eyecandy then the others, maybe its because of the tileset quality.

    Survivor 5 aka No escape
    A strange name for a level like this, it uses Skulg’s lava lamp tileset, but like everyone said, it uses no lava lamps. The flash bacround just WOAH, but i use it as an advantage. While the players’ eyes are recovering from the flash,i quickly blast the blocks they are standing on >:D IM evil@

    Survivor 6 aka Electrical Wipe out
    Hmm, a non custom tileset, tubelectric, predictable name, to short in width, springs to help you..I like this level, although i suck at it. Whenever someone wipes out all the blocks the floating springs are the only support. Everyone keeps shooting me and i cant hit the springs while im flashing so i die all the time. I think its a tad harder for me to survive in this level

    Survivor 7 aka Polar chill

    This is one of the better ones, the destruct blocks have a big variety and such, the tileset looks cool, well, i cant describe this more except say that this is the better one, and it uses the ground force tileset, by ET i think, and such, i like this one, nuff said

    Survivor 8 aka Tri-sides
    A level using the Cyberspaz tileset, this one is a bit different. In the arena, not only can you not touch the ground, but the walls are lethal as well. Yes, infact the walls have the same warp target as the ground and if u touch the walls your automatically out, so this survivor level is a bit more, how u say this, extreme. Beware. But its still fun anyways

    Survivor 9 aka Diablo’s Outlook
    A level using the Medivo tileset, its abit different as well. There are 2 arenas which u start from, both only about 20 tiles wide. They are linked togehter at the bottom, but only at the bottom. Though this is a new idea, im not sure if its good, for if there is only 3 ppl playing, 2 will warp in one tower hysterically shooting each other while the 3rd person warps to an empty tower having no care in the world waiting while the 2 others kill each other so he or she can be the survivor. Nuff said

    Survivor 10 aka Uncharted Territory
    This is a level using Blades space tileset, there are 3 different warp targets to arive in the arena in, and you arive in midair and start falling. I think once i got out and not even touched the ground, because i was falling into a space with no blocks*stupid me* and i was the first one out. Not much more to say about this level

    Survivor 11 aka 26 second frustration

    A level suing MezmemerIze by Dethman i think, im not sure, when you get into the arena, you start off in a box which u have to shoot to break open. Also, the walls have the riccochet event on them, so you could shoot at the wall and the bullets will riccochet off them. Everything else is basically average, except the name, which is……….well…………Strange, or so to speak

    Survivor 12 aka Insidious Illusion
    A level using BlurredD’s own tileset, Castle 2, i didnt really like this one. It was well, to confusing, thedestruct blocks being the backround o course, and i just didnt like this much, its an average survivor level that i didnt like.

    Survivor 13 aka Safety Precaution

    OMG BLURREDD 13 IS BAD LUCK NUMBER U FEIND. anyways this tielset is by ET, and the survivor level is just way different. Its VERY small, about 20 tiles high and 50 or 60 tiles wide. There are floating red springs above the warp zone, which u can only loose if being shot, because u cannot jump on springs when flashing. Though small, this isnt that bad, and it is more of a quicker survivor level, which takes less time to beat. Not much more to say on this one im afraid.

    Survivor 14 aka Mechanical clock chaos

    Another tubelectric level, again. There are some cool effects here, like when u start those moving pipes, cool. It an original survivor level, so i cant say much about it. This is a tall one though, but not very wide.

    Survivor 15 aka Chain Reaction

    Woot, i liked this one it uses top secret 3!!!!Lets see um, there is top secret by overlord, top secret 2 by overlord and now top secret 3!!!! I bet bluredd made this tileset by taking top secret 2 and adding more ripped tiles to it. The reason i liked this one is becauseof the tileset, and thats its wide, not tall, i like wide levels more, because tall ones take to long. Well, there are more bircks on the sides than in the middle just to tell you, and nothing more

    Survivor 16 aka Vacant mine shaft

    I also liked this one, it uses the mining operatino tileset. There are 3 turtle censored at the top, which when u shoot down destroy a heck of a lot of blocks, and thats fun and gives nad advantage to the ppl at the top and a disadvantage for ppl on the bottom. There are lots of destruct tiles here, and the backround is better than most. So nuff said

    Survivor 17 aka and insidious illusion 2
    Using the battle ships conversion, this isnt that bad. It uses backround tiles like the insidious illusion 1 does, but this time its a bit better. Maybe because of the tileset. There are way less destruct tiles than usual, which makes this level quicker to win/loose.

    Survivor 18 aka Mean Green Elevator Machine

    Woah, probablt the longest name, uses the j2lc alien space lab tileset, which i mistook the creator for Disguise, but ppl told me quist made it so.. This one is one of the smallest, but hardest of all survivor levels. You are trapped in a fairly small box, which all sides you touch cause you to be out, woah thats hard. But its also fun and challenging, so overally i liked this one.

    Survivor 19 aka Crater Maker

    Space Warbase tileset-Disguise
    I liked this levekl and the tileset it uses. The bomb crate idea was interesting, that you can wipout more blocks at one time. The destruct blocks are yellow, and the name of this level was one of the most creative. Other than all that, this is your basic survivor level wihich i liked.

    Survivor 20 aka Tower of death

    The last and probably around the hardest. BlurredD wanted to make the last survivoer level, different form all the rest. The arena is very big, although the blocks are moslty found only in the middle formed as a tower. They collapse over time because of special tricks blurredD used, and to be the survivor, you must continuesly climb out to get to the top. Once youve reached fairly high hieght, the arena gets smaller and the blocks begin to take up all the arena, not just the middle. Thid one probably having th most blocks, is the most funnest, differentest, and most effort was put into it. Thats why blurreDD saved it for last. It uses Skulg’s where bad rabbits go tileset btw

    Well, hope u enjoyed reading my review, it was probably the longest i’ve made, evne thpugh not as long as Violet’s or Traftons. In conclusion this is a fun creative pack reccomended for EVERYONE. It has a good new idea, and is veery good. My conclusion is……..

    JAZZ JACKRABBIT 2 ROX SO GO PLAY IT NOW CYA

    ~Blackraptor aka Blacky
    [This review has been edited by Blackraptor]

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    Violet CLM Posted more than 20 years ago

    9

    Edit: Everything after this text is Trafton’s fault. (AND HE STILL GOT THE LONGER REVIEW I SHALL THROW FISH IN AGONY)

    Welcome to the second review of Lost Gemz Volume II (Survivor) by Violet CLM. As in, the second time he reviews it.
    Lost Gemz Volume II (Survivor), created by BlurredD, level maker supreme IMHO, is a pack composed of 20 Ground Force levels, so make sure you know what you’re downloading here. And now for my ridiculously elongated review, which is still shorter then Trafton’s because he went into more detail about each level then I did.
    Let us begin by taking a look at each of the 20 levels.

    Level 1: Thermal Scorch
    Ground Force levels were quite the rage when this level was made, I believe, and this level appears to be the author’s way of getting in on the fun. While there is good eyecandy, the actual level is mostly just a bunch of randomly placed platforms. The reason for this is that shortly after you hit the crate at the top, lasers shoot all but the bottom ten or so tiles, then a volley of TNT crates fall. Thus, the actual arena is a small area, but still is well made, if not as original as some of the later ones.

    Level 2: System Clogged
    This is more like the original Ground Force levels made by ET, as in it’s more flat then tall. There are a bunch of structures of blocks with the blue bubbles of Mez02 hanging around to connect them, or just to look cool. In this one, there are three crates, all located near the bottom so you need to be kind of careful if you destroy them with TNT. Each launches a volley of TNT crates, and if you hit them all, you are left with an arena composed of several islands, which is always good for endgame playing.

    Level 3: Waste Drain
    BlurredD is still experimenting with different kinds of layout here, I think. This one is built more like a standard battle level, except that there are no slopes (not sure why) and all the walls are destructable. Nothing incredibly special about this level. Still, the TNT crates will leave several gaping holes in the ground, letting you fall into the green slime beneath from the freeze enemies that also come down.

    Level 4: Heaven Sent
    Same thing as Waste Drain, basically, except for the nice looking arches near the bottom which make the whole thing more realistic, somehow. TNT crates and freeze enemies come down from each of the crates, trying to get you to fall in. Still, if the author had used more of Heaven’s tiles, and not just the weird brick stuff near the bottom, this would probably have looked better. Even Ground Force levels benefit from some additional eyecandy.

    Level 5: No Escape
    A flattish arena, but the platforms look kind of cool (not all completely solid blocks). After someone hit a crate, it is more up to luck then anything else on if you survive or not, so try to find somewhere built up to hide inside if you start feeling pangs of lag. Of course, the lasers that tear through the level before the TNT crates don’t help you in that matter. Not an incredible amount of eyecandy can be done with this tileset, but the author tried his best (take a look at the warps at the bottom).

    Level 6: Electrical Wipeout
    Interesting background, but I think he did about the same thing in scecircuits.j2l. This level is similar to Thermal Scorch in that once the crate is hit (this can be dangerous to do, as most of the bottom is collapse scenery, and the crate is on some of that), a decent percentage of the level is removed by lasers and a TNT crate volley comes down to erode it a bit more. People will take a while to die in this one, though, as the level remains pretty built up even after the crate. Also, this level contains springs, an idea I’m not paticularly fond of.

    Level 7: Polar Chill
    This level is close to what ET probably had in mind when he first made Ground Force. It uses ET’s tileset called Ground Force, in fact. All the platforms have slopes, so you can run around freely without shooting your way through everything. The only things you need to shoot to get are some caches of Seekers and TNT, and the crates. There is a crate on each side, and each launches two or three Concentrated attacks of TNT crates. Once both crates are destroyed, you’re left with a fun area that will involve jumping from platform to platform to get at other people. (Endgame stuff)

    Level 8: Tri-Sides
    The sides of the level are also warps in this one, as the name suggests. This is a feature not repeated until (I think) Level 18. The level consists of a bunch of probably randomly placed blocks, some ammo, and some frozen springs. You have to melt the springs before the crate is hit, because the areas below the springs get lasered once the crate is gone. As people tend to hit the crate early, I don’t mind this use of springs paticularly. (They’re also right next to the warp walls, adding further danger) All in all, this is a good level with some cool features, and one of the best of the first half.

    Level 9: Diablo’s Outlook
    This vertical level has two vertical arenas which join together at the bottom, where you can jump from one to another (there are Medivo vanishing platforms inbetween them). Each side has a crate that mostly demolishes the OTHER side, so this level can require some strategy to do well. There are also some frozen springs near the bottom. The crates are surrounded by stomp blocks, to make them dangerous, and there are several caches of cool stuff near the tops surrounded by bouncy blocks. (Weapon blocks always make good things to stand on)

    Level 10: Uncharted Territory
    This is the first of the levels that was not in what I think of as BlurredD’s original levels. This one is kind of evil in that one of the warp targets is directly above a pit, so if you fall straight you die by default. The blocks appear to not drop anything when they are destroyed, but this is untrue – sparks fly out of them. TNT a cluster of them and you’ll see what I mean. This level has a good design and the crate brings down a lot of TNT, so I have no complaints. (Nice use of the pipes, by the way)

    Level 11: 26 Second Frustration
    The level name is, as Trafton said, based on “24 Hour Coffee” which used the same tileset. This horizontally based level has three warp targets, each of which are inside a box of destruct scenery, which make really good places to hang around later in the game (they are not totally destroyed by the TNT crates). Three crates also ordain the level, each near the bottom, and they bring down a hefty attack of TNT crates on their own general area. (There is also a chocolate bar in this level for, I presume, some sort of inside joke) Once the TNT crates have done their work, the level is still kind of substantial, so there will be a decent battle in this. This level also has some nice eyecandy.

    Level 12: An Insidious Illusion
    Maybe it’s just me, but invisible stuff is cool. In this level, anything that you see the textured background in is solid, and the rest of the stuff isn’t. However, the stuff that comes out when you shoot an invisible block isn’t too cool. The level also has a decent layout, though if the floating platform in the middle was destroyed by the TNT crates, I think I’d like it a bit more. There also is a bit too much TNT in this level, IMHO.

    Level 13: Safety Precaution:
    Quite possibly the most original level of them all, Saftey Precaution is a short, horizontal level with a bunch of platforms that keep seeming to get in your way. What makes this level interesting? The bottom is protected by red springs, so if you fall in, you’re safe unless you’re blinking at the time. Every half minute or so, lasers fire right above the springs, so if you’re keeping safe by hiding underneath all the platforms and bouncing up and down, they’ll probably hit you and make you die. As Sal used to say, Wheefun. Good eyecandy, too.

    Level 14: Mechanical Clock Chaos
    A vertical based level, this one mostly relies on its eyecandy to get applause more then the actual level. There is a turtle shell at the top and the crate/some springs at the bottom, and inbetween is a tall level with lots of blocks. After you hit the crate, TNT crates will drop every two minutes or so for a few times (got bored, so I’m not sure how many times, but at least 3). It takes a while for the level to get down to anything small, though, so you’re likely to survive for quite a long time in this. The eyecandy consists of some stuff at the start which looks kind of like the inside of a clock, and a giant clock in the background of the arena that goes all the way around every fifth of a minute. (The author Could have made it go around every minute, had he wanted to, so I’m not sure why he did that)

    Level 15: Chain Reaction
    In this level, you come down at the same times as a large volley of TNT crates, which take out most of the middle of the level. If you care to go down with them, you get hit by smoke ring stuff, which gives the background a really cool effect if you have high detail on. Once that is done, there are two islands on either side of the arena \ . /, with the . being a small amount of land left in the middle. In less then a minute, though, the two islands get worn away. There’s also one trigger crate on each island, but they don’t seem to do anything at all. All the blocks are green, which is odd. I’d have made one side blue, one side red, and the middle green, personally, but to each their own, I guess..

    Level 16: Vacant Mine Shaft
    This level really goes with the title. You start on a flat platform with some turtle censored, and there’s no way down into the level other then the turtle censored. (Sadly, if you stomp all the censored, you’re out of luck, and there’s no way to play the level) The turtle censored, once shot, bore a path down through the ground, then go down a shaft which is cleverly placed to recieve it. Once all the censored have gone down, you have a series of shafts going down into the ground. There’s also a crate that will blow off most of the top and any censored you left unshot. While it looks kind of hard to die in this without a lot of players or stupidity on your part, this is a fun level with great planning and forethought invested. (There’s also a spring for some reason) I’m biased towards this level because it uses my tileset.

    Level 17: An Insidious Illusion 2
    BlurredD had to make a sequel to it. Another invisible block level, this one is symettrical, with funky formations on either side and a crate in the middle. Most of the level is taken out by the TNT crates, except some stuff on the far sides, and everything in the middle. (This is because nothing comes down in the middle, allowing people to hide in the huge block of destruct scenery that is present there) One thing odd is that while normal blocks where you see the sky are solid, but there are portholes where you can see the sky that aren’t solid. This can confuse the player.

    Level 18: Mean Green Elevator Machine
    This name is incredibly familiar. Anyway, this level is a squarish arena where ALL FOUR SIDES are warps. I found this out the hard way. ;) The main level is a grid of 4 tiles per grid square, some of the squares being solid and others not. There are small packets of ammo everywhere. If you hit the crate in the bottom right corner, all but a bit of the level is destroyed, and lots of stuff was destroyed before then, very little will remain untouched, I should say. The eyecandy’s also great, as it uses perspective to make it seem like the whole level moves down (layer 5 moves faster then layer 6, which moves faster then layer 7, and layer 8 doesn’t move) Well done.

    Level 19: Crater Maker
    There is no trigger crate in this one, I believe. All the big platforms are riddled with TNT crates, so if you shoot a crate, the platform mostly self destructs, which is dangeorus to you and anyone else on it at the time. There is also no ammo, you fly through several lines of ammo before entering the level and that’s it. (Although if you shot some down there’s a chance to get more, depending on where it lands) The eyecandy’s good, but while this is a good theory, it didn’t turn out incredibly well in practice. Still good.

    Level 20!: Tower of Death
    This level has a cool idea, though it’s not very original. At the start you are forced to hit a crate to get out (it has text telling you to CLIMB in red letters). Gradually, almost the whole level (the tower part) gets lasered, starting at the bottom and working its way up. It stops at the top, where the tower stops and you get an ordinary arena. In theory, this weeds out the slower players, but the lasers take long enough, most everyone would be able to get up, considering they HAVE to be Spaz. Indeed, it might have been a good idea to make this a Jazz only level, as the normal reasons Jazz is bad don’t really apply here, and it’s way too easy to get up with Spaz. (I took time to smell the daisies and still got up with plenty of time to spare)

    Engine: How the levels are made
    At the start, you are put through something that makes sure you are Spaz (Or Lori.. these levels don’t take TSF into account, as the helicopter ears are the thing BlurredD makes you be Spaz so you can’t use) This is done by having you sidekick through a bridge. If you can’t sidekick, you go on top of the bridge, and get warped. Once past that, you wait in a starting room for the host to start the game. (The host goes into a room in the wall of the waiting room before other people get there, and gets a coin so he can get to the other host room later) He hits a crate when everyone is ready (as in has finished downloading and is in the waiting room (or is idle)), which sends everyone into the arena. If someone dies, they go into a slow sucker tube loop, unless they’re the host, who uses his coin to enter a coin warp sending him into the second host room. Here there is a generating blue gem and an exit, so he can cycle the level at any time (no Controller.exe needed)

    Disclaimer: Don’t get mad at me
    All ideas and criticisms incorporated in this review were typed by Violet CLM and are not meant to encourage lawsuits. If you do sue me, you know something I don’t, because I see nothing bad in there. All refrences to players as He/His/Him/Etc are because I was too lazy to add a slash and a female counterpart, and was not sexism. This review may be copied/reproduced as long as it is not changed past the point of fixing grammar and/or spelling, there are no ridiculing comments by the author about my mental prowess, it is reproduced in full and I get full credit for the whole thing.

    Credits: Source of stuff
    “Lost Gemz Volume II (Survivor)” was created by BlurredD, and is his property to modify as he wishes. This review was typed by Violet CLM, because Trafton was showing off with his l33t long review writing 5k1llz. Jazz Jackrabbit 2 was created by Epic Megagames, and redistributing it without cost is illegal in ways I am too lazy to mention here.

    Methods: How stuff was made possible
    “Lost Gemz Volume II (Survivor)” was created using JCS, and is playable in JJ2 1.23, 1.24, and possibly earlier versions. This review was typed in a form textbox created by PHP, using Netscape 4.7, and not Internet Explorer of any kind. BlurredD and Violet CLM were created in the standard method, which I shouldn’t explain here as it’s kind of messy and is completely irrelevant anyway.

    FAQ: Further information on related stuff
    What is Ground Force? Ground Force, commonly called Survivor despite that being wrong, is a gameplay thought up by ET, based on “Survive” by CraccoBoy CC. It involves shooting blocks, as most all the blocks are destruct scenery, and endeavoring to be the last person to get warped out of the arena.
    What is PHP? Pretty Hard Pants.
    Can I make Survivor levels? No, you can’t. You are perfectly free to make Ground Force levels, but Survivor is the levels in this pack, and none other.

    Help: Tactics and other useful stuff
    Depending on the level, a very useful tactic can be to find a large block, shoot a path in, and hide inside it. It helps if the block is low down, unless it gets destroyed by lasers. This should keep you semi-safe, and there’s a decent chance you can remain there until most everyone else is dead. In fact, concentrating on staying alive in general is a good idea period, though if you’re at the end and there are only two of you, it can be not intensely practical. Also, make sure you have (assuming the level supplies them) a decent amount of TNT and Ice at the very least, and preferrably some bouncies and seekers. (See later in this section)
    In the vertically based levels, one very useful tactic is finding a single floating block at or near the top, eliminating all blocks near it, then standing on it. Shoot up constantly until all TNT has fallen. If you did it correctly, and had some luck, you will be standing on a high up block with nothing at all anywhere nearby. This is hard to get going, though, as people have a tendency to shoot blocks out from under you.
    Subesection Weapons: How to use the ammo (IMHO)
    Blaster: For shooting holes in things and generally blowing up stuff. Generally keep yourself on this and go nuts if you want.
    Bouncers: Paticularly useful after the TNT has fallen. You can use this to stand on one platform and destroy another person’s platform. Paticularly useful if they are frozen at the time, as it is harder for them to escape. I have had my platform injured/destroyed many times by bouncies.
    Ice: More endgame stuff. Open some big holes in the ground with some weapon that can go down, then use ice to have people fall in. Ice is generally not plentiful, though, and you need a lot of it to get it right, so stock up.
    Seekers: Seekers are best used for shooting people who are bouncing up and down on springs. Also, if you’re below the person you are attacking, you can destroy the block(s) they are standing on. You can also stand on one platform and fire seekers at high speeds off into the wild blue yonder, trying to hit something, but this is not always practical.
    RF: Want to destroy something? Use this. However, RFs have this annoying rebound thing so never use it near a pit, as you are likely to get thrown in by it. Good for hurting people from a far distance (say, Safety Precautions)
    Toaster: If you have no TNT and you want to destroy a lot of stuff, use toaster. While it’s not good for all that much else, Toaster can take out large quanities of blocks in a short time. Useful before and after the crates.
    TNT: Yeah! Contrary to most gametypes, TNT is insanely useful, as it can destroy anything and everything. You can jump onto someone’s platform, lay some TNT and jump away fast. The platform will self destruct. Keep in mind that TNT, generally, will destroy blocks two tiles down, but no further. Also useful for simply blowing holes in walls, destroying hard to get at crates, stopping springs from working (very mean thing to do), getting through weapons blocks, and just generally blowing stuff up.
    Pepper Spray: If you have no RFs or Toasters, you might want to use this to shoot something far away.
    Electro Blaster: No idea. The only situation I can think of where it would be vaugely useful is Diablo’s Outlook, where you could use it to shoot blocks on the other side of the level.

    Random: Fun facts and other such stuff
    The original Ground Force level was created using one of Craccoboy’s tilesets, in January 2002. It was very horizontal, let you choose three weapons at the start and you’d get no others afterwards and had a few turtle censored and freeze enemies but no TNT crates.
    Lost Gemz Volume 1 can be found at http://www.jazz2online.com/downloads/moreinfo.php?levelid=699
    The type of Ground Force where the server decides what falls on the level and when is commonly called “Controller Survivor”, and is what Ground Force (quite possibly the most popular custom gametype) originally was.[This review has been edited by Violet CLM]

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    Taz Posted more than 20 years ago

    9

    This is just gurreat.
    First a sign to Foolish acid:
    Acid: You must play this in MP. Acid (again, lol): Okay. nm then :P

    Okay, lets begin.

    There are all just great levels. Good use of tilesets, but you must download them all, with music, before you can play AND have the music.
    Yup, BlurredD Rock. Nuff said too. DOWNLOAD THSI NOW. Grmph.

    @Salamander: Don’t lag too much ;P

    Edit: You uploaded the music, tilesets. I’ll make a 9 of my 8.7. Catch![This review has been edited by Taz]

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    Snowball Posted more than 20 years ago

    9

    WoW Trafton, take it easy… that review is the longest I’ve ever seen!
    now to my review:
    Cool levels, but I dont see anything to say, if I’m not allowed to repeat somebody else (cough Trafton cough :p)
    overall an 8.7

    This is a short review. It has less impact on the upload's score.

    RSPSS FR Posted more than 20 years ago

    9

    Very good, some nice ideas have been implemented to great sucess, and it turns out a great end product. Nothing else to say.

    This is a short review. It has less impact on the upload's score.

    Gecko Posted more than 20 years ago

    9

    this is a great pack now if he did anti-spaz survivor

    This is a short review. It has less impact on the upload's score.

    KJAZZ Posted more than 20 years ago

    9

    Very fun, I host it often. ;P

    This is a short review. It has less impact on the upload's score.

    Lark Posted more than 20 years ago

    9

    Cool. Enough said?

    This is a short review. It has less impact on the upload's score.

    DaThunderPX Posted more than 20 years ago

    10

    IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! IT ROCKS!!!!!! .. sets hyperactive meter to -10000 Sequel IS required. I even made my own story of the levels. Wnna read it? I uplaoded it.[This review has been edited by DaThunderPX]

    0 of 1 person found this a good review. Did you? Yes/No

    AcId Posted more than 20 years ago

    Never mind, the tilesets just didn’t move into the folder! Thwacks tilesets

    These are pretty good levels, but for some reason they don’t appear in the home cooked levels list.

    @Taz: That was the first thing I tried! 2 player treasure hunt split screen![This review has been edited by Acid]

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    blurredd Posted more than 20 years ago

    I forgot to mention this in the description: I know they they are Ground Force levels (I forgot to credit ET for the concept, too). “Survivor” was originally suppose to be the name of the pack of Ground Force levels I made. But eventually, everyone started to call the concept Survivor and making “Survivor levels”. (I can’t help it if “Survivor” is more catchy than “Ground Force”). So technically, Survivor is the 20 Ground Force levels I made, not the name of ET’s concept.

    Anyway, for those who deemed some of my levels as “unoriginal”, I couldn’t help it. For the first several levels, I was just trying to make some decent Ground Force levels. I can’t help it if each and every level I made in the pack is not completely different from another one.

    I’m a little surprised by how some of you reacted to several of my levels. I probably should have explained the strategy I wanted to be used in each of them. Like with Uncharted Territory and An Insidious Illusion 2, I wanted it so that when you shoot the tiles with pepper spray, you can barely see them disappear, thus giving an opponent on top of these almost no time to react. And with Tower of Death, I had to make it the way it was because if I used too many tiles, the level wouldn’t work the way I wanted it to, plus I wanted it easy enough to get to the top when there’s a lot of people playing in it. I know you can go to the top pretty quickly, which is part of the reason I added ammo (it’s also suppose to be a distraction). I figured instead of just going to the top and waiting for others, you could just shoot tiles and make it impossible for anyone else to get all the way up.

    As for other things mention, it seems that you can’t play as Lori in TSF (from my short 5-second test). And DaThunderPX, if you go to the top-left at the start too fast before you stop flashing, you won’t get the coin and/or hit the crate that closes off the room. You have to use good timing so that no one else can go there, too.[This review has been edited by BlurredD]

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    StormyThunderbolt Posted more than 20 years ago

    Well, I’ve tried downloading the levels a million times, but the tilesets aren’t appearing in the Jazz2 folder. Can anyone help?

    Btw: from what I saw on J2O, the levels are great!

    Sk8terboyJJ2 Posted more than 20 years ago

    GREAT! um yea

    (Unsupported rating removal. Please provide a longer review. -Trafton)[This review has been edited by Trafton AT]