Mystery of the Four Artifacts (Plus edition)

  • Rating: 6.6

Reviews and comments

    WaterRabbit 22 Sep 2021, 21:28

    Playing through the new version, I seem to be experiencing a bug. In mo4a_0.j2l when I turn on the switch to make the platform move, the camera doesn’t return to the character’s position. I tried using jjk but then I couldn’t move at all.

    chandie 28 Oct 2021, 19:58

    Hey WaterRabbit, thanks for the feedback. By pressing DOWN you need to stop the platform. The point is to reposition the platform to climb up higher. Then the camera should move back to the character. If it still does not work then please let me know and I’ll try to find a different solution.

    Bloody_Body 7 Jan 2018, 10:18 (edited 22 Jan 18, 13:46)

    7Recommended:

    I agree with AvalancheMaster and PJ. I’d just like to whine a little bit more about graphics and gameplay.

    Whining about grafics.
    I highly appreciate the ideas of writing a proper storyline and creating brand-new tileset conversions, but the realisation of the last isn’t that good. The quality of graphic inclusions is far inferior than of the original Nick Stadler’s masterpieces. I think it would be much better just to combine original tilesets with each other – remember Rage of Aquarius or Scorpio Key? They are so harmonic! It would be really great if the inclusions fit the original drawing style but they don’t. And the quality of the recolors isn’t the best I’ve ever seen.

    Whining about gameplay.
    When I started playing the episode, my first reaction was like “WOW! What a great and original piece of work it is! I wonder why its rating is so low?” However the more I played the more I felt bored and the more I agreed with the rating. After 10th level or so I couldn’t help typing “JJNEXT” just in order to have a glimpse of all of the levels. How many of them you’ve made? 50? Oh, God. Sorry. It’s obvious that you’ve put a lot of effort in them, but the repetiveness kills all the gameplay. It’s simply tedious. Making true single player Jazzers endure this gameplay is like making Usein Bolt search for a lost sock in each of 50 huge and messy rooms. JJ2 is supposed to be a fast paced game, isn’t it?

    P.S. It’s not easy to rate this episode as a higher rating could sometimes be given to a small level wich was done in one evening. And you’ve put so much effort in your work. I appreciate your enthusiasm, creativity and diligence!

    4 of 5 people found this a good review. Did you? Yes/No

    Slaz 4 Apr 2018, 17:38 (edited 4 Apr 18, 17:39)

    7Recommended:

    I played this pack in small doses after it’s release to overcome the repetitiveness that people were experiencing, but I still like to give it a little review.

    This episode basically consists of a Carrotus hub world, which leads to 4 worlds somehow inspired by human history and myths. In turn these 4 worlds have their own hub, or Central Area, that leads to several levels. I love how the tilesets used are Chandie’s own arrangements of JJ2’s original sets, often with modified palettes to serve a different purpose and combined with oddly photorealistic looking temple-ish graphics similar to Tomb Rabbit.

    The story is basic but slightly more portrayed than your average single player. Jazz and Eva’s daughter got killed by Devan and original character Merlin will help Jazz and Bonus (the Coin Bunny) go back in time to get it undone. For this they need 4 ‘Time Freezers’ scattered in historic locations. For some reason Bonus wants coins for every warp they make. While silly, I liked that Bonus had some character with funny texts and unexpected places where he showed up.

    Gameplay mostly involves you searching an area for a lot of trigger switches, which in turn open up the exit or lead to coins needed to go to the next level. Ammo is plenty but other pickups such as food are very scarce. Some levels like Temple of Sun or Alibaba’s Cave are pretty well designed while others, especially the Central Areas, felt more empty and dull. I also disliked the morph sections where you often had to open up an area with Jazz’s high jump, only to return and come back as Spaz to finally get that coin. That often repeated several times in each Central Area.

    So long story short, the hub worlds are kind of repetitive and meh, while most ‘real’ levels are pretty good and well-made as vanilla levels.

    Level specific things that stood out to me:
    Temple of Sun, among some other levels, had nice animated tile traps, as well as Toaster fire cannons.
    I liked the perspective of the doors in Cave of Wonders, as well as the pun on the bosses’ name there.
    Poseidon Islands had a nice escape level with flashy lights, and cool stuff like that.
    The later bosses, Alchemist and the Devan tank thing, were pretty well made.

    Specific things I didn’t like:
    West Desert had a very unclear long jump, even with the trigger platform slightly giving it away.
    Too many trigger switches is a general problem, but Atlantis Central Area topped it all.
    Atlantis’ underwater lab had a very unclear path, and no guaranteed TNT to progress.
    In general TNT usage was confusing, and hindered progression in Atlantis.
    Buddha’s Temple in particular had confusing tile masks a lot.
    The ending felt a bit rushed.

    Now for some problems:
    In Temple of Sun, the last checkpoint gets you stuck in a wall after dying.
    The Arabius Intro’s next level leads to itself after pressing ‘space’, but jjnext does work.
    The 2nd time in Atlantis Central area, Bonus has incorrect text ID set.
    Tibetius has a tube that exits right under a Demon enemy, and it’s easy to get stuck inside the corners of temple roofs.
    The 2 times Chandie knew a trigger door was bugged were annoying (in Atlantis’ ship & Buddha’s Temple). Bonus does tell you to walk back a bit to make it work with varying results.
    Some music files near the end may be missing?

    Overall I do recommend this if you can enjoy vanilla single player, have some patience, and can look through some oddities here and there. This is not Chandie’s ‘ultimate episode’ or something but still worth a play even if you just jjnext the hub worlds to reach the better levels.

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    PurpleJazz 6 Jan 2018, 13:08

    7Recommended:

    I agree that the level design is often rather laborious gameplaywise, and visually uneven (some colour mismatching, and that has to be the worst rain effect I’ve ever seen in JJ2). However, I enjoyed the variety of areas and the effort that went into visual storytelling, and I love the Arabius and Tibetius tilesets; alone they’re worth a download.

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