Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
FSP: Rent Collection | Violet CLM | Single player | 9.1 |
______ _____ _____ _ | ____/ ____| __ \ (_) | |__ | (___ | |__) | | __| \___ \| ___/ | | ____) | | _ |_| |_____/|_| (_) _|_|_| _| _| _| _|_| _|_|_| _|_|_|_| _|_|_| _|_|_|_| _| _| _| _| _| _| _| _| _| _| _| _|_|_| _| _| _|_| _|_|_| _| _| _| _| _| _|_| _| _| _|_| _|_|_| _|_|_|_| _|_| _|_|_| _| _| _| _| _| _|_|_|_| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_| _|_| _| _| _|_|_| _|_|_| _|_| _| _|_| _| _| '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ TO PLAY: Extract all the files contained within the .zip into your main Jazz 2 folder. If you have room in your Home Cooked Levels list, open up Jazz 2, enter the Home Cooked Levels episode, and select fsp0.j2l with the difficulty of your choice. If you don't have room, after extracting the files, choose one of the .bat files included in the .zip and run it. Press a key, and you will be able to play FSP: Rent Collection using any difficulty mode you choose. (.bat files may not work in some operating systems, and must be in the same folder as Jazz2.exe.) '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ DESCRIPTION OF GAMEPLAY: FSP: Rent Collection plays a little differently from the average JJ2 level. Instead of searching through the level for one single exit, the goal is to collect all the Silver Coins in the level, in any order you can. Once all coins in a level are collected, you will be warped to the next level, where your hunt will begin afresh, and so on until the end of the story. Unfortunately, the coins you need so desperately are not as easy to find as you might hope. Certain traps and guards have been set up to deter you, but there are also a number of helpful objects, all of which will now be described: 1ups: In every single castle you will be able to find one floating green "1up" text. These objects will, when collected, give you an extra life. Blocks: Some walls, generally in the form of strangely designed blocks, can be shot and destroyed, allowing access to new areas of the castle. Not all of these are obvious - sometimes you can open a new area just by shooting an innocent looking wall. Trust nothing. Blue Potions: Walk into a blue potion and you will be transported to some other place. Sometimes your next location will be already visible, but other times you may end up having no idea where you are relative to your previous position. Blue potions may also appear as circles of swirling white fire. Carrots: Some of the most useful objects you will find are carrots, which will restore your depleted health. They are fairly common, but a long enough stretch without eating any can spell "certain death" with a capital D. Enemies: A number of small creatures patrol the castles, eager to end your quest by destroying you utterly. These evil manifestations of Cannon Fodder include such foes as devils, dogs, glowing floor, rats and other such vermin. Beware! Elevators: Brown blocks with golden up and down arrows on them represent arrows. While in an elevator shaft, you will be able to fly up and down using the up and down keys. You lose the ability of flight as soon as you exit the elevator shaft. Flying Cats: In certain places you may see a tiny floating face. Jump up to that face, and a cat will appear, floating lazily in midair. If you grab the cat's tail, you will be pulled upwards to a new area of the level, or just some random goodies. Gems: There are an enormous number of gems in the castle. They serve no practical purpose, but send your score up very fast. Keys: You will sometimes find floating keys in the castles, either silver or gold. Collect them. Later you will be able to use the keys to open up locks of the same color. Lava: You will often find large pits of lava waiting to swallow you up. Normally, falling in lava will injure you, but if you are playing in the Hard difficulty mode, you will die no matter how much health you have left. Locks: If you have a key of the same color as a lock, a metal crate will be found next to the lock. Hit this crate, and the lock will open, making some change somewhere in the level - a wall may open, a platform may appear, enemies may attack you, anything. There will generally be just as many locks as keys in a level. Mad Monks: There are seven monks in the game, standing in strategic places designed to block your exploration. The monks themselves can't hurt you, though they do have skull shaped wall designs nearby which will throw fire in your general direction. To destroy a monk, you must shoot a nearby wooden crate. Shields: In some castles, you will be able to find strange monitors with pictures of lightning bolts. Shoot one of these monitors, and you will be enclosed in a glowing shield of plasma which upgrades the power of your bullets and renders you invincible against attacks. If you get hurt within a shield, your shield time will go down five seconds, but your hearts will remain the same. Shields also prevent you from losing a life if you fall into Lava on the Hard difficulty mode. Silver Coins: Collect all the silver coins in a level to continue. However, you must find them first... Spikes: All over the game, tiny sharp spikes jut out of the ground. If you step on a spike, you will be injured. Switches: If a switch is all by itself, you need only touch it to trigger changes elsewhere in the level similar to those caused by a lock. If there are multiple switches, however, you must turn them into a combination of switches pointing either Up or Down, and test this combination by using a nearby White Potion. Switches can be toggled by moving into the area directly above or below the switch. If you have the right combination, something will open nearby. Toaster: To help your quest, small packages of Toaster ammo have been spread throughout the game, ready to be loaded into your gun and fired at your foes. Your toaster supply is limited, so don't waste it on innocent walls. White Potions: If you are attempting to use a combination lock set of Switches, walk into a White Potion to test your combination. If you are playing on the Easy difficulty mode, the wall or whatever will be unlocked no matter what combination you tried. That is all you should need to know in order to survive in the strange world of FSP: Rent Collection. ---NOTE!!!--- These levels have been designed in the gameplay and graphical style of Hocus Pocus, a 1994 game by Moonlite Software, published by Apogee. To preserve the feeling of Hocus Pocus, you are advised to play the levels without running, stomping (unless in case of crates), upper-cuting, sidekicking, copter-earing, double-jumping or karate-kicking. All levels have been carefully designed and tested to be possible under these conditions. '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ Visit www.fooproducts.com for even more adventures and information about Fooruman and his friends. '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ '-_ THE CREDITS: LEVEL 1: A RANDOM CASTLE Level design: Violet CLM Tileset graphics: Moonlite Software Tileset compilation: Violet CLM Music: Hocus Pocus (Mushroom), composed by Moonlite Software, downloaded from Fileplanet, converted by Violet CLM. LEVEL 2: LACK OF MARMALADE Level design: LAbRaTkiD Editor: Violet CLM Tileset graphics: Moonlite Software Tileset compilation: Violet CLM Music: 3DDEMO2.mod, remix of Fooruman's Theme Song, composed by Mad Freak. LEVEL 3: A COLD DAY IN FOOMANIA Level design: Violet CLM Tileset: ET Inspiration: Jazz Jackrabbit 2 Episode 4 Level 3, "A Cold Day in Heck". Music: Whole New World, music inspired by Hocus Pocus, composed by Grymmjack(gj). LEVEL 4: BLACK NINJA'S CASTLE Level design: Black Ninja and Violet CLM Tileset graphics: Moonlite Software Tileset compilation: Violet CLM Music: No Regret, suggested by Black Ninja, composed by Straylight Production. LEVEL 5: THE NATURE CASTLE Level design: Violet CLM Tileset graphics: Moonlite Software Tileset compilation: Violet CLM Music: Ascent of the Cloud Eagle, composed by Necros. LEVEL 6: MELLENWAH Level design: Violet CLM Tileset graphics: Moonlite Software Tileset compilation: Violet CLM Inspiration: Hocus Pocus Episode 1 Level 9, featuring the Mad Monks of Mellenwah. Music: Night Guard, music file from dead level pack "Journey to the Center of Carrotus", suggested by Blackraptor, found by DanX, composed by Jakub Husak. LEVEL 7: FOORUMAN'S HOLOGRAM MACHINE Level Design: Violet CLM Tileset graphics: Moonlite Software Tileset compilation: Violet CLM Music: M04.mod, composed by Necros/Straylight. STORY LEVELS: Design: Violet CLM Text: Violet CLM Inspiration: Based on the story screens from Hocus Pocus. Images: Random sources found using Google Image Search. Music: 3DDEMO.mod, aka Fooruman's Theme Song, composed by Mad Freak. Original concept: Black Ninja, Spotty Storyline: Violet CLM, Black Ninja Level design: Violet CLM, Black Ninja, LAbRaTkId Tilesets: ET, Violet CLM/Moonlite Software Tested by: Blacky, Cooba, Salamander .bat files: Black Ninja Original Fooruman universe: Black Ninja, Spotty "Fooruman" character: Black Ninja, Spotty "Greenkiller" character: Violet CLM (named after Greenkiller) "Black Ninja" character: Black Ninja "Spotty" character: Spotty "Beard guy" character: Black Ninja "Jazz Jokerabbit" character: Violet CLM SPECIAL THANKS: Spotty, who did some concept work which is hard to explain, and was originally going to be part of the level design team but didn't have the time. FireSworD, who was originally going to be part of the level design team but never produced anything. Cooba, Blacky, LAbRaTkiD, Spotty and all the other friends who supported this project and the Fooruman universe over the ages. Moonlite Software and Apogee for the creation and production of Hocus Pocus, in particular the image used by Fooruman. Greenkiller, for making the original Hocus Pocus tileset conversions which none of this would have ever been made without. J. R. R. Tolkien and Peter Jackson for bringing the White Wizard Saruman to the eye of Black Ninja, inspiring in part the Fooruman character. You for downloading this pack.
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