Review by Cobra NF

Posted:
18 May 2011, 20:42
For: DoubleRainbow
Level rating: 6.2
Rating
3

Ok I dont think this tileset deserves a 10

A good big tileset needs a 10

This one at least takes a 3.

and vark i am not good at making tilesets and i can do this with ANY pc i want to.

it is easy and I dont see the point ur trying to make in your review.

this is a good tileset to start with for starters in tileset making

RecommendedReview by varkarrus

Posted:
18 May 2011, 11:24
For: DoubleRainbow
Level rating: 6.2
Rating
10

Best tileset ever. Certainly beats out that sh*t like 7th lava fall and heaven.

Let’s see.

Gameplay: 10/10
Stuff that I didn’t even know was possible in Jazz 2 is possible in this tileset.

Appearance: 10/10
And you don’t even need a new graphics card! WOW!

Eyecandy: 10/10
So much choice! There is literally not anything you can’t do with this tileset!

Overall: 10/10
This tileset is groundbreaking, and I can’t wait for the next one.

RecommendedQuick Review by Toni_

Posted:
17 May 2011, 21:34
For: DoubleRainbow
Level rating: 6.2
Rating
10

Excellent idea :D haha

Review by juan

Posted:
15 May 2011, 02:44
For: Jazz Jackrabbit MIDI Project
Level rating: 9.1
Rating
N/A

i dont like this, This file SUX

Review by juan

Posted:
14 May 2011, 22:14 (edited 14 May 11, 22:15)
For: JazzForce 1.0
Level rating: 7.8
Rating
N/A

This program Sux

Review by juan

Posted:
14 May 2011, 22:01 (edited 14 May 11, 22:02)
For: Jazz Ski Rabbit (not jj2!!!)
Level rating: 9.4
Rating
N/A

Error loading Page, so i cant download this. xd

xddddddddddddddddddddd

Review by Arclite288

Posted:
13 May 2011, 08:03
For: Password remover
Level rating: 9.2
Rating
N/A

Probably by far the best utility I’ve ever seen for JJ2 in a long time. This certainly makes things easier for so many.

Thanks for uploading this, you’ve made my day.

RecommendedQuick Review by Micky

Posted:
10 May 2011, 14:10 (edited 24 May 11, 10:52)
For: The Darth Match
Level rating: 8
Rating
10

Hey Fab

This is great tileset and level too

RecommendedReview by EggsBaconSausage

Posted:
5 May 2011, 19:40 (edited 5 May 11, 20:02)
For: Rabbit Mine !
Level rating: 6.5
Rating
6.5

Ah, Pekka Kana 2. An obscure platformer I’ve never heard about. :P After a quick Google search, I’d probably take my time to download it some day, just not now. But we’re after JJ2, amirite?

Note: The example level is quite good and all, however it doesn’t make a lot of justice to the possibilities of the tileset (to the point of not using the shaded tiles right as in the original game), but again, it’s all about the tileset!

Art:
It’s hard to review a tileset when most of the art has not been made by you, although that doesn’t prevent it from having an acceptable look… Yes, the tileset looks good, albeit somewhat lacking for Jazz’s standards – it even seems to lack some tiles from the original game. Because of this it’ll require some ingenuity to use properly. Other than that, you’ve made quite a good job converting it.
As for the npcs, I’m not sure if throwing some kittens and a random digimon (what was its name again? Bleh!) may have been the wisest of decisions, but well, the chicken is still there. Again, use your imagination.
I’ve also noticed that some of the background art from the original game (And the waterfalls – where are my waterfalls!?) is missing, but then Haunted House missed one too (Aside from a pillar and that weird noise-like thing), and it’s still a great tileset. Once again, ingenuity.
You’ve made a good job masking the tileset, by the way, although I’ve found a couple of floating bit issues – namely in one cobweb and one of the dark dirt background tiles, but other than that it’s all fine.

Usefuness:
Let’s make a list:
-Text sign? Check.
-Star blocks? Check.
-Exit sign? Somethin akin, check.
-Locked Blocks? Pekka already had some, so check.
-Eyecandy? Missing background aside, there are grass, flowers, a mushroom, stones, vines, fences, even animated tall grass! Yes, check.
-Spikes? Hmm, I guess those fans will do, so check.
-Hooks? Um, those vines may do. Check.
-Actual vines? Missing.
-”!” and weapon-specific blocks? Missing.
-Sucker tubes? Missing, albeit not necessary.
-H and V poles? Uh-oh,missing.
-Belts? There’s a conveyor belt, but it’s static, so missing!
-Background? Mis-oh wait…

Yes, this tileset lacks some essential stuff, but hey, 7 out of 12 is not that bad! It has enough stuff to go. Yet again, guess what? Imagination!

Conclussion:
This tileset is asking you to use your brains in order to use it properly (read: make a level that’s fit for JJ2). Sure, it may have its quirks and flaws, but it has its possibilities as well, as long as it’s used well. In a nutshell, it’s perfectly usable.

DR: Yes, why not.

(This is my first serious review. Please be kind.)

Review by EggsBaconSausage

Posted:
5 May 2011, 18:09
For: Rage of Aquarius
Level rating: 8.9
Rating
N/A

Funky.

I’m not “qualified” to review such a masterpiece, so I’ll simply say that… in a good way, of course.

Review by Violet CLM

Posted:
4 May 2011, 03:15
For: Password remover
Level rating: 9.2
Rating
N/A

RecommendedQuick Review by DarkLight

Posted:
3 May 2011, 14:02
For: Atlantis' Cathedral
Level rating: 8.4
Rating
8.7

I love the structure of the level and the layout is nice, gameplay is a bit bumby, but i dont mind! :P

RecommendedReview by Leus

Posted:
29 Apr 2011, 22:01
For: Rage of Aquarius
Level rating: 8.9
Rating
9

It’s interesting to see a tileset I’m so familiar with in such a new way. While the differences are largely subtle, the feel of the classic castle set versus Rage of Aquarius is astonishingly different. RoA converts the castle set into a much more harsh and unsettling environment. The traditional smooth surfaces have become worn and weathered, and the insertion of some of the bone tiles from the hell sets compliments the new style very well. I also really like the new stuff added, such as the holes and the stairs. One thing I can say about that is that, with the new vibe of the set, it almost seems as if the steeper angles should be stairs too.

The example level really surprised me. I guess I just haven’t been around in too long, but there is so much that I’ve never seen before… For one, that little swirly slide thing actually functioning in some way. Also, there were random “do not use” events that somehow became skeletons in-game. A series of alternating weird textures with warp horizon in layer 8 under a strange white tile (which I don’t see anywhere in the actual set for some reason) in layer 7 creates a beutiful radiating sun effect. AND, when I go into the events menu, everything is strange and different… No enemies tab, all the platforms and pinball events out in the open… Needless to say, I’m really confused. Haha. I feel like I’m no longer qualified to adequately review whatever is going on with this set, but I think it’s really interesting and cool. :)

The reordering of the set was definitely well thought-out, putting complimentary pieces in more convienient groups throughout the set. Since it’s a remake with some additions, the usability is definitely top-notch. I especially like how the bones were converted to mesh with the castle set so well, even adding some shadowed tiles with bones in the foreground and castle in the back.

Overall… Well, I was never the biggest fan of the castle set, but I think this conversion really kicks it up a notch. In my opinion, that actually adds even more credibility to this set. For making the castle tileset into something way more awesome, I’ll say this should get a 9/10. :)

Review by RedMser

Posted:
29 Apr 2011, 09:21
For: Another Duel Level
Level rating: N/A
Rating
N/A

that’s an empty zip file…

RecommendedReview by Violet CLM

Posted:
28 Apr 2011, 02:44
For: BollyWorld
Level rating: 8.2
Rating
8.3

BollyWorld is a rare example of both the aerial boss battle and the level where choice of character truly matters. The basic premise is that you are fighting Bolly, but instead of a solid ground from which to attack him, you are given a series of sucker tubes that continually shoot you up into the (horizontal and vertical) center of the arena. To aid you in reaching him, two float lizards respawn from beneath the arena, and if you can successfully shoot them, you can potentially use their copters to take you up above Bolly where you may stomp him repeatedly until eventually he gets hidden inside a wall and you fall down to begin the whole process again. There are also a couple of carrots respawning at the top to make the fight more endurable.

To complicate all of this, the level is filled with belt events, alternating in direction by row, so Bolly’s missiles wobble a little and whenever he or the float lizards stop moving (to fire at you) they are carried inexorably off towards one or another of the walls. This makes stomping Bolly much harder, naturally, and even when you do succeed in shooting down a float lizard, their copters will suddenly go zooming off to the left or right where you will have to work hard to catch them. It’s a clever addition, one which you begin to come to terms with after the first few deaths.

You should definitely expect to see the Continue? screen a lot, because the carrots don’t respawn very quickly and it’s non-trivial to reach them anyway, and Bolly will only get in a good position for stomping every so often. Many of my deaths came about by running into shot-down lizards while zooming through the sucker tubes at the bottom — remember to stomp those as well, or shoot them from the corners in hopes of carrots. The bottom corners can be good ways of shooting down lizards, since you’re not in the air at the time, but they’re especially nasty places to be swarmed by Bolly and his long chain of spike balls, which is much harder to deal with when you can neither uppercut nor sidekick them all away in a heartbeat.

To add to all of this, there is a secondary, hidden strategy that you will probably have to use JCS to discover. There’s a lot of bouncer ammo at the top, and some trigger crates and a powerup are below the arena, as what appear to be random eyecandy to give the impression of lights or something. However, and the level gives no indication of this, the blocks underneath the bottom corners of the arena are secretly destruct scenery, which you can use the bouncer ammo to destroy after making a trip up to the top of the level to collect some. From there you have to destroy all the trigger crates, though the small height of the area means that this secondary strategy should be attempted only by Spaz. If successful, the area with the carrots post-crate-kicking also allows access to an airboard, which renders the rest of the boss fight if not trivial, at the very least much simplified. As a tradeoff for this reduced challenge at the end, it’s much harder to navigate the arena with a double jump than copter ears. The Jazz option of simply fighting the boss feels a lot better put together.

Graphically, the level is… well, functional. Again, there is no real way of knowing how to reach the trigger crates short of JCS, but moreover, there’s just not much in the way of eyecandy. The background is a series of starfields, invoking the “city of lights” aspect of the title, and the sky seems to have some sort of strange window effect going on that I don’t really understand. Either the tileset is holding the level back or the author is holding the tileset back. Perhaps both. I understand that too much eyecandy would serve to obscure gameplay, but something closer to a middle ground would definitely have been possible.

Bollyworld is a very clever idea, coming even with events specific to different difficulty modes (which I confess to not having dried), although the complexity of the arena makes it difficult to know when one is exploiting a bug vs. when one is playing the level as it is intended to be played. If I stomp Bolly while he is almost completely hidden behind a wall while waiting for him to finish firing, am I supposed to be able to do that? It’s hard to tell. With some better graphics, this level would serve as a great example of an Idea that was translated to level form with apparently minimal sacrifice.

Review by Sean

Posted:
27 Apr 2011, 03:15
For: Rage of Aquarius
Level rating: 8.9
Rating
N/A

No we’re not, Dodges. This looks excellent, Violet :)

Quick Review by ThunderWalker

Posted:
24 Apr 2011, 10:07 (edited 24 Apr 11, 10:17)
For: Crystal Mines
Level rating: 8
Rating
8

I wouldn’t say perfect but it looks great.
Gameplay is average at best, tho.

Full review is already written and rated an eight, but I’ll post it after I played here online so I can tweak it.

Quick Review by DarkLight

Posted:
23 Apr 2011, 22:30 (edited 24 Apr 11, 10:26 by cooba)
For: Crystal Mines
Level rating: 8
Rating
N/A

just perfect ;D

[Download the level before rating ~cooba]

RecommendedReview by Anubis

Posted:
22 Apr 2011, 19:59
For: Cally Caves
Level rating: 8
Rating
8

Eyecandy: Some trees in layer 5 can be confusing because you get the feeling you can step on their branches when you see them (I have the one at 91,57 in mind). Other than that I don’t really know what to say about the eyecandy of a Diamondus level, I mean it’s all trees and bushes. The waterfall at 74,43 should continue flowing at 74,53 as well. Same thing at 111,40. I like how you’ve made the sources of the waterfalls, it’s original.

Placement:
I wouldn’t have put seeker ammo in the top left corner if I were you. It’s a rather campy area and putting seeker ammo there makes camping too easy. The rest of the level isn’t really campy though, you need to be on the move all the time. 17,73 is a bad position for the carrot – it can be shot down with toaster and made unusable. At the top right corner you can’t use Jazz to get some of the ammo. I like how the bottom left carrot is in a very open place, you can’t just camp the carrot during the game and hope to achieve something.

One minor remark: The tile at 134,28 should be one-way just like the other places where the same tile is used, otherwise it can be confusing (I’m not just looking for random things to complain about, I really did try to jump there while playing). There is a certain place near 44,38 where you can get stuck. Tilebug: 89,61. As for the light effects, it should get lighter when you get out of a cave area, not stay the same all the time.

All in all I think it’s a nice level to play and I see you’ve worked hard on it. But considering the issues I mentioned the best I can give it is an 8.

RecommendedQuick Review by HordY

Posted:
22 Apr 2011, 08:04
For: Serbian Language File
Level rating: 9.3
Rating
10

Serbia to Tokio :)

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