I always loved Blade’s Cartoonish drawing style in his tilesets. This one does the same thing, but is drawn even more professionally. This could be the best tileset from 2008, and I can say it is already one of the best ever made. And don’t forget the size, you can’t make much more tiles in an 1.23 tileset! Hopefully this will be actively used!
This is a fairly solid level pack. It starts off poorly though, only picking up about 3 or 4 levels in. After that the quality of the levels jumps considerably. There are still some annoying elements though (find the hidden crate!!!). The ending left me rather amused since it’s so… unique, so this gets 0.5 bonus points for that.
The level design here is spectacular, with gameplay elements that are unique to this level pack. Some of it does get a bit repetitive, but it never gets boring. It’s too bad this pack is unfinished, which is why I’m not giving it a 10. If this had a proper story and a bit more polish to the levels, it would probably be the best jj2 episode ever.
I had high expectations for this tileset and it turned out even better than I thought it would be. It’s a very hard to use tileset, but luckily it comes with a good example level that showcases everything that can be done with it. This is one of the best tilesets I have seen in ages.
One thing to note: you NEED to include the tilesets in the zip file or other people may not be able to play the levels.
No animated titles, no triggers.:(
Gameplay
When I started playing this level it looked very nice and of high quality. However, when I went to the top of the level, I saw that there was a huge space, in which can be jumped with springs. This space is way too big, you should have put a lot more titles there. Your level has one big platform at the bottom and a lot of little one’s floating above it. You should try to make less and bigger platforms, otherwise it’s just jumping from island to island when not standing on the lowest ground.
Eyecandy
You’ve got rain, great! You also filled up the big space in the top of your level with background titles. Though it still looks very empty and boring. You used some foreground in your level, it’s not much but, at least, it is some. There are houses and mountains in the background which have a nice movement.
Orginiality
I couldn’t find anything original here, except for the music which fits quite to the level. You should really try to make more varity in your level. Also make something other levels don’t have. Like DW got it’s 2 warps to the carrot.
Gameplay: 5
Eyecandy: 6
Originality: 4
Final Grade: 5
Sorry this one was to overrated to lett that unnotised…
Eyecandy and Gameplay are not good :S
Spaz can get stuck in the small rooms and its very small…
But Whatever…
Mmm a nice light level with a good flow :)
Ill gonna host this some times i gues…
Seriously 7.8? Well I don’t say this level is bad but its not very good either. Level is linear and there are lot of empty space. Also platforms are way too big. Ammo placement is ok. Background is nice but overall eyecandy is too boring.
(BTW welcome to the XLM)
Seriously, guys, a 5? I really think 5 is underrating. Anyways, this is a really cool level with beautiful eyecandy. I think it deserves a download recommendation.
What EvilMike said.
Very good converter!!!
Winamp can’t play it correctly, but MPT and WMPlayer play it normally!
Thx! Before I download it, I always record jazz2 songs in cooledit :D
Colony and Carrotus don’t play correctly.
This is a great jj1 conversion, especially since it uses tiles from so many different places. Probably the best jj1 conversion I have ever seen. But I’m not really sure why this deserves a 10, so it gets a 9. Even agama didn’t get this many 10’s.
Perfect! All the tiles are here! Great stuff!
I wanted to pity White Rabbit for his review in #[TF] but as he had abandoned our lovely channel for mysterious and unexplained reasons I have no other choice than doing so in a review of my own…
As the Dutch say, “stilstand is achteruitgang” (stagnation is decline). I thought Tomb Rabbit 1 was nice, but it was way too hard, had a lot of bugs (knives!), and the theme worked only for so many levels. Tomb Rabbit 2, on the other hand, offers diverse environments, interesting puzzles and a difficulty level that is Just Right©.
As Violet said so well, reviewing each level individually is no use because Tomb Rabbit 2 works as a whole. Whether it is the beautifully retro training level, the Deus Ex-like elevator level, the amazing jungle levels, all are equally well-designed and equally fun to play. I must admit that. being the tileset freak that I am, I checked every tileset in JCS before playing, and not being too impressed. I started JJ2 with not too high expectations, only to be completely blown away by the levels, which have some of the best eyecandy till date… you play in a mario-esque world full of bright objects, a jungle with giant hollow snake-infested trees, a tribal temple environment of sorts, and finally in two different 7th-lava-fall-but-way-better-styled buildings. And all look completely wicked.
TR1 boasted a “completely new enemy”, which was nice but not that interesting and only seen in the very last level. TR2 is quite the opposite, with an awesome jumping Bishop that looked like it jumped right out of Alice in Wonderland in the very first level, and literally made me gape at it for a few seconds. There are no “new enemies” to be seen in later levels, though. I assume that was because the episode is unfinished.
Another sign of the unfinished state may be the lack of pickups (other than coins), but I hope that was intended, because unlike some other episodes with artificially limited pickups (BlurredD’s comes to mind) here I didn’t mind at all. The coins are fun to collect and the system which gives you one extra live per 100 makes up for JJ2’s non-functioning “1 live per 100 gems” system. One issue was that whenever you die you keep the coins you already collected, so you might end up with literally hundreds of coins, making getting all 400 coins a little easier than intended.
The puzzles were just as awesome as the visuals. I often dislike puzzles in levels because they seem artificial or are just not fun; why would I need to push boxes in the midst of a desert? TR2 however has puzzles that either make complete sense, such as in the elevator level, or somehow just fit into the level, such as most trigger block-puzzles. As White Rabbit pointed out, sometimes the blocks do not fit in the rest of the environment, but I didn’t really mind. It made clear what you were supposed to do (find the matching switch) and added a certain continuity between the otherwise seemingly non-connected levels.
I could go on for a while and pinpoint every individual aspect but in the end they are all equally well-done and as perfect as they probably can be. While playing I got reminded of games ranging from Commander Keen to Deus Ex to Mario, and what all those games have in common is that even though they may have tiny glitches, those do not matter at all because the whole game is just so damn fun to play. Rather than being disappointed because it is not exactly the same as TR1, you should be happy that Kejero chose to innovate, and download this right now ;)
Before you start reading my review, ask yourself why, if it’s positive, and why, if it isn’t, you need a reviewer to tell you whether to download this level pack. For Chrissake, it’s Tomb Rabbit 2! Granted, Tomb Rabbit 2 lite, but that little number alone should have you clicking on the download button more willingly than a brainwashed proselyte giving away his livelihood.
- – -
Of all the twists and turns I’ve seen during my first journeys in Egypt, none was a bigger surprise than seeing green blocks, as if taken straight from some Nintendo game, in a jungle, in a Tomb Rabbit level. From the first to the last, these confounding 1×1 blocks are the major building material of puzzles in the majority of the seven available TR 2 levels. The more I encountered, the more used to them I got, but I have to say that they still conflict with not only the levels’ overall appearance but also the spirit of the original Tomb Rabbit—which had its puzzles seamlessly integrated into the environment—all the while admitting that they remain extremely functional and without which most of the puzzles would not have been possible. It was just very strange to see my route blocked off by big, red blocks that look like nothing else in the jungle.
Normally, I would not mind when levelmakers have to employ questionable tiles when using other people’s tilesets, but Kejero must be excepted because all of TR 2’s tilesets are of his own hands. The blocks are clearly intentionally designed, but what was wrong with the original’s natural and environmentally consistent graphics, which not only looked the part, but also pressed my buttons much more satisfyingly? On the upside, those blocks fitted right in with the other brightly coloured tiles of the training level—a zany mix of vivid oranges, dark blues, and a whole array of other spectral spectacles, with a very spirited atmosphere about it that was starkly different from that of the original—and the warmly coloured island level, also with rich tones and a fun-loving, happy-go-lucky ambience (I don’t even know what that means) that actually uses the same music.
- – -
Different again from the original, Tomb Rabbit 2’s gameplay involves quite a lot more physical exertion: jumping, coptering, using other special moves, and not just running. But surely there was a lot of physical activity in the original too? Yes, but I didn’t mention the coins. Taking another departure from the original, TR 2 has coins in every level, 400 to be precise, and collecting 100 nets you one extra life. They are not always placed at ground level, and you’re obviously encouraged to jump and grab as many as you can. I’ve never been a fan of coin collecting, but given our rabbits’ easy, super-fluid motions, it became quite fun. Ironically, having money in the levels came at a price: the coins make you feel like you’re playing an old school platform game, and removes the intense feelings of isolation and, to a certain extent, (dare I say it?) realism. Again, this is surely intentional, but what was wrong with the original, which was much more about the atmosphere and the experience?
Apart from coins, there are various trigger zones that you can use to control the previously mentioned blocks. The zones are placed on specially made tiles that work in two directions: approach the tile from underneath, and you deactivate the block of the tile’s respective colour; approach it from above, and the opposite happens. The bottom or top of the trigger zone tiles may not always be within reach, so sometimes you can only perform one action, thus impeding or aiding your advance. This system is seen in all but two of the levels, and works wonders for general puzzle solving and level progression, but I wonder if it wouldn’t become over-used for a 20-level episode.
The two-way trigger zone arrangement is also successfully adopted for other means, such as controlling stairs (they don’t disappear; they just get inverted as if turning on some invisible swivel) and, most impressively, countless rows of spikes (you can lower the spikes, which renders them harmless, but they may then block your path; or you can raise them, which clears your path, but they’ll then become dangerous again—pretty cool, and it made me smile too).
Although you can only see it clearly from within JCS, the level structures tend to be very compressed, with a lot of platforms and passageways squeezed into a relatively small area, as opposed to the sprawling, if claustrophobic, corridors of the TR 1 temples that took up a lot of room, but didn’t actually allow much movement. Tomb Rabbit’s trademark foreground window, not just there for eyecandy, remedies this completely: while travelling literally all over the level, you’re usually no more than 30 tiles above, below, or to the side of your previous location a few minutes ago, but the smaller visible portion of the level makes it seem like you’ve gone a long way. This is most true for two of the pack’s most intricately built levels: the three trees forest and the rabbit HQ. The borders of the levels are even a couple of tiles thicker than normal in order to keep the illusion sustained. Unfortunately, the foreground window no longer acts as a sort of inventory like in the original, though it wouldn’t be implausible if it did in a full release.
Deceptively simple methods are used to create extra depth: warps, for example, are used extensively in most levels to transport the player to an indoor area. Given the specially created tilesets, this is an incredibly effective method, and it was a pleasure to zip in and out of towers, temples, huts and caves.
- – -
I recall being disappointed at the lack of a proper Tomb Rabbit atmosphere when I played through the first two levels, due to the marked deviation from ‘standard’ TR 1 fare. The trio of jungle levels even uses official Epic music; hearing jungle.j2b three times in a row is tiresome, to say the least. Despite this, it was a pleasure playing both of the levels, though it was like going to the cinema and finding out that you were seated at the wrong movie.
Saying no to no, however, I played on, and was treated to two excellent waterfall/temple levels that took my mind off those confounded blocks once and for all. The tileset, especially the temple, was beautifully drawn, and the various tiles were put to excellent use, with lush, cascading waterfalls that grew in size from platform to platform, and overgrown stone paths beneath my feet. It’s a pity that there wasn’t a more appropriate music. The relatively advanced stone temple did not fit the tribal sounds of ‘jungle’, with the levels themselves also being devoid of any monkeys.
One thing I noticed about the levels so far was that they are much less hazardous. Where were the plethora of spikes, the boulders, and the knives? Where was my bottom? Not on something sharp, that’s for sure. This was addressed in the rabbit headquarters, with laser rays reminiscent of the spike traps of TR 1, and even some Bunsen burners firing up below a very low ceiling. My one complaint is that there’s a nasty bug involving buttstomping inside the tubes that allows the player to bypass the laser rays and Bunsen burners completely which, face it, is just not fair to those who have had their tails roasted, scorched, and fried.
Tomb Rabbit 2’s penultimate level, my favourite, is easily the best looking of the seven; ‘Elevator Perils’ took my breath away on several occasions, and marks a return to TR 1’s cinematic feel. It is a flawless marriage between tileset and level, with the soul of the level resting mainly on the marvellous tileset, a harsh, steel compound, in many places similar to ‘7th Lava Fall’. The action-filled music fits the level perfectly, and is right up there with ‘Helmet Shaker’ and ‘Cracking Ice’ in terms of meshing well with the level. I could even hear the wonderful Tomb Raider theme, and further credits must go to Kejero for compiling the music himself. If you play the level at the correct pace, the main melody will start just as you fall down the first elevator shaft, complete with friction sparks and animated girders. It was an unbelievable sight.
When I mentioned that this is Tomb Rabbit 2 lite, I meant it. An amazingly tight level, the tropical island allows you to backtrack across several areas, explore every part, poke your nose into every nook and cranny, yet there isn’t one wasted tile, not one wasted room. The blocks looked outlandish in the jungle, but here, I wouldn’t have it any other way, for they contribute to the pinnacle of good level design and, despite the easy difficulty, I was never bored.
- – -
The first question I asked myself after playing through the unfinished Tomb Rabbit 2 was ‘Is this worth the wait?’ During my first few seconds of tomb raiding, I came to the realization that Tomb Rabbit 2 looks and feels very much unlike its predecessor. The training level alone couldn’t be more different from one of JJ2 history’s most famous first levels, Central Cave. For a while, with the mass of bright colours, upbeat music, and chess motifs, I felt I wasn’t playing a Tomb Rabbit level at all, and I must confess that I was basically expecting more of the same. With that expectation defenestrated, I found the 7-level episode to be hugely fun, and, yes, a great experience in and of itself. For a sequel, it is not a successful evolution, but rather a triumphant revolution. Toto, we’re not in Egypt anymore.
gsgsddgsgd
[Rating (1.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see \Review Rules\. – Violet CLM]
d
[Rating (1.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see \Review Rules\. – Violet CLM]
very great lvl!
[Rating (10.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see \Review Rules\. – Violet CLM]
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.