These levels aren’t as conventional as they might appear due to borrowed concepts from other levels, which can fool you into thinking there are no original ideas. If you look closely, you can see that these levels shine in lots of aspects visually.
Demon Rampart:
Demon Rampart may remind you of “The Temple of Suffering”, but upon closer inspection you notice that every area was added to complement the look of another; if you were to move specific eyecandy elements to other locations, they would look drastically different. Demonic structures are in the level, and they don’t look cartoony due to the surprising amount of detail added to them, in my opinion. I disliked certain ‘patterns’, but that probably can’t be helped with jj2’s limitations, and they sort of add more personality to the level.
As for the gameplay, the level is a completely different story. It’s like a paradox, because the essential items like carrots and bases are so close to each other with a relatively large amount of playing area all around (the top area is almost useless, but with exceptions like having the “higher ground”). In duels, I imagine the level probably favors RFs and Bouncers over Seekers (which is kind of a good thing). The top area is not safe, because there’s 4 ways to get up there, so players that use it will likely be blasted with RFs, and that takes away the use of it being a good spot to lure people there. Players might feel that they should stick to the middle area due to the concentration of carrots, thus making the entire gameplay hanging around there, and they will only go to the bottom left and right sides occasionally for powerups. The top area could be useful for luring people away from the middle area, or to grab a +1 (the area is big enough to allow this), and possibly come back for another to get full, but it’s risky. If you’re playing someone smart/skilled, he/she will wait for you to get impatient and own your (butt) once you get down from the top area (hopping down to the full nrg is likely to be suicide). Players will probably prefer to play a fast paced match by using the middle area a lot (which is roughly 30% of the level), and they will probably avoid getting stuck at the top with an uncertain outcome. If there were no arrows to help guide a person to where the flag carrier is, then I think this concept could work out nicely without such a large risk. Also, the middle area is tedious to defend: it simply wouldn’t be fun to move back and fourth with your opponent, and wait for him/her to make a mistake; I’d rather play DW, because I won’t have to put as much effort to move. If anything, it may encourage the defender to waste seekers, and decrease the risk. All in all, the top area just makes the level tedious to play in, but the level would probably function chaotically without it (or when players decide to just play 30% of the level). In team matches, I don’t see any reason for the flag carrier to move around much, and the top and bottom areas can’t be exploited to a great effect.
Now onto Distorted Research Site:
The thing that struck me the most about this level is the tileset. To accentuate the theme, P4ul used the metal/pipe tiles quite a lot, and although it may look easy, it’s actually a challenge to work with them effectively, so he resorted to using a lot of patterns. Some of the patterns around the right side are a bit clever, in my opinion. P4ul went crazy at the bottom area, and you can tell that he did just randomly place tiles, and hope for the best.
The gameplay… Ok, first of all the layout consists of many relatively small platforms, so… I normally despise layouts of this variety, but the lack of a seeker powerup may save this level from being chaos. You can get a shield for 25 coins, and that’s alright, but considering the layout, I think players will be too focused on offense than defense to even care. There are pits at the bottom, and you have to open them by using tnt on a crate. You could restart the level if some idiot decided to open them (assuming you don’t want them) during a private match, but in public servers, there’s just no say in the matter. The level will probably be hell in jdc events. So yeah…not much to say about the level here.
Death Facility III (i thought there were only two versions of this; where have I been?) is a large improvement over the previous version I played in every aspect:
The last one has some neat eyecandy imo, but this one has eyecandy in epic proportions, and even in the little ways things were done to enhance the level’s appearance (although in my opinion Demon Rampart seemed to have far more mastery).
The level is, in my opinion, more playable than the last version, but it still lacks the aspect of ‘using’ the layout against the opponent. It’s probably boring for duels. In team matches, I hate the base placement for the fact they are easier to defend than even sbv2 bases (that should tell you something).
Overall these levels have neat, brilliant eyecandy (alone almost earned 8.6), but they fall far short of masterpieces due to the fact the layouts have bland, tedious or simply uninteresting gameplay. I guess you could argue that more stimulating gameplay would sacrifice the way these levels look, and is a fault of 2d level design or jj2’s gameplay style in general.
Agony is a must to download. It shows the epitome of what can be made with these sets. The levels should also be fun to play in public servers and possibly events.
MULCH, as strange as the level name is, is a really fun level to play with a few players or with a lot if you want to see some crazy action. The random weapon concept makes it fun, but it can also get frustrating if you get the wrong weapon all the time.
Sometimes you don’t get a PU, that probably happens when people are getting killed over and over. If I’d were to rate this as a serious level I’d give it much lower, but just because the fun you can have in it(I played it till 100 a few times and played it very often in my own server) I’ve also experienced that the server usually wins with even teams.
Of course it’s all about the weapon you get, because Pepper is not useful in the level. If one has Pepper and the other has Seeker you can guess who wins. But that’s just the level.. not much to do about it. With Carrotade on you can’t recapture fast but if you don’t have it on you can recapture faster. That’s why you should play with Carrotade on. This gives people the time to score more, otherwise you would have gotten even crazier games with people killing each other without scoring a lot.
You can sometimes score 2 points if you kill someone because of Carrotade. With 1 player against more it’s unfair, but this doesn’t mean you can’t score points.
This level is not a candidate for the next JJ2WC or some JDC event, but it’s still a very fun level. Like I said, if I wanted to rate the level as a normal CTF level(that means looking at the eye candy and the placement, although there are no carrots and there is also no ammo) I would rate it much lower.
Download recommendation? Well, this didn’t get downloaded a lot yet so I have to say yes.. but only if you want to have fun and you can take some stress.
Host: Well, in my server this is the standard opening level so you can have some fun before you’re going to play other levels. But if people don’t want to host or play this I really understand that because this is a controversial level. I’ll give this level an 8.2 for now.
Too bad your hotel is in Polish, otherwise I could have understand some more of it.
Eyecandy
Your eyecandy is quite sufficient, you did make some mistakes. There were several wrong red blocks in walls of rooms, you could look at your level before you’re posting it and look for them. You can notice them by the dark lines with which they are separated from the other blocks.
Gameplay
When I played this level, and looked arround, I got bored pretty soon. There are some things to do, like tests and wallclimbing, but it is too easy. If this hotel is hosted, the clients joining it, might get bored after several minutes and leave.
Originalty
You tried to be original. You partly succeeded with nice music and some kind of blue snow. Most other things you tried weren’t succesfull. Putting 2 half door’s on a vertical entrance of a room just doesn’t look that nice. You also made a chimney, but forgot to use all of the titles made for the pipes you made the chimney with.
Eyecandy: 6
Gameplay: 4
Originality: 5
Final Grade: 5
No download recommendation: Everyone should just host his own hotel, not other’s.
Very useful program which works flawlessly.
I love it!! I really enjoy your level paks, i can´t wait for episode 4!!
The story is really good, when you play it, it´s like you are in a movie. When you play it, you really want to know what will happen next… I really want to play the next episode. I like the storyline for your episodes, it´s very creative.
The tileset used where great, and the eyecandy was fine; I really liked the tileset you used for each level, they work fine for each level and give an ambient to the story.
You where very creative for the levels, like the Diamondus Simulation level, i liked that.
The music was perfect for each level, i liked that Technoir remix you used in one level… and that music you use in the ending of the episode, i love that :)
The gameplay was great, the enemies well placed, creative obstacles, well placed pickups, etc. The only thing is that it was a little hard and you die many times, but it still was fun.
Conclusion; you have to download it!! what are you waiting? download download!! If you don´t have the previous episodes, play them before and have fun :)
PD:sorry for my bad english; i don´t usually speak english, i usually speak spanish, comprendes amigo?
Un gran episodio! recomendable :)
I’ll very very highly recommend everybody to download this!The xylophone is really good idea, and the birds too, so these sounds really “let in to diamondus”! The swapping between JJ1-2 is um…. is cool! The ending is funny, but you can hear the background noise when Jazz says “Hey!” and a window(or what) crashes.
When the song ends(before the funny section) the music slowly fade, what is good. I’ll give a 10, but when I give a 10, I always get a rating removal. So, you get a 9.2!
I alredy said this, but…but why not again? ;)
DOWNLOAD RECOMMENDATION: Y E S !
(hey, this rewiew is one of my longest rewiews! – 646 characters!)
Rock mixed with Xmas. Good idea! You used all the jingle bell tones. And more mixed up with some drums, snares! Now, when I writing this rewiew, it’s not christmas, but I got again Xmas mood!
Good Work! You get a 7.5.
DR: YES
[Review changed to quick review. For more information, see \Review Rules\. – Cooba]
I M P R E S S I O N S Z
Impressions Z (probably you should read it Impressions 2) is the sequel to DarkSonic’s Impressions. I waited for this pack… I guess I have to review it. (w00t i’m on the betatesters list) AND FIRST REVIEW FOR THE PACK WITH A RATING DAMMIT! 8D 8D 8D
-
CTF LEVELS
I N N O V A T I O N
ABOUT
Innovation is the first CTF level in Impressions Z. It’s a not so wide but high level using Wisetyness. It’s also symmetrical.
MUSIC
The music simply fits. It may not have quality like A. Brandon’s, Necros’ or Awesome’s songs, but it certainly isn’t bad. You know, it’s important for it to fit. And it does. (hoo-hah)
EYECANDY
Eyecandy’s good. Layer 7 has a faraway, pretty weird (but good) hill thing that for me looks like someone with some weapon of mass destruction. Layer 6 has hi-tech platforms. They look good. It’s also good that the textured background doesn’t have stars – it gives a cloudy feeling. However on the top of the level, near the column with suckertubes, it’s bright. So what – the sun or whatever other light source can shine through clouds, and it’s natural-ish, besides there are torches there. Also, the leaves in the center of the level remind me of a face. hahaha
GAMEPLAY
Nice, of course. Good ammo placement. Flow’s good too. Same about base placement. And what’s so fun about this level? Well, it would be a bit boring if it wasn’t for the long and fast suckertubes! They make travelling easier. I quote:
“I present to you: one HELLUVA tube.”
Anyway, to sum up, it’s good.
OVERALL – Very good.
SIDE NOTES – N/A
-
B O T A N I Z E R
ABOUT
The second CTF level in Impressions Z. Unlike Innovation, it is unsymmetrical. It uses the first Jungrock tileset from the unfinished Impressive Flashback.
MUSIC
And I thought techno-ish tracks wouldn’t fit in a jungleish level! (I’m not counting Luigi Elettrico’s JungTec) But. It. Fits.
EYECANDY
Very nice! There’s variation in ground tiles, and that’s good. A lot of waterfalls there! There’s also your typical bay with hills, and in layer 6 a block of leaves with nine windows. Looks good. You can actually see the bay and the texbg clouds floating around near pos 50,20. Other places are usually filled with cave tiles and waterfalls. Overall eyecandy’s very nice.
GAMEPLAY
Also nice. Flow, ammo placement, base placement good, BUT! There is one warp that is much closer to the red base than the warp near the two arrows is to the blue base. Or at least I haven’t found a closer warp :P
OVERALL – Very good.
SIDE NOTES – N/A
-
R O O M S
ABOUT
The third CTF level in Impressions Z. Also unsymmetrical. It uses Impressive Creations’ IC-IF Pezrox1.
MUSIC
I won’t rate this one because I suggested it :) But a side note, I always thought Crystal Cages would fit Pezrock.
EYECANDY
Ah, eyecandy. We have one layer of faraway palms and two heavily used supporting the sprite layer. It looks very nice! Fun tidbits:
- spikes used as thorns on grass (at least it looks like that to me)
- bushes made from palm leaves
- bg hills used as mud-like piles
Also the level is very colorful. Also, there is variation in the ground tiles (but not as much as in Botanizer).
GAMEPLAY
Duh, very good. All your typical aspects (ammo placement, flow, base placement) are good. And there is one interesting thing – you must buttstomp to grab the flag because of the float up events. Almost everyone says that this thing should be removed, but I think that it makes the level more original.
OVERALL – Very good.
SIDE NOTES – IMO this wouldn’t look as good as now in Pezrock 2.
-
BATTLE LEVELS
P A N I C ! !
ABOUT
The first Battle level in Impressions Z. It uses the second Letni tileset from the unfinished Impressive Flashback.
MUSIC
It uses Electricdrug, a MOD music file I didn’t hear before. Fits well, but is a little bit too happy for the title (I rather imagined Panic!! using Purple Motion’s Panic [probably the second version].) and as a side note has nice drums and sounds like something you would hear in that fun but forgotten KD Labs’ game Spanking/Moonshine Runners, except the tracks from that game overuse trumpets and saxophones. Enough about the music.
EYECANDY
Panic!!’s eyecandy is sweet, like in all levels in this pack. Now let’s look closer. On layer 7 we have a column, and on layer 6 a chip wall with a few holes. Layer 5 is a sprite layer supporting layer and we have some nice stuff on it, like translucent static screens, other chip walls, or walls made from the same tiles that are on the column in layer 7 (BTW it is from Tubelectric), except the layer 7 column uses lighter tiles. Other than that, we have layer 3 loaded full of stuff and layer 2, but there are only 5 tiles placed on layer 2. Anyway, sweet.
GAMEPLAY
I’ll just say good. Because I don’t see anything that is bad.
OVERALL – Very good.
SIDE NOTES – I guess this is somewhere on Carrotus/Earth/whatever because of the fade color.
-
E X C I T I N G S C E N E R Y
ABOUT
And here we have the second Battle level in Impressions Z. It is not only the last battle level, but also the last level in the pack and the last one that I will review (:P). It uses Gus’ Big Landscape (the normal version, not 2 [the sunset one] or 3 [the night one]).
MUSIC
Exciting Scenery uses Alexander Brandon’s Carrotus Forest. It’s the same track as in Significant. Fits!
EYECANDY
WOOOOOO! Now this is the most impressive eyecandy in the whole pack! Exciting Scenery really deserves its title – it uses various kinds of blocks, from snowy mountains and windows to other variations of the texture background to look really good. In layer 7 there is a wall with a hole and in layer 6 there is some kind of a building. Overall – eyecandy is really awesome!
GAMEPLAY
Of course, Exciting Scenery’s gameplay is good too. Nice flow and ammo placement, and it also uses pits. So, again: it’s good.
OVERALL – Very good, AWESOME eyecandy.
SIDE NOTES – N/A
-
So, now I end my review of DarkSonic’s Impressions Z. It’s a great pack – 3 sweet CTF levels for a Capture The Flag maniac and 2 Battles for a roaster. I’m going to rate it pretty high – here, DarkSonic. Take this 8.5.
Download Reccomendation: Yes!
Host This Often?: Yeah!
Bonuses and BOO!nuses: N/A
Final Rating: 8.5
So yeah. Download this. NOW.
~Eigus
LOL!
A rabbit what is builded from sweets, and shooting eggs with a pipe!
3D Not equal with sweets! :D
I can call this an animated picture with *.avi. But I can’t call this a movie! +.2 to the sweets! :)
(P.S.: HAHAHAHAHA)
Download recommendation: No.
EDIT: Next time draw in paint this, and combine the pictures with some anim pic maker program.
[Review changed to quick review. For more information, see \Review Rules\. – Fquist]
That’s OK.
9/10 Pts.
[Review changed to quick review. For more information, see \Review Rules\. – Cooba]
H A P P Y C T F
- – - – -
Ah, HappyCTF. IMO this is the very best CTF pack out there. It contains 6 levels. Now let’s review it.
There goes my second review…
H A P P Y J U N G L E C T F
The first level of Happy CTF and in my opinion the worst one, but it still means very nice.
This level is an example how a small level can be pretty good. Tileset? Look at the name. Used nicely.
Music: nice choice and nice quality. ‘Last Sunset’ fits it, but I expected something more jungle-ish.
Eyecandy is confusing but nice. This level uses the trees for the main background eyecandy.
No other ‘OMG-quality’ fireworks though.
Gameplay… Well, this is the worst level, but it still is pretty nice. The bases are pretty originally placed (red at the bottom, blue at the top). Ammo placement rather good. Flow good.
O V E R A L L – Probably the worst level in HappyCTF, but it is still fun.
H A P P Y D E S E R T C T F
And here we have the second level of the pack. Happy Desert CTF is a mostly vertical level
(136 tiles high!) using Beach.
Happy Desert uses Dark Groove Part 1 for the music; you don’t have to download it, it comes with the game (it’s used in the second Inferno level). IMO it could use something like camel.xm or silver.mod. However, the music fits.
Eyecandy? Yes, eyecandy. Nice. IMO the textured BG could use stars. There are some fun things like sand-filled chambers in the wooden parts, or wooden arrows. The level also uses some faraway dunes on layer 7&6. Layer 2 boasts a ‘pass’ to the sandy part of the level. Overall nice.
And now, let’s get to the gameplay. The bottom of the level is partially filled with water.
Flows very nice, although the level is divided in half on the wooden part and I don’t really like it. Ammo placement is nice. Base placement is nice.
O V E R A L L – A good level. If it comes to compare this one to other HappyCTF levels, this one is average.
H A P P Y H E L L C T F
3rd HappyCTF level – Happy Hell CTF. This is a pretty small level using Inferno Night, and IMO it uses this tileset very well.
The thing that doesn’t fit really well it’s the music – the choice is pretty strange (especially when you see giant skulls lying on the ground ;P). I would rather hear this one in a beach level, but never mind, it doesn’t sting as much as it would when you would hear childish music in Windstorm Fortress or Odyssey.
The eyecandy is good. Nothing really hyper, but the background is interesting. The fog ‘rays’ you would normally see in on the foreground or background on the bottom of the level are zooming through the background layers 7 and 6. One of the rays also floats in the foreground. I only found ONE tilebug and when you run around you don’t really notice it.
You can run around the level and nothing will really block you. The ammo placement is also sweet: not too much ammo, but you don’t run outta it too fast. The bases are placed nicely. The blue base’s platform doesn’t have any dropdown routes, but it doesn’t hurt.
O V E R A L L – This level is pretty nice.
H A P P Y C A N Y O N C T F
The 4th level of HappyCTF is Happy Canyon CTF, also called TIBASL. It is a rather large semi-symmetrical level that uses Labrat 1. The tileset use is sweet.
The music fits well. If this level was more lab-stylized, it rather would end up bleh.
The eyecandy is nice too. What I really liked was layer 8. Well. It looks nice. The looks of the bridge are also nice.
Now for the gameplay. If it wasn’t for the semi-symmetricalness, this level would be pretty boring. The vertical routes to and from the bases are different. Now this is where Happy Canyon gets really fun. There are trigger crates placed in the teams’ vertical shafts. Destroying these crates will affect the bridge and also grant access to the very bottom of the level. For the normal gameplay aspects, you can hop around this level and nothing will block you too. Ammo placement is good.
O V E R A L L – Interesting and fun to play. IMO one of the best levels in the pack.
H A P P Y C A S T L E C T F
Now for the 5th level, Happy Castle (or J.A.I.L). I’m not sure it’s really happy, especially if you have gargoyles floating around that stare at you like >:(. Haha. Anyway, this uses Medivo 2. It’s not very big if you look horizontally, but it is 89 tiles high.
Let’s move on to the music department. It doesn’t fit the name really (‘Happy’ and ‘Jazz Belmont (haunted.it)’? omg), but it does fit the theme.
Eyecandy’s fun. Layer 7 has the gargoyle I mentioned before. The first time I played HCCTF I got as scared as the first time I looked up in Legend of Zelda: Majora’s Mask. But this is not a moon. Layer 6 is used nicely. It has speed a bit lower than 1, so it looks like it is not that far
away from the sprite layer. Also, other fun tidbits include: the muscley gargoyle with a flag-made cape and ghastly lights on inside-the-castle wall tiles. Didn’t see any tilebugs. Inside-the-castle wall tiles are a bit repetitive but not annoying.
Gameplay. Flows very nicely, base placement good, ammo placement good. Won’t write too much – it’s good.
O V E R A L L – Jail, uhm, Happy Castle CTF is another nice level.
H A P P Y S E M I C O N D U C T O R C T F
The 6th level in the pack, and for me also THE level… The great Happy Semiconductor CTF.
The name is kind of long, so I’ll just call it Semi for now. Also, I’ll note that it is not too small, not too big. Also, this uses Tubelectric.
Now let’s see how the music fits. And? Sweet! For a normal ‘radiostation music world’ level it wouldn’t fit but here it fits really nice! Also, not only it fits nice, Darkhalo is also a great artist, so the music has quality.
Let’s look what we have here if it comes to the eyecandy. Also really sweet. We have two layers of faraway pipes and a sprite supporting background layer 5, but it isn’t used that much, only about 10 tiles are placed there. Foreground is superb! Semi has lots of stuff that look sweet on the foreground, like a pipe-made ‘Stripe’ word (the author, duh ;P) or a yellow-block ‘cage’ that is the home to the RF weapon powerup. Semi’s eyecandy is great.
GAMEPLAAAAAY! Sweet – 3 PUs, superb base and ammo placement, and I <3 the flow. Example of splendid gameplay.
O V E R A L L – For me, this is THE level. For you, dear reader of the review, it may be not, but it surely is the best level in the pack and one of the greatest levels ever.
HappyCTF is one of the greatest level packs ever made, and IMO it is the best one ever. A big fat 10 from me.
~Eigus
Ok.
Music – SUX
3/9
Design – Hmmm…first level design is CRAZY.Rest is average.
5/6
Eyecandy – My eyes has fall from my head
1/9
ORIGINALITY – Short levels…
4/9
Gameplay – EASY
5/6
Including – Eh that is first big rating
7/3
Pickup and enemy placement – Poor
2/0
Overall:5.8222222
Level rank:Average
Download recommendation:N/A
This is a great level. It may look small but it’s very fun to play. Great for Duels and 2v2’s. Everytime you die, you get a different PU each time, from Seekers to RFs, Bouncers and Pepper Spray and many others excluding Freezer.
Eyecandy may not be that spectacular but the tileset is only 10 × 10 (100 tiles). The eyecandy is impressive for what is in the tileset. Textured BG is used in Layer 8 and looks good when seen through the arches in the background.
As for a rating, I’ll give it 8.0 because the level is fun to play and it is excellent for Duels and 2v2’s as I said before.
SCORE: 8.0
DOWNLOAD?
YES!!!
This level is very small, but you really need to play it. It’s good for duels or 2v2s, cause well, it’s small. However it’s also fun when there are many players, ‘cause that’s where the craziness starts. It also looks pretty nice. And I like that start-get a PU system. Also the music gives the feel of a fierce battle, so +0.2 for it.
~Eigus
Rating: 8.0 + music bonus (0.2) = 8.2
DR: Yes (yes, yes, yes!)
P.S. Brd, if you want it crazier, add some Freezer powerups. It would be neat, heh heh…
I just played Birdie in a duel today, using the level MULCH. The flow was nice, so was the tileset. The music made a fast pace game. Overall I like it. Even though it’s small, doesn’t necessarily mean it has to get a low score. Good for 1v1 & 2v2 duels. Score, 7.9..rounded to an 8.
~Hitch
[Rating adjusted to 7.9 ~cooba]
He did not finish IC’s unfinished tilesets. The tilesets used by DarkSonic have been finished before they have been released.
Looks VERY un-worked, but makes great gameplay! Yeah!
(Worlds shortest review… Stop laughing at me! Or just go away…
What am I talking?)
Let’s give it 7.5 and DR.
PS. You would have also said “set the captures needed to 100”, as it makes it more annoying er… fun…
Maybe because it’s a tileset upload and it’s not about the level at all? ;P
First, I’d like to know why someone would bother uploading something like this to J2O. I’ll review each mayor point and you’ll know what I mean (but maybe you already knew it because of the reviews before mine):
EYECANDY: Horrible. You used layers 3, 4 and 8 (or should I say “tried to use”). The tile placement is terrible. There aren’t 2 single tiles which fit together. Also, the background in layer 8 is very bad, it’s just a bunch of wall tiles.
GAMEPLAY: Ridiculous. How about this: you start the level, and fall through some wall blocks put on layer 3. Then you run to the right until you see some dissapearing blocks, you fall through them, then there are some more vanishing blocks, then you jump on a boll platform and right to the exit. Also, you can fall off the level in the exit zone. At least I beated Labratkid, I won it in 5:53 seconds using Jazz, with Spaz I made it in 4:75. Yeah, I was honored with the “Tutorial Level for Beginers Master” title.
ENEMY PLACEMENT: This is another good point of this level. The enemies, as well as the eyecandy and gameplay, are challenging and fun and… Oh, I think I have mistaken the review. Well, in this level there are no enemies. As simple as that.
WEAPONS PLACEMENT: Same as enemy placement. No weapon apart from the blaster. Well, in this level this shouldn’t mater, as there are no baddies to shot at…
ITEMS/PICKUPS: Nothing to review here. It seems the author forgot how to put a single carrot in JCS.
OTHERS: There isn’t anything on this level that should impress so much so as to send Leole a private message so that he can explain how he did it. Maybe the only good thing this level has is that it is very very small, little and short, and you don’t have to play this thing for a long time.
BONUSES: Yes, of course… :P
OVERALL: I think this level deserves a 1. Perhaps the author’s intention when creating this was good, I don’t know. Still, as anyone can see, this shouldn’t be on J2O.
DOWNLOAD RECOMMENDATION: Just to see how bad this level is.
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Eat your lima beans, Johnny.