RecommendedReview by Slaz

Posted:
22 Mar 2014, 16:53 (edited 22 Mar 14, 16:56)
For: Flappy Rabbit
Level rating: 6
Rating
6

As trendy as Flappy Bird may be, the addiction never really got to me. I admit playing it twice or so. But I never expected it to be ported to JJ2.

Basically, what we have here is a direct conversion of the game’s graphics (which is partly a conversion of Mario in itself), including the city background and score numbers. There are both masked and unmasked pipes, but that’s about it for the tileset.

Included is a test level using only Fly Carrot movement, which confronts to the gameplay layout of Flappy Bird. You just have to move all the way to the right avoiding pipes and the ground, as they’ll warp you back to the beginning. Instead of scoring after passing pipes, you’ll get to see a message saying Bronze, Silver, Gold, etc, etc. Also, you can fly on your own pace, while part of the Flappy Bird challenge is the forced scroll.

Now, as Ande300 encourages others to make their own level with it. This just asks for an AngelScripted version that uses forced scrolling, score counting, flappy movement, and randomized pipes. I’m terrible at scripting, but the idea is there!

I recommend downloading this only if you played and liked Flappy Bird, and give a 6 for the effort of porting the graphics and an OK attempt at porting the gameplay.

Not recommendedReview by Slaz

Posted:
21 Mar 2014, 14:47 (edited 19 Aug 14, 11:50)
For: ninja battle field
Level rating: 4
Rating
4

This is a small CTF level about the size of MALCH. The bases are in small square enclosures on both sides, linked with a long vine. The bases are entered from the downside or up from the big vine. Springs give easy access to the vine, as well as jump you up behind the bases. Spaz has a clear advantage here, as he’s able to jump the vines without a spring.

On both lower side corners are warps that take you up to a 3h carrot and directly warp you back to the middle. Here comes the issue that falling on a vine after being warped will give weird movement results. Also, the warps are easely accessed by accident as they’re not enclosed in a wall or anything.

Ammo is there, but not evenly spread. The left base has a Toaster PU and ammo, while the right side has a Bouncer PU and ammo. This gives the right team an advantage with the ranged bouncer. Though both sides have a few (regular) seekers behind the base.

Eyecandy is almost nonexistant. There is plain ground, and all walls are made of blocks. There are some flowers and trees on the ground, waterfalls in the back, and a regular clouds layer 8 background.

So, I don’t know what else can be said about this. I guess it’s yours (and Naruto’s) first level? I can’t recommend this level for download, and give a 4 for a solid first attempt. It’s not too bad for a very first level, but I suggest you keep on practising (and perhaps reading sites like JCSref or HowToJCS) and I’m sure you’re able to make a splendid level someday!

RecommendedReview by Slaz

Posted:
19 Mar 2014, 16:15 (edited 19 Mar 14, 17:16)
For: Deep and Deeper level pack
Level rating: 8.2
Rating
8

Some weeks ago, Mithos (in person) reminded me of these levels and their obvious reference to Touhou 11, so I played another game in them to get them reviewed! For the music, I couldn’t find the file ‘underwater2.mp3’ used in the first level, MegaUpload has since then been demolished.

Let’s get to the point. The first level is Deeper Depths, made with the popular Xargon tileset conversion. I’m familiar with UT’s level ‘Deep’ but don’t know anything about the game Ever17 (the inspiration for the level). A Google search got me an interactive novel game with an underwater theme, so I guess the level fits that. It’s a small to medium sized symmetrical CTF level with multiple horizontal and vertical pathways to the bases and a PU gimmick. Stomping a crate in the upper-middle will make a Seeker PU fall down, which is interesting for coordinated 2v2’s but a little risky in a duel where your speed is even more crucial. The pathway layout is done alright, there are no annoying dead ends, and arrows point at your possibilites. There’s no shortage on ammo and PU’s, so expect heavy fire in the narrow paths. There are 1h carrots on both sides, and of course a 3h carrot in the middle near the Seeker PU. I’m personally not too fond of the Bblair style warps (which take you away to a place in a ‘random’ fashion). Also, there’s these sucker tube events that pull you up on ledges, supposedly to bring back the flow of the game if a player’s jump was off, but I’ve never been too fond of those. Overall, a not too original but fun level. It’s speciality is clearly the unusual placement of the Seeker PU in which controlling it will give you an advantage. Personally, I’d say it’s more fun in 2v2 than in duel.

The 2nd level, Subterranean Apocalypse, is the gem in this pack if you ask me. It’s pretty small and has a clear focus on duels. It’s a symmetric level as well, and the left and right sides houses the bases protected by a triggered wall that forces players to enter from the top or bottom, thus into combat. There are 2 carrots in the middle to protect (a 3h and 1h), and plenty of PU’s both low and up. All lava either falls or warps into pits and will kill you (with a fun message though). The pits on the upper side are placed quite tricky just after having used a spring. Ammo is just right for a duel, there will be no overflow of bullets and there’s plenty of space to dodge in the middle. Eyecandy is good enough, though I understand the tileset has it’s limits. Gameplay is what this level’s about, and that’s original enough to reccomend!

For the third level (supposedly added later), well, there isn’t much to say about it. It’s symmetrical too and mostly based on horizontal movement and feels a bit plain in design. There is a lot of ammo, maybe too much, scattered a bit randomly and several PU’s. Best thing’s probably the tubes, they allow to save you from the lava pits in the bottom and let you take small shortcuts too. I can’t really recommend this one, it’s bigger but hasn’t really got anything special that makes it stand out.

Overall, with this pack’s original 2 levels Deeper Depths and Subterranean Apocalypse you can sure have a good time. I recommend them for friendly matches, but little makes them stand out compared to the big names in competitive CTF levels. SA alone would get an 8.5. Thus with a bit of generosity towards SA’s quality, all 3 levels combined justifies an 8! Don’t forget though, Deeper Depths is worth a try too!

Review by TreyLina

Posted:
18 Mar 2014, 21:00 (edited 18 Mar 14, 21:00)
For: Le Sewer Adventure
Level rating: 6.2
Rating
5.3

This was supposed to be a quick review, but it turns out I have too much to say about it. So I’ll go into more detail. Then I expect people will downrate it because of the rating, no matter how constructive I am.

Gameplay:
I’m not sure where the “Challenging” comes into this. It’s about as easy at the official episodes. Partly due to having 3-4 shields in this level, lots of seekers, lots of carrots, and mediocre enemy placement.

While I don’t mind reviewers mentioning their difficulty experience as information, I’m not a huge fan of players judging level quality based on difficulty. The thing is, player skill varies wildly so while one level may be hard for them, someone else could just steamroll through it. Some like it really difficult, some like it medium, and some like it easy. However, I may be biased since I try not to judge levels based on difficulty, but on creativity and the execution of ideas (which is why I originally didn’t want to make a long review of this level). Except I dislike mindless (aka riskless) easy and the cheap trial and error “hard”.

Why is the enemy placement mediocre? Except in the small and water passages, you can easily ignore the enemies by jumping over them. There are literally no airborne enemies, so jumping and running constantly is promoted. The enemy placement gets pretty spammy at times, which may look difficult until you realise that all you need to do is stand/walk and spam the shoot button…or spam kick if you’re Lori. More enemies also means a higher chance of pickups, possibly making the level even easier.

There’s also a bunch of ammo crates near the start. The ammo usually feels slapped about in the level in terms of why it’s there. I rarely use ammo in SP due to a habit of spamming blaster. Most of the time I didn’t see a reason to use much else, but hey, if you’re bored of blaster, you can try super easy mode with spamming seekers, or use freezer if you have a fetish for wasting time, or electro and pepper and RF just for something different.

The best thing about this level is the layout. It’s not exactly linear at the start. There’s a lot of exploration involved, and some secrets.

However, changing the difficulty will barely make a difference, because the author put no effort into setting difficulty for the events (I checked in JCS). I’m guessing they either overlooked that you can set difficulty for events, or they didn’t know how to, or were just plain lazy. The shields, some carrots, and a couple of seeker crates belong to easy mode. Hard mode could do with some smartly placed air enemies, or even just in general.

There’s also a bunch of star blocks you’re supposed to shoot with RF. Um…there’s RF blocks in this tileset. If that was supposed to be a puzzle then it wasn’t too well thought out for simply being a trial and error one.

There are two exits. It’s not worth playing again if you got to the coin exit, since there’s nothing special at the main exit. Inside the coin exit…you get the tuff boss in a plain arena with a bunch of carrots. EIGHT carrots. I get the coin warp is supposed to be rewarding, though eight carrots feels like overkill, especially when you’re against a boss. At that point all you need to do is mindlessly fire due to the sheer amount of carrots.

There’s nothing in particular that’s really creative. Since it’s limited to vanilla jj2, there’s barely anything new you can do with it anymore, so I didn’t expect anything revolutionary. However, it’s still possible to be creative within these limitations.

Eyecandy:
Your typical colony fare, except the closer foreground streetlights aren’t there. I can’t say much else, since there isn’t much else you can do with this tileset. At least the tiles are placed fine.

However, I’m a little against using the original tilesets due to most having annoying masking errors and worse tile arrangement (which makes it harder to work with), and this isn’t one an exception. There’s a conversion of this tileset which fixes the masking issues. Not a big deal though.

There’s also some enemies that feel out of place. Xmas turtles, dragons, helmutts…what.

Music:
Lol, what? I guess I can’t get used to the idea of official music being used in a different official tileset, that was intended for a different one.

Overall, this level is mediocre. Not bad, but not good. I’m sure plenty of other players will enjoy it more than me. If you’re into the official style of levels, you’ll love it. I feel like I’m repeating myself…

RecommendedQuick Review by Lark

Posted:
16 Mar 2014, 02:15
For: Multi-Layer Level Editor (v2.19)
Level rating: 9.6
Rating
10

lol people are silly yellin’ on the internet and all. anyway, great job buddy your contributions are great. i dont get how to use this thing to its full extent, nor do i think im gonna find out given that my time with jcs is short aka no time with jcs, or mlle i should say.

RecommendedReview by minmay

Posted:
13 Mar 2014, 08:35 (edited 13 Mar 14, 08:37)
For: Sonic With A Gun
Level rating: 9.6
Rating
9.8

Sonic With A Gun is probably the fourth most ambitious Jazz-related project to ever see completion. The first three are Jazz Jackrabbit, Jazz Jackrabbit 2, and JJ2+, and now that I think about it, I’m not really even sure about those.

In case your country has censored the upload description: SWAG offers six new Jazz 1 episodes, most with two normal levels, a secret level, and a bonus level. If you only include the normal levels then you would expect roughly the size of two original Jazz episodes, but most of the SWAG levels are much longer than the original Jazz levels, so it is closer to 3 or 4.

The levels do a remarkable job of stuffing themselves full of Sonic references, and while the game is still, at its core, Jazz Jackrabbit, SWAG feels very distinct from that. I wouldn’t go so far as to call it a different game, but it feels much more like a full-fledged expansion pack (one of the cool ones, not horse armour) than a mere set of custom levels. Every planet has its own complete tileset, most of them more intricate than the original Jazz ones – Emeraldus is certainly a lot more attractive than Muckamok. Despite most of the graphics coming from some part of Jazz, the environments feel completely fresh, due to how much those graphics have changed. Just look at the 1st and 3rd screenshots. You won’t see a single enemy reused from Jazz, either – every single one is new, and there are lots of single ones, too. This being Violet, some of them are positively evil in their behaviour and placement. Even the pickups have new sprites!

The level design is tight all around, several times more appealing than that in the original game. Levels are filled with multiple paths, cool tricks, and interesting challenges. Despite many levels having complex layouts, it’s rare to feel lost; there’s a fantastic job done of showing the player where to progress. Or maybe that’s just because you always want to get from the left side of the level to the right side of the level. Whatever. The only planet that didn’t really impress me was Gravis – the graphics were surprisingly dull, with little detail and lots of floating coloured lines, and the pinball portions were really awkward with Jazz’s physics.

I was also very impressed by how well Sonic’s bonus levels were recreated. They’re certainly a lot more exciting than the original Jazz bonus levels – although I would have loved to be able to see the UFOs from more than 2 centimetres away.

The boss fights are on par with Sonic 1, and a good deal more interesting than the ones in the original Jazz. Then again, a trained gerbil could beat the boss fights in the original Jazz.

Playing SWAG, the only things that really bothered me were the timer running out on later levels (like I said, they’re long!), the small field of vision in Jazz (but SWAG handles it /much/ better than the original levels), and the limitations of the Jazz engine itself (every now and then you might notice a spike ball or spring spontaneously ceasing to exist).

I don’t think the difficulty was actually that much higher than the original Jazz levels, I didn’t have much trouble beating it on Hard. Mind you, Jazz 2 single player is about as difficult as drinking a glass of chocolate milk, and by comparison Jazz 1 is more like eating a small cactus. Except the cactus is actually delicious.

SWAG even has its own title screen. This is a product that is impressive in every respect, well worth the time it took to develop. I mean, the worst things I could think of to say about SWAG were actually complaints about the ORIGINAL GAME. I haven’t ever had that reaction to a mod before.

Rating? 9.8, because I’m reserving 9.9 for an especially large piece of the True Cross, and 10.0 for a machine that turns my toenail clippings into money.
Quick Review? I don’t think so.
Download recommended? What do you freaking think?

P.S. After completing SWAG, I managed to fix my Windows computer. Coincidence? Okay, yeah, it probably is a coincidence.

RecommendedReview by Slaz

Posted:
10 Mar 2014, 21:10
For: Sonic With A Gun
Level rating: 9.6
Rating
10

Alright, this took me somewhere between 6 to 8 tries to finish on Normal in one continue, but I finally did it and oh boy, this pack exceeded my expectations and overloaded my nostalgia! Across all playthroughs I found 3 secret levels and played 4 bonus levels. I’m not sure if that’s all of them, but let’s just review this beast!

The first stop is Emeraldus, an easy-going planet that mixes elements from Diamondus and Sonic’s Green Hill Zone. Right from the start it’s noticable how clever the levels are designed towards Jazz1’s low field of vision, with every jump landing Jazz where you’d expect him to land. I rarely bumped into spikes or enemies without expecting them to be there. Also, both levels have enough carrots to let players get the hang of Jazz1’s mechanics.

The 2nd planet, Marbelava, is perhaps the strangest and a bit of a black horse compared to the others (just like Sonic1’s equivalent). The underground parts encourage slow movement and precision jumps. It’s also filled with cleverly designed moving platforms, like blocks floating on lava and plateaus hanging on a chain. I generally liked these parts, except for the section with falling blocks which appeared to form a stack yet they didn’t. Just jumping into them worked, but it’s a bit unclear as to how and why this was intended or not.

Oh, and without trying to spoil, I got to play a secret level with an incredible atmosphere. It literally turned darkness into light. :P

Next stop is Gravis, mixing various elements from the Casino styled Sonic levels with Jazz1. All focus is on spring, bounce, and jumping mechanics here. In my view, the difficulty took a significant rise from this planet on. Carrots get less (or harder to find), enemies are placed harder, and environmental hazards are more fierce. Nevertheless, I really enjoyed the atmosphere and visual details set here, such as neon-lights and the fact that the downside of the level is dark while the upside is light! I also liked the little Jazz clones, they remind you that it’s still a Jazz game following the same base plot (without the Twin Battleships).

In one of my latter playthoughs I found a secret level that felt as a springy reward, those extra lives really helped in learning the harder levels to come!

Labyrinthion, the fourth planet, was where most of my playthroughs ended. It mixes water-level puzzles with carefully placed hazards such as rolling rocks. First off, the way how the water slide at the beginning loops through warps is a cool way to resemble Sonic1’s counterpart. Thereafter starts a cleverly designed puzzle that requires you to open high pathways by raising the water level. I didn’t particularly like the slow pace of the first level, but the minecarts and moving platforms in the second one got me amazed! And then I haven’t even talked about the JJ2 style crate puzzles that halted my progress until asking on the JCF thread! Best thing introduced here may still be the granade weapon, it works well and gets rid of the fact that Jazz1’s weapons aren’t too different from each other.

The fifth planet is Noirlite, and reminds you that pits in platform games are evil! Thus it more than ever encourages you to stay up whenever possible. It also encourages fast movement like no other, and uses sucker tube mechanics to simulate loops. The booby-trap enemies introduced here were annoying (as they should) and it took me a while to learn how to overcome them. All while enjoying the starry sky including falling star effects!

In an earlier playthrough I found another secret level that really took things different with a Jazz clone. It relied on muscle-memory to clear it but wow, it was amazing!

Next there’s an oddly titled (extra) level ‘cloudsduel’ that resembles Sonic’s flying trip to Eggman’s base in Sonic 2, except we have Jazz on his trusty airboard! Me as a shoot ‘em up fan really appreciated the gameplay of this level! And it felt like an easy interlude for what is to come…

…In Fabricus, the final planet which is Devan’s base! It resembles both the ‘Death Egg’ and Scrap Brain Zone from Sonic. And just like on Sonic, environmental hazards are everywhere and way harder to avoid than on the previous planets. There’s things like electricity, torches, sawblades, and spears. The enemies however, are somewhat more passive and predictable, like those pigs shooting ball-things. I got through the first level pretty easy, but the 2nd started with another water puzzle (now with more hazards) that took many of my hard earned lives. The rest of the level went smooth, and the most surprising thing were the magnetic circle platforms, very clever and fun to play around with!

A lot more can be said about SWAG. But this review is a wall of text already, so let’s just say that even though there’s no such thing as perfection, a project of this scale with every nook & cranny thought-through with a purpose. The purpose of letting people play a game mixing Jazz, Sonic, fresh surprises, and nostalgia that’s well worth a 10! Chances are slim that you will like this pack if you don’t like the original Jazz1, but it’s well worth a try. Download recommended? No, it’s mandatory!

RecommendedReview by A.I.T.

Posted:
7 Mar 2014, 17:01
For: Rocket Powered Rabbits
Level rating: 9.6
Rating
9.5

Well, it took me a while, but I finally managed to win this level.

Indeed, it was quite an interesting experience and something that is entirely new for jazzjackrabbit 2. Also, this is one of the first single player releases since the newest version of JJ2 plus(involving scripting) has been introduced.
The main concept is basic enough but is exploited in different ways throughout the level. Players can also observe what a possible obsession with the raven enemy could lead to. However, to my mind, it would be best if there were some sort of story to explain the occurrencies, despite the fact that it was designed for cooperative mode. Of course there is nothing wrong with leaving the player to interpret the reason for things like the rabbit flying into space while encountering bats and fish or Devan Shell flying on Bolly’s aircraft and transforming himself into a giant raven, but giving the creator’s point of view is not a bad thing either.
Decorations could have been slightly better, although here we have an excellent example of changing background colours accompanied with synchronization of events and music – that was well done.
Gameplay was, as mentioned earlier, very original. What I specifically liked about it is the balanced difficulty which made up for there being no choice between difficulty levels(once again, because of coop). Some of the bosses could be defeated with numerous strategies depending on the decision whether it is reasonable to get hit or not – making those main enemies requiring constant movement to avoid harder to fight opponents.

Overall, this is highly reccomended to download and a very good release to begin the year.

RecommendedReview by incandescentembers

Posted:
6 Mar 2014, 00:34 (edited 6 Mar 14, 01:03)
For: Sonic With A Gun
Level rating: 9.6
Rating
10

WOW!
Are you kidding me?!?!*

This is just Amazing (yes, with the capital A!).

Violet CLM made a final punch in proving that he is a PROfessional level maker and very talented developer full of ideas. I was observing some of his work before and I really think that the rest of the people whos work I’ve seen can not come even close to his Jazz Jackrabbit convertion skills.

By professional level maker I really mean that his work in this particular area is professional (and by “professional” I really mean professional). The levels can’t get boring at any point (i’d say that they are much more interesting than the original JJ levels), they have their own feel, very innovative, but at the same time you can tell that someone put a lot of thinking in constructing everything to make sense, That include eyecandy, placement and gameplay – everything with a very high standards.

By talented developer I mean that it takes some damn freaking talent to take an old DOS game and convert it to something new, but at the same time balance it right, so it won’t lose it’s own atmosphere and at the same time combine that atmosphere with the one of the different game from a different platform (Sonic, in this case). SWAG is so full of new goodies invented by Violet that it really warms my heart. The popping tiles from the lava (WOW), lava going up and down, destructive blocks, blocks falling down, blocks swimming, riding platforms Jazz can jump on, bunch of new enemies, some of them very complex (consisting of a lot small parts), new pick-ups and so on to infinity…

By claiming Violet’s JJ convertion skills the best I mean that he definitely knows how to convert something, enrich it with his own inventions, and at the same time keep the original feeling. I don’t know too much about Sonic, but playing SWAG I felt like playing Jazz Jackrabbit 1 for the first time, when I still was wetting my bed at night. I do NOT have this kind of feeling when playing the original JJ1, maybe because I already know it too well, and it rather bores me instead of bringing me some emotions. That special magic which was present for that first time is gone, it stays only deep in the memory and will never come back… But SWAG felt so real, so JAZZ JACKRABBIT 1 and at the same time felt so FRESH. It definitely went very deep and freed a little bit of that magic.

Achieving that is a huge success in my opinion.

It’s not hard to not see one thing, not only through SWAG, but also throughout all Violet’s works. While being very keen in converting, bringing back memories and in programming, he is not that good in graphics / drawings. All of his biggest works are based on copying other peoples’ graphics. Usually it is JJ1 (as Violet clearly is way more into JJ1 than JJ2) but in case of SWAG I could see variety of sources. Primarly it is still JJ1, and then Sonic (I’m guessing), but there is more to it. For example Agama’s Heaven (Labirynthion which also include some of the Marbelara tiles which were never present in JJ1) etc. And… I love it! I love the fact that someone can realize that he is not that good in one area and lets the others to do the job, instead of throwing some crappy art which completely doesn’t fit the graphical touch of the base of the tileset. In this case he just took someone else’s great pieces of work and… NOT just throw everything together and be like “Hey everyone! Check out this cool collection of nice graphics”, but blending the gathered material, achieving unique atmosphere of the new worlds. That takes some brain, not just research, copy, paste.

I think in this matter everything is perfect. There are some things I dislike, though:

  • I’m not necessarily into the music choice.
  • Gravis is my least favorite world, even though I still think that the tileset is perfect. I just don’t like the way eyecandy is placed in here – it’s too messy, platforms look like they have tile bugs (I know this placement is intentional, I just don’t think it looks good), there is too much going on with all that flashy stripes and mini-Jazzes flying all over the sky, the only enemies that fit the theme is that spiky creature and the jumping, annoying blue thing. The red crab (from the first episode) and the Grey Rabbit (even though an excellent enemy! I love him!) don’t fit the industrius-like atmosphere.
  • The bonus stages seems to be corrupted. You can walk on all the platforms, there are no borders to stop you.
  • The water system in Labirynthion is confusing, especially if you die and restart from a save-point.
  • The biggest disappointment was when I finished the first episode… I was fooling myself that there are actually 6 full episodes with the same ammount of levels as in Jazz 1 (but probably that is mentioned somewhere in a description, I just didn’t pay attention).
  • Few minor bugs.

Despite all that I am still giving a 10 just because this piece of work deserves it. It is simply brilliant, the author went an extra mile in many aspects of the game, he packed it with completely NEW things unseen anywhere. He never used any of the old enemy from the original game, he even placed a completely new weapon (I love that pineapple-granade! As seen in Technoir used by that annoying pink tank), the secret levels have completely new theme (at least the one in episode 2 has – and oh boy, I was nicely surpriced!)… The only thing missing is new music for each theme.


*What the hell? Such a great piece of work with a rating 5.9? This is the other reason why I’m not going to include all the small details in my rating, since the system here is clearly curropted and allows some weirdos to jump on a piece like this and give it a RIDICULOUS grade for some insane reasons. Game is too hard? Oh no!… There are freaking 4 different types of difficulty to choose from! If you suck at playing just go with the easy one. But apparently Ischa expects from a game to be full of eye-candy and no challenge (how that even goes with your “Challenge/difficulty” category of rating?). All the creativity and work are not even mentioned, all there is are some platforms placed not low enough and Ischa is having problems in jumping onto them. Stupid reveiws like that should be deleted and the authors should be banned.

If you expect from a game just a beautiful eyecandy, then turn on the episode of Care Bears and don’t even bother to start playing any game… GAME MEANS CHALLENGE! Also, in such a big and ambitious projects like this one there is way more to take into consideration than just eye-candy and difficulty. Since you clearly don’t understand that you should really never post any review. Ever.

RecommendedReview by Blackraptor

Posted:
2 Mar 2014, 02:07
For: Twisted Venom Test
Level rating: N/A
Rating
N/A

I didn’t play this level yet, but you are already a winner in my book for managing to use a Burzum track in Jazz2, even if its off his electronic album.

Review by Ischa

Posted:
26 Feb 2014, 20:39 (edited 27 Feb 14, 13:08)
For: Sonic With A Gun
Level rating: 9.6
Rating
5.9

Sonic With A Gun… it’s promoted on the homepage of Jazz2Online, so it must be a very good download! And today I gave it a shot.
It contains a pack of six worlds. Firstly we have Emeraldus, which was a tough start already, it was a hard job for me to complete. The second world of Marbelava was my personal favorite, I especially like the part with the platforms floating on the lava and the ‘eruptions’ carrying a platform allowing you to make it to a higher spot. Gravis was very, very hard because of the – so high that they are nearly impossible – jumps I had to take. Especially the ones with a bad guy waiting you up on top. VERRRRY frustrating. The pinball like places however are a nice touch! Then we have Labyrinthion, which was a labyrinth for sure: it was very difficult to find my way through, you can easily get lost. Noirlite let me actaully feel like Sonic with those ‘loops’. It is however very easy to fall to death. The final world of Fabricant was another big hell to get through, just like in Labyrinthion you could easily get lost and the spears sometimes simply block your way, with just no way through, actually forcing you to pump it full of lead before it finally blows. I think the overall difficulty of these levels is way too high for the average JJ1 player, so that necessitates me to reduce that from the rating of these levels.
Eyecandy is simply great! You really took your time in creating these levels. The backgrounds are very well decorated. I especially like the touch of that mast in Noirlite, which actually moved! That was very cool, I can’t remember seeing that before in a JJ1 level. But what I like the most, is the revamped menu! The Sonic theme of the levels continues in the menu and that was something I never saw before!
I think the overall difficulty of these levels is way too high for the average JJ1 player. It’s a good thing that levels are challenging, but it should not be too hard, especially not in JJ1, where you move so fast and you don’t have that much view around you. If you would’ve created these levels in JJ2 I think it would’ve been a better play, for JJ1 however it’s a total disaster.
Item placement is much better. You’ve spread the collectables well throughout the stages. Because of the hard difficulty however, some extra checkpoints on certain places wouldn’t been a luxury. The (revamped) enemies were great! I especially like the custom bosses at the end of every world.
For the gameplay I already told about issues like the hard jumps in Gravis, getting lost in Labyrinthion and the spears in Fabricant, making the gameplay not very smooth on certain moments, but there is also something I like, which are the 3D bonus stages, once again revamped. Instead of blue gems you have to collect purple UFO’s! And I also like the pinball, of course.

I’ll give you the points for your upload.

  • Eyecandy gives you 20 out of 20 points, with extra compliments for the revamped menu!
  • Challenge/difficulty gives you only 2 out of 20, because of the difficulty being way too high.
  • Item placement gives you 7 out of 10, that’s a bit lower because of the checkpoints which are missing on certain places.
  • Gameplay gives you 20 out of 40, because the gameplay is not always smooth, but I really like the 3D bonus stages and the pinball.

That makes it a total score of 49 out of 90.
For the final rating: 49÷ 90 × 9 + 1 = 5.9. See for yourself if you want to give this download a go…

RecommendedQuick Review by Superjazz

Posted:
23 Feb 2014, 08:47
For: Rocket Powered Rabbits
Level rating: 9.6
Rating
9.4

Welcome to the league of (D)raven.

RecommendedQuick Review by Loon

Posted:
20 Feb 2014, 10:19 (edited 7 Apr 15, 19:06)
For: Rocket Powered Rabbits
Level rating: 9.6
Rating
9.4

I’m not questioning your scripting skills. The level looks outstanding despite the fact that the tileset is pretty blocky. But I’m here to rate the map, not the tileset.
No more further explanation, this level is mindblowing!
And for this, we thank you. (Or atleast I do!)

Download recommended.

RecommendedQuick Review by Foly

Posted:
20 Feb 2014, 08:49
For: Rocket Powered Rabbits
Level rating: 9.6
Rating
9.5

Awesome! It’s good to see you are still making AS levels and this one is just incredible and original. The thing I found most frustrating is that I keep clicking out of the screen but I guess this is also a bit my fault. I’ve only played this SP and I’m looking forward to play with others ;)

RecommendedQuick Review by PurpleJazz

Posted:
18 Feb 2014, 19:46
For: Rocket Powered Rabbits
Level rating: 9.6
Rating
9.5

Definitely one of the most interesting SP releases in the last couple of years. The time and effort taken to write the incredibly long script was worth it, as this level plays unlike anything that has been made up until now. Expect a certain frustration factor, however the overall experience is ultimately satisfying. Download highly recommended!

RecommendedQuick Review by ÄÉæÛÕ

Posted:
10 Feb 2014, 05:15 (edited 10 Feb 14, 05:16)
For: Rocket Powered Rabbits
Level rating: 9.6
Rating
N/A

We have a way to shoot stuff in the direction of the mouse now?! I sure missed a lot..

I couldn’t play the level since I don’t have TSF, but I watched your playthrough, and it looks like a lot of fun to play in coop! I feel that personally I would get bored on the long parts of boss fights, but playing in coop would stop that from happening.

[Don’t rate levels you haven’t played ~cooba]

Not recommendedQuick Review by DennisKainz

Posted:
15 Jan 2014, 17:11
For: Juan Pablo's Flagrun
Level rating: 4
Rating
5

Not really the best flagrun level I ever saw. I can play better flagruns in real life with my friends.

Besides, I don’t really like Top Secret 3. It is TOTALLY off the JJ2 style, and it is super monotonous. But it’s your choice.

At least, you can use pickups almost decently.

And one more thing … Begging for reviews doesn’t help!

Quick Review by DennisKainz

Posted:
15 Jan 2014, 17:06
For: StrangeHouse5000
Level rating: 7.5
Rating
7.5

Good use of classic tileset, although music is unfitting. I’d raise the rating by 0.5 if you used haunted.it

I’m starting to love event mashups. But I’d still love it if you used a tileset mashup, like IC Jungrock or NONKA Letni, or even a good original tileset, like Agama’s Egypt or Swamps.

Then again, I like this level.

Quick Review by DennisKainz

Posted:
15 Jan 2014, 17:01
For: Looking for answers - part 1
Level rating: 7
Rating
7

Not finished yet? READ RULE 2

You could use AngelScript for the Intro, to remove the stats and make the level skip immediate.

Levels are way frustrating, but well done. All tiles fit, and events work, although there are massive walls and floors being completely stright.

And why Diamondus? Isn’t it Russian Revolution?

RecommendedQuick Review by DennisKainz

Posted:
15 Jan 2014, 16:47
For: Le Sewer Adventure
Level rating: 6.2
Rating
8

Probably the best event mashup I ever saw, and almost all tiles fit. Challenging, but not frustrating. I never thought a classic tileset / classic music level could be that good.

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