Review by spazz

Posted:
Posted more than 21 years ago
For: Electric Nightmare
Level rating: 7.5
Rating
N/A

I have TSF and it’s doesn’t work at some point.

ANSWER: Re-build your level with TSF, and see if it works then.

O, sorry Aiko I din’t read your review! :(

Review by Disguise

Posted:
Posted more than 21 years ago
For: The Nothing In Particular Pack (NIP)
Level rating: 9
Rating
9

I’m sorry but in all my life I have never seen reviews like that, it is, simply put, totally crazy.

Tick, I hope you understand that I’m not writing a huge review, I’m doing that considering you will be busy through the whole of this year reading those other two reviews.

Anyways, I really enjoyed playing this, it was great being betatester aswell, even though I felt quite helpless compare to the amazing power of traftie. The highlight of all this is for me is the level you made with Spacey Universe (gee, I wonder why), I never thought I’d see stuff like that using that set, great job!

The one thing I particularly liked was the design of these levels, it was great! Not at all linear, I think you desevre an extra pat on the back there. That’s it from me, great pack, ‘nuff said.

Review by spazz

Posted:
Posted more than 21 years ago
For: Battle For Hustar-- part 1
Level rating: 6.7
Rating
6.7

Well, it’s a good gameplay, but it’s to small. Good use of eyecandy, but this is a tileset I’v never seen before. Enough weapons and stuff, but it just needs some more.

Try to make your levels longer, put more action in it, it will realy make your levels better. Pratice much!

Download reccomend, well see for yourself.

Review by spazz

Posted:
Posted more than 21 years ago
For: Dino Station
Level rating: 8.9
Rating
8

This is a good level. I also liked the tileset with the pallete. And it was very difficult with all the Triggers and stuff. It is very challenching, because it’s very difficult to complete, and don’t set the level difficulty on hard! Many enemies will kill you. Good save point placement, when it’s get difficult, most of the time there’s a save point nareby. An 8 and a download reccomendation. Much eyecandy by the way, nice…

Review by ~[GpW]NinjA

Posted:
Posted more than 21 years ago
For: Belfalas
Level rating: 7.5
Rating
N/A

>=O!!
so..wwinc is back?
hurrys off to make some levels

I’ll rate the level after school.

Review by leole

Posted:
Posted more than 21 years ago
For: devil traps2 deel1
Level rating: 1.7
Rating
N/A

sorry for that yelling it seems to bee typed on the not funniest day of my life so lets hope i kan make better lvl,s when jcs isent crashing anymore maby its a bad lvl bud i still wish all downloaders many lucky

Review by DanX

Posted:
Posted more than 21 years ago
For: The Nothing In Particular Pack (NIP)
Level rating: 9
Rating
9.5

Good job Spaztic! I really enjoyed the pack (well maybe except the Mines of Moria…. O_o)
Good job with eye candy especially I like the use of the background and foreground layers in the ‘All the Gold that Glitters’ level – you did an amazing job there with those crystals!

I give this pack 9,5 and a download recommendation!
Again – good job Spaztic!

Dan.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Cairn Refinery
Level rating: 8
Rating
8.2

It’s kinda interesting that Cell is one of the first to use this tileset and he is already trying something different. Kinda like Stripe’s level…

GAMEPLAY:

A Cell level in typical Cell level format. The layout is good. The balance is nice. It’s not too complicated. Players can use some new strategy. I can’t spot any fatal flaws so I don’t have any complaints about the gameplay. I barely played it, but it looks good.

EYE CANDY:

In a word, interesting. But is that a good thing? I don’t even know myself. I’ll just assume it’s better than average (or something).

CARROT AND AMMO PLACEMENT:

There’s a full energy carrot in the middlw of tehe level. Can’t go wrong with that. The ammo placement is good and so is the powerup placement. There isn’t anything here that I don’t like.

HOST THIS OFTEN?

I dunno. Maybe? The BG is a little strange for my tastes, but whatever (I’m not taking points off for that anyway). I’m rating this an 8.2 just because.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: The Nothing In Particular Pack (NIP)
Level rating: 9
Rating
8.5

o.O! This took me by surprise….
a hyper-long review by Trafton!

Level 1: NiP Start (Emerald Isle) (NiP_Start (EM).j2l)
I don’t know if the levels were made in any paticular order, but saying that is about the only introduction I could come up with for this level. I shall review it, and then review the other levels, and then see how Trafton’s review dwarves mine to all get out and beyond.
STORY: Having a “STORY” section for each and every level seems a little pointless. I suppose I shall tack it onto the end as an extra part of the review if I remember to do so. In the meantime, this remains here to be utterly pointless and irritate all who read it.
Pros: N/A
Cons: N/A
Rating: N/A

TILESET/TILESET USE: The tileset use is ok, but really nothing amazing. It looks exactly like you’d expect from a Diamondus level, exactly like you’d expect from a Diamondus level. To tell the truth, I’m not sure I’ve ever seen a Diamondus level which looks different. Unsettling. Regardless, this has normal background eyecandy, no foreground (the author used the foreground trees in the background), and snow. Yes, snow. This level, for reasons unknown (maybe he wanted it to look more interesting) has light blue snow in it. I’m not sure how I feel about this, as it looks kind of weird but is easily ignorable (thank goodness for gradients). Anyway, there is nothing too bad here, but there is nothing really good here, either.
Pros: Everything fits together, the various layers work.
Cons: Nothing too interesting, some bugs with the background trees (check for little black lines), foreground somewhere else.
Rating: 7.5

WEAPON/ITEM/ENEMY PLACEMENT: There were hardly any weapons at all, really. There was a little Pepper ammo in a secret, and a Pepper Spray powerup which you could access with a coin warp (I found 0 of the 20 coins! YAY ME!), and that’s really about it. Unless you count the single TNT ammo which you use to blast your way out of the current area. As for enemies, I can’t say I liked the enemy placement too much. It seems the author (Spaztic, I seem to recall) wanted to stick in as many enemies as was humanly possible without giving them too much variety. The sky is filled with bee hives and Float Lizards (paticularly in small passages), the ground is littered with groups of Tuf Turtles, which are made almost harmless by the equally numerous Normal Turtles that accompany them on all their excapades. Fortunately there are lots of slopes, and somehow the enemies (despite feeling way overdone) manage to kind of balance out with Jazz’s durability. The Normal Turtles add a kind of gambling feature to the level, as there’s a possibility you’ll get carrots, but you might not, so who knows? Oh, and items were pretty good, nothing spectacular or anything, but the sugar rush seemed pretty nicely timed. The author placed food not everywhere, but spread around enough that the level doesn’t feel as barren as it could otherwise.
Pros: Everything’s done pretty well.
Cons: To be honest, there aren’t too many cons. There may be too many enemies, but I’m not sure (and don’t feel like digging through Trafton’s review to find out). Let’s just say I would have replaced the TNT with a trigger crate, dropping a crate with TNT in it in front of the tree trunk thing, and leave it at that.
Rating: 8.5

ORIGINALITY: The level is, for the most part, a big solid Diamondus level, but that doesn’t mean there aren’t smidgeons of originality (which are a little less necessary for Single Player then Multiplayer) here and there. The roller coaster which sends you through walls is a nice touch, though it’s a bit underplayed (no special effects at all), and some of the invisibility stuff is pretty cool. There ended up being several things in this level I’m not sure I’ve seen before, but there was also a lot of stuff which I had certainly seen before.
Pros: Some parts are original, and it balances out pretty well.
Cons: The roller coaster (if such it is) comes off pretty boring.
Rating: 8.0

DIFFICULTY: This level is reasonably difficult, but not excessively. I play everything without an episode file (and even them) on Normal mode, so I don’t know what it would be like otherwise, but that’s really beside the point. Yes, there were a lot of enemies, but you can certainly get them to come at you “one at a time” for easy killings. There are also a whole lot of Tuf Turtles, but the normal turtles make up for this. The puzzles (which are MUCH better then the ones in SXR, which consisted mainly of finding the TNT and Trigger Crates behind masses and masses of layer 3) are not too hard, but not too easy, either, and I look foward to seeing more of them in the latter levels, assuming I survive that long. Ok, so I died ONCE.
Pros: N/A
Cons: N/A
Rating: 8.5

REPLAY VALUE/FUN FACTOR: This level is pretty entertaining. It has the potential, of course, to have the fun ruined by the enemies, or other things, but the author has managed to avoid this and it ends up making a pretty fun play suitable for all ages who are willing to give it a try. Ashcroft doesn’t count, of course. Basically, what this level is a fun play, nothing spectacular, but pretty good nonetheless.
Pros: N/A
Cons: N/A
Rating: 8.2

OVERALL (not an average of ANYTHING): One thing that didn’t seem appropiate to mention in the other categories, which is prominent about this level, is that Spaztic uses Wall Secrets. Not just a few, but almost everywhere. It got to the point where I’d expect them in every wall I saw. This could, as could many things in this pack, easily be a rating pitfall, but it ended up working out pretty well, though one or two places were a wee bit too much in my mind. Ach, ah’m not Scottish, laddie. (I have so got to stop writing reviews at late hours) Anyway, hold the rambling, this is a good single player level with no real plot to speak of. There are some interesting parts, and I could almost envision it in the normal JJ2 rotation of levels, but not quite (too many trigger crates). This level, though not quite as good as I was expecting from the ratings (if not the reviews) of FoD and Trafton, was quite well done.
Pros: It’s just a good level.
Cons: One or two eyecandy errors, and it’s all kind of done-before.
Rating: 8.5

Average rating for Level 1: 8.0

Level 2: Fungi Jungle (NiP_fungi.j2l)
I didn’t like this level as much as the last level. Maybe it was because I had just reviewed the last level and thus was growing a little resentful towards the pack (typing!!!), or maybe because it’s just not as good in my mind. It was kind of short, and kind of boring, too.
TILESET/TILESET USE: This level uses, as you might expect, Jungle. Again, tileset use is mostly as you’d expect, JJ2 SP style, with a few exceptions. One exception is, of course, the evil wall-as-layer-5-cave thing. It’s ok if the wall is mostly black, but it’s not, and ends up looking solid instead of background. And there are a few other instances, like the actually cool area where you are jumping from fruit platform to fruit platform with various jungley stuff. One thing I noticed (well, didn’t notice) about this level is that there basically seemed to be no leafs (or I can’t remember any!). There were certainly trees (there were a few masking troubles with said trees, and I’m debating whether or not this is actually Spaztic’s fault), and branches, but I don’t recall any green foliage stuff. Oh well. Other then what I have mentioned, the tileset use was very standard – undergrowth in the background, nothing in the foreground.
Pros: Everything fits together right, the swinging platform area looks cool.
Cons: Still.. kind of…… boring.
Rating: 7.7

WEAPON/ITEM/ENEMY PLACEMENT: This didn’t stick in my mind nearly as much as it did last time, so don’t expect such lengthy thoughts on the matter. Weapons were ok, there was some Toaster (including some helpfully placed Toaster in case you can’t shoot down), and a little RF which I could have done without as its sole purpose seemed to be shooting through some blocks right ahead of the ammo itself. Items were also done fairly well, and the enemies were about what you’d expect as well, with a few exceptions (such as the Monkeys in the wall). There was nothing all that notable about this part of a level, but this level was pretty not too notable Anyway (meaning no offense).
Pros: It works.
Cons: Few.
Rating: 8.0

ORIGINALITY: Once again, this is a fairly straight foward level with a few bits of originality. The moving platforms are interesting, and I like the bouncing trigger crate (though it could just as well not be bouncing). This level was probably less original then the first one, but it’s probably less in everything else (including size) as well.
Pros: Some.
Cons: Not much.
Rating: 7.5

DIFFICULTY: This level was pretty easy. It lacked the interesting enemy combinations of the first level, and though the author tried his best with Spikes, Vines, Dragon Flies and Monkeys, it’s still pretty simple and straight foward. There were very few puzzles, too, so overall this comes off (at least to me) as a kind of boring play.
Pros: N/A
Cons: N/A
Rating: 7.2

REPLAY VALUE/FUN FACTOR: Maybe it’s just me, but I didn’t really enjoy playing most of this level. Some parts were cool, like the area with all the vines, or the swinging platforms, and the windy tunnels were ok (though you weren’t exactly the one playing them), but for the most part this level (to me) is… well… kind of boring. I really have got to stop comparing it to the first level, but the fact is, they might have been a bit better off being switched around. You might play this level if you’re bored and choose it randomly, or if you’re going through the pack, but otherwise there’s not too much incentive to reliving it.
Pros: N/A
Cons: Boring.
Rating: 7.0

OVERALL (not an average): There are, as you might expect, more wall secrets. Also some interesting parts, some decent eyecandy, some decent gameplay. But the fact remains that this is not the best level I’ve ever seen, nor paticularly close, for that matter. It is simply a single player level, ok on its own but not quite deserving (or so I hope, from the above ratings) to be in this pack. Again, I might have liked it more if it were the first level…
Pros: It’s a good level, true.
Cons: But not too entertaining, nor new, and it’s rather short.
Rating: 7.5

Average rating for level 2: 7.5

Level 3: Sticks and Stones (NiP_sticks.j2l)
After some thought, I have decided that the explanation for the name of the level is the number of Skeletons, which send bones flying all over the place when you destroy them (though one stays sometimes, depending on how it is killed). There were a few sticks here and there, as trigger scenery, and a bunch of stones did end up breaking my bones. Thankfully, there was an extra life in the 25 out of 20 coin warp.
TILESET/TILESET USE: This level uses MidN’s School v3 tileset, and I could almost grow to like it this way. The playground stuff continues to look bad, but parts of the level almost look good. The background eyecandy isn’t what it could be – a hovering planet, and nothing else – but layers 3/4/5? were all done fairly well. I’m not sure if I completely approve of isometric walls in layer 3, if nearby they’re not, but alas and alack and alas. Anyway, the level does not end up feeling too much like a school (even the teacher does not act like a teacher), so I presume it’s just some area with buildings and underground stuff (I can’t say I care for the look of the underground too much).
Pros: The author manages to use School v3 so it doesn’t look like the worlds next Blinding Variety of Inane Colors award.
Cons: Some parts, no matter how hard you try, just won’t look good. The underground area, for example. And there are some tile bugs with the bricks.
Rating: 8.2

WEAPON/ITEM/ENEMY PLACEMENT: Weapons were ok – not too many, not quite too few. As you might expect, quite a bit of the ammo is for getting through puzzles (Ice, TNT and Electro Blaster), but I seem to recall a little ammo remained for other purposes. I’ll admit it’s not too necessary, but that’s another story and will be told at another time. As for items, they’re pretty good. I managed to mess up the CTF-base-death thing by getting 25 coins out of a possible (or so I assume) 20, but other then that it was all fairly well done. The puzzle ammo was placed in sensible places, there weren’t too many carrots, and there were some nice goodies. As for enemies, this level might have overdosed just a little on them. True, it mostly consisted of a bunch of skeletons on the ground and three ghosts in the air, but I’m saying mostly. As in, most of the level. The ground was practically littered with skeletons (I think some might have generated, not sure), and the air is pretty undead too. Some monkeys made a nice respite near the end, but really, Spaztic should have shown the same attention to enemies as to some other factors. Overall, though whether this will be the conclusion for this section or not, I don’t know yet, everything is placed well except for maybe the enemies, who seemed overdone and kind of pointless. YES let’s get tons of points by ducking and shooting!
Pros: Weapons and Items placed well.
Cons: Enemies could use some work.
Rating: 8.2

ORIGINALITY: This level is significantly more original then either of the previous two, possibly because it uses a custom tileset and thus has less room for been-there-done-thatism. There’s CTF bases in combination with a spring crate (Do not be afraid to die and lose your hard earned fastfire), mazes, rocks, ammo puzzles (I have still yet to see a puzzle where you must shoot Pepper Spray diagonally….. shame), and other fun stuff. I also don’t think I’ve seen this paticular kind of eyecandy used for this tileset, but of course I could be wrong. Really, this is more original then the last two, and I like originality. ;)
Pros: Yes.
Cons: No.
Rating: 8.7

DIFFICULTY: This level is not too difficult as a whole, but there were some parts where you were likely to get hurt. Some things with the rocks were rather dangerous (I liked the place where they were rolling back and forth), and the skeletons were overdone in some places (like the underground trek to the brick place), but overall it was a fairly simple level denoted by some puzzles, none of which were extensively difficult, but most of which were fun. I really don’t have too much to say about the difficulty of this paticular level, but call it a “medium” challenge and move on to the relatively useless Pros and Cons.
Pros: Puzzles strike a good balance with the rest of the level.
Cons: Enemies are overdone in some places.
Rating: 8.5

REPLAY VALUE/FUN FACTOR: This, at least for me, was the most entertaining level so far. It mixed normal gameplay with brain stuff in such a way to make me give it a high rating, whether this was intentional or not. I read Trafton’s review of this level last night (while writing this one), and he does not seem to have liked it as much, but to each their own. If you’re like me, you will find this to be a very entertaining level which you Will play again (I had to play it again myself, due to stopping last night in the middle of reviewing this level, and didn’t paticularly mind), and maybe even often. While not as good as the Top Secret levels in RHG:TF, this is not saying much, as few things are.
Pros: Quite fun.
Cons: The underground place is a little extreme.
Rating: 8.7

OVERALL (n07 4n 4v3r4g3): Yay. I truly enjoyed this level, and though reviewing it found a few flaws, it was overall a good level. I have not seen the levels following it yet, but I hope they will be the same or better quality, as this is just good. Objectively, of course, this level has problems, but it still makes for a very good play. One fun thing is that I got a sugar rush by the coin warp both times, hit the green tendrils (which turned out to be ceilling spikes), and hung there for the full 20 seconds, spewing tons of bee pieces. Fun to watch.
Pros: Yes.
Cons: A few eyecandy problems, the CTF base puzzle is kind of boring (and allows you to cheat), and some parts didn’t seem quite right.
Rating: 8.5

Average rating for Level 3: 8.5

Level 4: Shock Core (unsure of filename)
TILESET/TILESET USE: As you might have guessed, this level uses Tubelectric Night. We all (I should think) know Tubelectric has a lot of possibilities, but once again, Spaztic ops to use the standard, intended-by-Nick method of using Tubelectric, and it ends up looking just a little bland. The background eyecandy is normal, the foreground eyecandy isn’t, and layer 4 uses everything as you might expect, other then a whole lot of tile bugs. Tubelectric, like Carrotus, is very often prey to tile bugs, and this level makes that mistake. The shading on the background bricks is placed all over the place, randomly, and the normal brick walls look kind of off, too. The yellow stuff seems to fit together, but there wasn’t much of it, adding to the blandness. Once again, originality in Single Player levels’ eyecandy is less common then in Multiplayer’s, but the same old stuff Does get boring.
Pros: No major problems, the level looks presentable.
Cons: Brick tile bugs, the eyecandy’s kind of boring.
Rating: 7.7

WEAPON/ITEM/ENEMY PLACEMENT: Once again, there were few weapons. Spaztic does not seem to be much of a fan of giving you weapons to use, but the enemies are so easily dispensable with Blaster, it barely matters. Regardless of the usefulness, weapons Do make a level look better, and weapons are something this level lacked. Items were placed pretty well. There was a largish amount of food (I’ll have to ask Hugela if Tacos are appropiate in Tubelectric), and a few carrots now and then. There’s not too much to say on the items front. As for enemies, they are placed well, much less extreme then in some (if not all) of the other levels, leaving you to be able to play the level instead of shooting constantly. There were, basically, a few sparks flying around, and some Tuf Turtles on the ground, and now and then some float lizards where the oppurtunity presented itself.
Pros: The items and enemies are placed pretty well.
Cons: Few weapons, and by this time this has gotten to be a noticable problem.
Rating: 7.7

ORIGINALITY: In the originality section, this level does not fair incredibly well. Yes, the Copter/Trigger Crate “puzzle” (I want brain stuff) was new, and I think a few other things were as well, but for the most part this was not too new and different – merely a very cramped, standard, into-the-ordinary Tubelectric single player level. As I already said, the eyecandy’s unoriginal as well, so this level (complete with an irrelevant name) does nothing more then give you a few minutes of normal SP gameplay.
Pros: N/A
Cons: N/A
Rating: 7.0

DIFFICULTY: Despite the lack of weapons, enemies were sparse enough so as they weren’t too difficult, and the main challenge was just playing the level (which comes out sounding bad, but isn’t quite as bad as you may think). It’s not paticularly hard, other then trying to get through those annoying pinball bumpers, so you’re free to wander around and smell the daisies, or in this case, the electricity.
Pros: N/A
Cons: N/A
Rating: 7.5

REPLAY VALUE/FUN FACTOR: This level is mildly entertaining, but it is by no means my favorite, and probably wouldn’t get too high of a rating even without being compared to the rest. I’ll admit the place with the Copters and the Trigger Crates was mildly amusing, though I’m not sure why the author chose to place a non-float-lizard copter there, but the rest of it was quite ordinary. Strangely it reminded me of some parts of RHG, though I’m not sure if that’s good or bad.
Pros: Mildly entertaining.
Cons: Only mildly.
Rating: 7.2

OVERALL (it is not an average, you can not Make it an average, unless you pay me for some odd reason): I’m not sure if this is the worst level so far or not, or if it’s just in comparison to Sticks and Stones, but this isn’t the best level around. Still, on its own, it is quite good, and sort of enjoyable. The eyecandy, while bland, is sufficient, and the gameplay’s decent as well. So this level is, basically, good but not great.
Pros: Eyecandy mostly works, the level is mildly entertaining, and it’s not nearly as bad as you may get the impression of.
Cons: Some tile bugs, and it’s kind of boring.
Rating: 7.2

Average rating for Level 4: 7.5

Level 5: Toxic Sunsets (unsure of filename)
The author says that this level and another one are the ones he is actually proud of, and this one certainly does stand out from the previous levels.
TILESET/TILESET USE: As with Sticks and Stones, Spaztic seems able to put interesting graphics into levels which do not use default tilesets. There are walls consisting of grey, black and green, transparent backgrounds, or caves with blue things sticking into them. The yellow caution thingies slope around in connection with green or brown walls, and strange looking spikes stick out of diagonal walls. Tileset use is probably this level’s main feature, so you might want to take a look at it while you’re there. Regrettably, despite some of the open spaces, there is nothing at all (absolutely NOTHING) in the way of background eyecandy.
Pros: Some inventiveness, looks pretty good.
Cons: Some things look kind of off, no background eyecandy at all.
Rating: 8.2

WEAPON/ITEM/ENEMY PLACEMENT: There are actually a few weapons this time (to deal with the ravens?), and while it is still far below average in terms of quanity, I actually ended up having full RF missiles. Items seemed, in comparison at least, a little low – few carrots, and not too many other goodies, either. As for enemies, there were Skeletons (I think) on the ground, and Ravens in the air, though what they have to do with the theme (apparently in 16-bit the green background fades into bright blue) of the level, I have no idea. There are also a few float lizards. For the most part, and as usual, the enemies seem to be placed just randomly, wherever there aren’t enough enemies nearby, plop some down. Ravens aren’t much problem, of course, as Jazz, but I wouldn’t want to have played this level as Spaz, and I pity anyone who does.
Pros: A few weapons.
Cons: Not many goodies, randomly placed enemies, too many ravens.
Rating: 7.0

ORIGINALITY: There is, of course, originality in the tileset use, but what do you expect from Spacey Universe? However, the level itself is not too negligent either. Horizontal springs, cliff face, normal springs, spike balls, and various other stuff combine to make this an interesting play, though I’m not sure if it’s my favorite Spacey Universe level or not. I’m not sure how all you people do so well without animations. Anyway, this level, unlike the default tileset ones, is pretty much anything but Cliffy style leveling. Avoid the standard JJ2 tilesets from now on, Spaztic.
Pros: Some things are quite interesting.
Cons: I still refuse to like that warp maze.
Rating: 8.5

DIFFICULTY: This level was indeed kind of difficult. Whether you actually have to go up the spike platforms four times or not, or if that was just my being confused, I don’t know, but it got a little tiresome. The random enemies got a bit annoying now and then, and the float lizard’s bombing (you should know the one I mean if you played this level) was irritating, but as a general rule this level’s difficulty toed the line and w as pretty acceptable. There were some puzzles, of course, though it’s hard to tell where to draw the line between puzzle and normal levelness here. Good.
Pros: N/A
Cons: N/A
Rating: 8.2

REPLAY VALUE/FUN FACTOR: Once again, Spaztic’s levels just seem much better when they do not use the official JJ2 tilesets. This is easily more enjoyable then the Jungle or Tubelectric levels, and possibly Diamondus as well. I’ll admit anywhere in this level with moving spikes is kind of annoying, but other then that this is a most enjoyable play, though not quite as enjoyable as some levels I’ve seen. I’d play this one again.
Pros: N/A
Cons: N/A
Rating: 8.5

OVERALL (not an average): I’m getting this horrible feeling of repeating myself. repeating myself. repeating myself. Still, this is a good level, in most every way (most. The background eyecandy and placement need work), and is certainly one of the better levels of the pack. of the pack. of the pack. There is, of course, no story, and I’m not sure the name makes sense either, but this level was built for the graphics and gameplay, afaik. And the cliff face is pretty cool.
Pros: Pros: Pros: Goodish layers4abouts eyecandy, pretty good gameplay.
Cons: Not the best placement, no background eyecandy, some annoying parts.
Rating: 8.5

Average rating for Level 5: 8.2

Level 6: All that Glitters is Cold (NiP_gold.j2l)
This is the other level Spaztic says he is pleased with. I’m not quite sure I share the sentiments.
TILESET/TILESET USE: I have never liked the Sirius tileset a lot, and this level goes nowhere near changing my mind. It is, in fact, possibly the worst good use of Sirius I’ve seen yet. Let’s go over it objectively. There is practically no background eyecandy, half the level is transparent, tile and masking bugs abound, and it’s all rather boring to look at. The blue walls don’t flash at all, the cavey area looks dull, etc. Maybe it’s just me, but I really did not like most of the eyecandy in this level. As a few saving graces, the 64×64 gems actually were done pretty well, and there was a cool pulze lighting (though nothing TOO new) thing at one point.
Pros: One or two good parts.
Cons: Read above.
Rating: 6.7

WEAPON/ITEM/ENEMY PLACEMENT: Nothing in this factor stuck in my mind at all, really, but that could be because I was so anxious for this level to be over. Let me see. There were weapons (Toaster, I think… a few in a secret, and some boxes before Bolly), and a little TNT to blast stuff away, and thus not counted as being a weapon. I think the items were placed ok. As for enemies, they were probably (and I have no wish to go through it again to check) placed randomly, as they are in practically every other level of this pack, with no thought to creative defeating methods. I am considering copying and pasting parts of my review by now, like Trafton evilly did, but my ethics have taken the upper hand and forced me into submission.
Pros: Decent weapons and items.
Cons: Not sure.
Rating: 7.5

ORIGINALITY: Well, the spike balls were kind of original, and I suppose some of the tileset use was. However, I don’t have much to say about the originality of this level, as I just learne from sitting staring at the screen for a few minutes, as my train of thought was ambushed and the passengers robbed of their metaphorical belongings. Basically, some things are original.
Pros: N/A
Cons: N/A
Rating: 7.0

DIFFICULTY: This level was not too difficult, and not too easy either. The randomly placed enemies did not add too much of a challenge, and neither did the occasional hurt events. As for puzzles, there weren’t many, and this ended up being way too much of an action-oriented level, adding another level to my general displeasure. I sincerely hope I can end this review on a high note with the next level.
Pros: N/A
Cons: N/A
Rating: 7.7

REPLAY VALUE/FUN FACTOR: In case you have not gotten the message yet, I did not enjoy this level at all. However, Trafton seems to have liked it somewhat, so I am going to N/A this section and decide it was probably just me.
Pros: N/A
Cons: N/A
Rating: N/A

OVERALL (you know what it’s not): This is probably a good level, but I don’t care for it. The eyecandy is ok, though not too good, the lighting is a bit annoying, but the gameplay is ok in places. Now let me stop typing and play the next level.
Pros: It’s… ok.
Cons: Maybe it’s just me, but I took no shine to it.
Rating: 7.0

Average rating for Level 6: 7.2

Level 7: Mines of Moria 2 (NiP_moria.j2l)
TILESET/TILESET USE: Well, this uses Mez01, as I’m sure you already knew. It is probably one of the better uses of Mez01, which I keep typing Mex01, though that’s not saying too much. The stars/rain/whatever in the background is kind of interesting, but when the author shows off the pipes and stuff at the very end, it kind of made me wish the rest of the level had looked good too. Most of the level consists of walls made out of green, blue and white blocks, with a few slopes and blue pipes. There are also some green/blue tubing for walls, blue sucker tubes, and blue doors. In short, what you’d expect from Mez01. Kind of colorless (needs more red), though the parts where the author tried to use eyecandy do look good. (Jesus moved to Canada because of the war?)
Pros: One of the better uses of Mez01, some parts look good.
Cons: Way too bland.
Rating: 7.2

WEAPON/ITEM/ENEMY PLACEMENT: Weapons and Items were pretty much ignored in this level. As for enemies, there are a bunch of dragons. I am not about to imitate Trafton and repeat the word Dragon (Dragon) over and over (Dragon), but it is true that there are lots (Dragon) of Dragons (Dragon). At one point there are some devils which charge at you out of the wall, too. It is hard to place dragons strategically, so having a larger variety of enemies might have been a good idea.
Pros: Not really.
Cons: Not enough weapons or items, too many dragons.
Rating: 6.5

ORIGINALITY: Most of the originality was in the tileset use, as there’s very little you can put in a Mez01 maze level which hasn’t been done before, muched on thoughtfully, and abandonded in search of better levels. Still, the air obstacles are kind of interesting, though it gets confusing figuring out where you can or can’t jump.
Pros: Some things are original.
Cons: Sadly, Mez01 mazes just end up being Mez01 races.
Rating: 7.7

DIFFICULTY: The level itself is, of course, the main feature. There are enemies, but they’re more of a minor event, so devote your attention to beating the maze. Most of it is a lot easier then MoM1, or QoB, though the tube maze gets a bit annoying. I think you’re not supposed to be able to TNT the crate in the tube maze, as there was an area of the level I never seemed to be able to access, but I can’t say I mind. The hardest parts of the level were probably the tube maze (I’m not sure why, but it ended up taking me like a half hour), and the air obstacles, though those maybe because it’s hard to tell what’s a warp and what isn’t. Relieving.
Pros: Not as hard as it could be, allowing a little fun.
Cons: Still a Mez01 maze level.
Rating: 7.5

REPLAY VALUE/FUN FACTOR: This sort of level is unlikely to be fun for most people. I kind of enjoyed it, until it bogged down, but I like puzzles (ok, I like PUZZLES, but this sort of thing is ok too). You may not. I am not going to rate the entertainment value of this level, as it varies drastically between people.
Pros: N/A
Cons: N/A
Rating: N/A

OVERALL (not an average): Well, this is an interesting maze level, though I think I might have liked the original a little more. I believe you can get stuck, and it’s a little boring at times, and the eyecandy generally needs work, but you CAN see the author spent time and thought here, and so…. it gets a rating.
Pros: It’s a decent level…
Cons: with some quirks, of course. Wrong next level setting.
Rating: 8.0

Average rating for Level 7: 7.5

STORY: The pack has no story. Mines of Moria 2 aludes to some stories, with various LoTR sounding (sort of) names, and there are a few other instances of such, but overall the levels are not linked in any paticular way. They are not meant to be. This is more Spaztic’s level designing talents then an episode or anything like that, and I have decided to not rate this, after all.
Pros: N/A
Cons: N/A
Rating: N/A

Average rating for non-level factors: N/A
Average rating for levels: 7.7

However, 7.7. is a little low for this pack, as it fails to account for the amount of work spent, which wouldn’t really fit into any of the categories. The rating is raised from a 7.7 to an 8.5 and a download recommendation.[This review has been edited by Trafton AT]

Review by blurredd

Posted:
Posted more than 21 years ago
For: SPACE ISLAND LEVEL WITH ISLANDS
Level rating: 8.1
Rating
8.5

I should have rated this a long time ago. This must be my favorite level that you ever made, at least so far. I’m feeling too lazy for a detailed review (for various reasons) so I’ll just give you an 8.5 and be on my way. Kudos.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Belfalas
Level rating: 7.5
Rating
7.5

A Diamondus level…

GAMEPLAY:

Gameplay is definitely an iffy. While it is simple and it follows the CTF basics, there are several things I don’t like about it. For one thing, the flow is a bit troublesome in several places. Not the biggest problem, but I notice these things. Another thing is the routes from base to base. The layout has the flags located close to each other, but are blocked by a wall and force you to take a longer route. It’s been done before, and with the same exact tileset. Although, that’s not where the problem lies. I find it a little annoying that I can take the upper and lower route from red base to blue base, but only the lower route from blue base to red base. The bridge prevents players from going down on the right side. Unless if I totally missed an alternative route or something to supplement this problem, it’s a major flaw in balance and makes gameplay slightly harder to bear.

EYE CANDY:

I would say typical for a Diamondus level. There’s nothing trully new in this level. It’s average, but at least some effort was put into it.

CARROT AND AMMO PLACEMENT:

I can live with the full energy carrot at the top middle. The ammo placement is a little scarce from what I can tell. The thing that troubles me the most is seeker powerup placement. It makes me wonder why bother collecting coins for the hard to find coin warp when players can just shoot it with some electro blasters. I don’t know if the author really wanted this, but I would advise to get rid of the coin warp and use a regular warp instead. All the other powerups are placed alright or close to it.

HOST THIS OFTEN?

Maybe once or twice, only if those bridges don’t annoy you as much as they did me. 7.2 is my rating.

Updated rating: Maybe I should have waited for the reupload. Anyway, I’m revising this to a 7.5 since now players can go from the top to the bottom on the right side.[This review has been edited by BlurredD]

Review by FireSworD

Posted:
Posted more than 21 years ago
For: Belfalas
Level rating: 7.5
Rating
7.7

Yet another Diamondus level that gives off a good first impression. Will it last? let’s see…

The gameplay was good but not flawless. The rock bridge at the top right gives red a small advantage as they can reach blue base by either going through the top left or down left paths, and blue can only reach red through the down right path, very big problem here in my opinion and even caused me some trouble playing it while online.

The seeker pu was placed in a coin warp, i’m not a big fan of coin warps anymore and don’t believe that they should be in CTF or battle levels IF you have to put a carrot or seek pu (like here) in it. The area with the seek pu is neither noob friendly if your new to jj2 of simply a noob to the level itself. Since you have to go up the poorly marked middle to reach the poles. I know FoD and/or [GpW]Electric put a red arrow to tell you but it doesn’t work too well, and even made me panic and actually thought the authors forgot to add an exit. Poles are, in my opinion, only for single player, however this isn’t much of a problem here.

The ammo placement was decent but I would suggest more. In fact, there were probably more food placed than weapons.

The eyecandy was average, nothing really to discuss. Same goes for the tileset use too.

The general atmosphere exists. I was surprised at how the dim lighting, blowing leaves to simulate wind and music combo added such a great feeling to this.

Overall i’d say this is a good CTF level by WWInc. If it wasn’t for the bridge and seeker pu placement I would give it an 8.0. However, even though this level has problems. I like it enough to give it a 7.7 as my rating.

- fs

[This review has been edited by Fire Sword!]

Review by FireSworD

Posted:
Posted more than 21 years ago
For: Alderaan
Level rating: 5.8
Rating
6

Probably DarkHelmets best level so far.

This level has a very nice first impression, however the more you play it, the more average this level seems.

The gameplay was certainly average for a battle level. It’s playable but nothing really special as it doesn’t dare to uncover any new, good concepts.

I noticed some areas that were open/wall – less, this isn’t good considering players can hide there and not be hurt/killed. I wouldn’t say this is a serious problem but it certainly is quite evil.

The tileset use was average for this set. No new uses to speak of.

The ammo and powerup placement was OK but the coin warp is cheap as you only get pepper spray and fast fires. That would be good for chasing but only very skilled players would consider it.

The carrot placement was ok. No problems to discuss here.

The eyecandy was a tiny bit above average. I can’t quite describe why. You’ll just have to see for yourself.

Overall, this is an average battle level. There were a few tiny things that were above average but still nothing spectacular.

- fs [This review has been edited by Fire Sword!]

Review by Fawriel aka Piccolo

Posted:
Posted more than 21 years ago
For: The Nothing In Particular Pack (NIP)
Level rating: 9
Rating
9

Holy basketball player,TRAFTON! Do you really think ANYONE will READ THAT? XD;;;;;
Boyoyoy…well,I tested it,and assuming its bugs and such got fixed,I’ll give it a better mark than I’d have given it…thus,a 9,for challenge and extreme originality!=D

Review by spazz

Posted:
Posted more than 21 years ago
For: The Monkey Base
Level rating: 4.3
Rating
4.5

Right… another Psycho Man adventure…

GAMEPLAY:

Okay, not strait paths…
Nice story, monkeys… a nice idea. Some Trigger Scenery are used very well. Some small puzzles( example: In the beginning you have to shoot the wall on the left from you to escape!) But there are also min points: You can’t spring freely, and as Waz said before, the level is too small. Good of you to put V-poles in a part. I thought that when you swing that V-poles, you can get that Fast Fires. Wrong! You will be warped to another part!

PROS: Good use of Triggers and puzzles.
CONS: You can’t jump freely, there is no real action in it.
RATING: 5.2

EYECANDY:

Basic for a Mez tileset. You can’t make good eyecandy with it. Good idea, in the restaurant you can eat turtle*censored*!
Nice chairs also. But it can need some more eyecandy, because I can still see many layer 8. And it isn’t looking realy like a space base.

PROS: Basic for the tileset.
CONS: Needs just a bit extra.
RATING: 5.0

ENEMIES:

Not to much, not to many. You can find Lizards and Monkeys afcourse. And you can’t shoot some Monkeys because there behind a tile. That for eyecandy, though. That Bee Boys that coming out of that thing is just because it’s there dirty. :)

PROS: Some.
CONS: No, not realy.
RATING: 6.5

ITEMS:

At some points not enough ammo. I fighted to much enemies and I only can used my Blaster. But there is for the Blaster a Power-up in the levelm though. I want to say one more thing: That 1up crates, that are far to many. There are 5 1up crate each contains 1up(duh) and 15 bananas! To many if you ask me. And that bananas at the big room, that is also to much, but nice text file!( It’s a joke. :) )

PROS: That 1up crate realy helped me out. :) There or enough carrots…
CONS: Too less ammo. And that golden coin doesn’t make real sens as there isn’t a bonus warp in the level.
RATING: 4.5

EASY, MEDIUM OR HARD?

Easy to medium. I can complete the level without using cheats. But I only have at the end of the level 1 or 2 healt over.

PROS: N/A
CONS: N/A
RATING: N/A

OVERALL:

This is not a realy good level. It realy needs some inprovements. Make thikker wals, pracitse more on ammo and stuff. I liked that chair part, though…

Download not recommend.

Review by Waz

Posted:
Posted more than 21 years ago
For: The Monkey Base
Level rating: 4.3
Rating
4.2

A below-average level.

Tileset use: The tileset use was perfect, but what could we expect with mez01…

Events: basicly monkeys, xmas lizards and bees(or something likely). Some food, actually not too good event placement and choice.

Story: You are Psycho Man, and you must escape from the monkey base. You’ve been thrown into prison with Eva apearantly. Don’t ask me what she’s doing there…

Layout: rather bad layout. Level was too short.

Eyecandy: eyecandy? nope, not really…

Overall: below average. 4.2.
Good luck for your next stuff.

No download reccomandation.

Review by Ðx

Posted:
Posted more than 21 years ago
For: Lostvikings space trip Episode
Level rating: 8.1
Rating
10

Very good lvls

Review by Ðx

Posted:
Posted more than 21 years ago
For: Heaven v.1.1
Level rating: 9.6
Rating
10

Nice tileset.

the tileset is very nice.
and teh ex-level to.
so the rating is great :P and 10!

dis tileset is great ![This review has been edited by dx dc]

(More detail, please. “Nice” doesn’t cut it. Rating removal. ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]

Review by Stilettø

Posted:
Posted more than 21 years ago
For: Cairn Refinery
Level rating: 8
Rating
7.7

Yesh. The Music was Great Awesome Choice !.

The Weapon Placement was Nice
Powerups were well placed and easy accesable for both sides.
Also very easy to go from one base to another and it can be done very fast.

Great Level Cell Specialy for Small Duels.

Download Recommedation !!!

Review by American

Posted:
Posted more than 21 years ago
For: The Nothing In Particular Pack (NIP)
Level rating: 9
Rating
9.2

This took a while to write, and there probably are quite a few errors, mostly because, well, I am tired and I wrote this all in somewhat of a rush. It is not as long as I wanted or thought it would be, but oh well. This level pack is fantastic, and there simply is no excuse in the world that I can reasonably think of to not download it. It really is that good.

For those interested in seeing the original SXR, you can download it here. It was recently fixed and everything, so yay. It’s a great pack, as is this, and might be good to play before playing this pack. Besides, it’s a killer pack, anyway, even if you do not play this one, which I hope you do play. But anyways…

To start off, this is sort of a followup to the legendary SXR pack, but not really. It features no storyline, but it is by the same person, and the general level style is the same. I hope this review sheds a bit of light on what is, in my opinion, a fantastic level pack. We’ll see.

First of all, I would like to apologize for the short review. I did not really have all that much time this weekend to work on it, and it seems to be a little inconclusive to me. But it is good enough for now. I might edit it again, because I can not stand keeping this review so short when there is plenty of useless rambling that I could do to add onto it.

Well, this is apparently Spaztic’s followup to the legendarily Shellion’s Xtreme Revenge pack. It has been quite a while since the original SXR was released (which was, for its time, and even now, an amazing level pack), and I was questioning how good this pack would be. From what I have seen so far upon writing this, though, the wait was worth it. This is simply a really good pack. While it may not have as many levels as Rabbit Honour Guard or some packs that have came along, it still features quite a number of enjoyable levels that are generally well-made. There is not a storyline, which is probably a complaint that will be heard a lot, but that is not as important as gameplay. I would rather have a level pack featuring absolutely no storyline but amazing gameplay to a level pack with a great storyline but horrible levels any day of the week. Storyline or not, NIP is a gripping pack from the start to the end. It well balances the traditional puzzle-like elements of SXR with a few areas of action and makes for a challenging, enjoyable experience. I highly recommend this pack, and it is definitely one of the best packs to come along in quite a while. It does have a few flaws, and not all of the levels are great, but all together, this is one of the most creative and well-crafted level packs to come along in ages. Above all, it was a pleasure to review, even though it took ages to write. Now that the intro is over with, let’s review, shall we?

NIP Start (Emerald Isle)
GAMEPLAY/DESIGN: The first level in the pack, unlike the original SXR, puts you right in the middle of the action – no storyline yet. A text sign, and a bee, introduce you to the N.I.P. (Nothing in Partcicular) pack and then you start playing. When I first began playing the level, I noticed quite a few parallells to the previous incarnation of SXR. Namely, the level emphasised searching for hidden secrets as much as action, and possibly even more. At times, this caused a lot of confusion. For instance, there was one part where I was stuck for quite some time, and another where I just could not find how to get out. There was one area (with bouncing crates and springs) in which I suddenly just self-destructed for no apparent reason. I tried again, this time with jjgod, and the same thing happened. I’m interested in knowing what caused this and if I’m missing something, but if it was supposed to be some sort of puzzle…well…it could use instructions. Gameplay was still really well-done and generally SXR-like. I have no major complaints, although it was, at times, a tad confusing. Still, that can be good in some ways.
PROS: Fun to play and challenging.
CONS: For those who like a lot of ammo and a lot of enemies, you may be disappointed.
RATING: 8.5

TILESET/TILESET USE: Eyecandy was also good, although near the area where there were many enemies at once before the bouncing springs, I noticed a few tile bugs. The tileset used is Diamondus, which is really quite overused, but still came out looking more or less spiffy. The background was nice (Carrotus and Diamondus, for all of their overuse, are capable of making some derned pretty backgrounds), and the rest of the eyecandy was lush enough to keep interest. Still, there is no getting past the fact that it is, after all, Diamondus, and Diamondus is as overused as heck. Although I can’t fault this level in tileset use – it certainally uses the tileset to the best it can be used without going overboard or doing anything ultra-strange.
PROS: Good looking in many parts.
CONS: Dull.
RATING: 7.7

WEAPON/ITEM/ENEMY PLACEMENT: Enemy and weapon placement was also good, although the later was a bit sparse. There were plenty of enemies and for the lion’s share of time, you’ll be fighing them with nothing more than your trusty blaster. There are a few weapons scattered about, but really most of this is simply aiming and shooting with the blaster. Different ideas about different weapon placements, I suppose. There was also some food in this level, although not enough to make sugar rushes a huge possibility.
PROS: Challenging.
CONS: Very little ammo.
RATING: 8.2

REPLAY/FUN FACTOR/ORIGINALITY: This level is enjoyable to play again, although it is fairly linear. There is only one possible route to the entire thing, and after playing it once, one knows all the secrets, so the second time is not quite as fun. After not playing this pack for a while so all the secrets are forgotten, playing it again would probably be fun. That is not the fault of the author as much as the fault of the nature of this pack. Still, it’s fun to play several times, mostly because it is challenging, and definitely original.
PROS: Fun to play and definitely original.
CONS: Not a great replay.
RATING: 8.2

OVERALL (not an average): Overall, this level is quite good. For those who are not used to playing levels which make use of secret hidden elements, this may be quite a challenge. It is about as difficult as SXR was, and has many similar chararistics. The puzzle-secret elements are similar, and the enemies seem to be placed in a similar fashion. Before beta testing this pack, I was worried that this would resemble SXR a lot and would not have progressed along with the general levelmaking quality. Fortunately, it seems to have progressed well and so far, this pack is superior to SXR in most ways. There were a few areas in which gameplay or eyecandy was dull or uninteresting, but that was the minority of the time. Generally, this level was enjoyable, well-made and challenging. Well done so far.
PROS: Great gameplay.
CONS: Uninteresting eyecandy.
RATING: 8.2

GAMEPLAY: A
Flow: A
Layout: A
Creativity: A -
Bugs: A -

EYECANDY: B+
Tileset use: A
Eyecandy look: B+
Creativity: B+
Bugs: A -

PLACEMENT: A -
Weapons: B+
Enemies: A

THE FINAL GRADE: A -

THE FINAL RATING: 8.2

Fungi Jungle
GAMEPLAY/DESIGN: Much like in the original SXR (here I go making paralells again), all of the levels use somewhat the same formula. What I mean by this is that they are all centered around the same general idea – moderately difficult enemies and some hard-to-find secrets that constitute the puzzle elements. It, much like the previous level, also features a good balance of the two that benefits the gameplay spectacurally. It’s fun to play, much like the last level, and is challenging as the rest of these levels are, although a bit less hard than the previous level, perhaps. The puzzles are slightly more challenging, though nothing huge has changed since the past level. Like the former level, this level is fun to play and challenging, but does not do anything revolutionary.
PROS: Enjoyable. Puzzles.
CONS: Not enough action for some.
RATING: 8.5

TILESET/TILESET USE: Yet again, a tileset that is used fairly often – this time the Jungle tileset. Fortunately, Jungle is used significantly less than Diamondus, and thus ends up looking fairly good. There were few tile bugs, and although there was a few places in which eyecandy was more or less plain, generally it looked good enough. I feel as if I am repeating myself a lot from level to level within this pack, but they bare many similarities. That is not to say, of course, that they are too similar so that they are not interesting. It’s just that there are generalizations one can make from level to level in this pack fairly easily. And, of course, when it’s quality that is the rule, I have absolutely no objection to the generalizations being there.
PROS: No errors.
CONS: Nothing amazing, again.
RATING: 8.5

WEAPON/ITEM/ENEMY PLACEMENT: As you would expect with a level that is placed within the jungle, there are quite a few Monkey enemies. Yet again, there are not a ton of weapons, nor is there none, but overall there seemed to be few weapons. Some players may love this, and some may despise it, but I’m sort of inbetween the two opinions. Sure, it may be more difficult, but that can be a good thing, too. Most weapons are oriented to the various puzzles. Enemy placement was good, although I wish there were a few more non-Monkey enemies.
PROS: Well-placed enemies.
CONS: Very little ammo.
RATING: 8.0

REPLAY/FUN FACTOR/ORIGINALITY: I could put the exact same thing as last time here. The level is emphasised on a combonation of action and puzzle elements, and generally, since the puzzle elements are mainly secret-based, the second play the level will be significantly easier for those who happen to have a better memory than I do. Originality was also similar – there was nothing that really stood out about these levels, but they are high-quality, and therefore original in some ways. The way the secret-based puzzles work was more or less revolutionary in SXR, and, while it is no longer as amazing, it still is different from most levels that you see.
PROS: Fun to play.
CONS: Not extraordinarily original.
RATING: 8.0

OVERALL (not an average): Overall, this level is quite good. For those who are not used to playing levels which make use of secret hidden elements, this may be quite a challenge. It is about as difficult as SXR was, and has many similar chararistics. The puzzle-secret elements are similar, and the enemies seem to be placed in a similar fashion. Before beta testing this pack, I was worried that this would resemble SXR a lot and would not have progressed along with the general levelmaking quality. Fortunately, it seems to have progressed well and so far, this pack is superior to SXR in most ways. There were a few areas in which gameplay or eyecandy was dull or uninteresting, but that was the minority of the time. Generally, this level was enjoyable, well-made and challenging. Well done so far.
PROS: Fun to play and well made.
CONS: Nothing spectacular.
RATING: 8.2

GAMEPLAY: A -
Flow: A -
Layout: A
Creativity: A -
Bugs: A -

EYECANDY: A -
Tileset use: A
Eyecandy Look: A -
Creativity: A -
Bugs: A -

PLACEMENT: A -
Weapons: A -
Enemies: A -

THE FINAL GRADE: A -

THE FINAL RATING: 8.2

Sticks and Stones
GAMEPLAY/DESIGN: “Sticks and Stones” (which is apparently an inside joke that I miss) is a School v3-based level with some interesting gameplay, although it is not all that different from the previous levels. In this level, it seems that action is relatively more emphasised than puzzle elements. Sure, there are still quite a few puzzles, but most of them revolve around trying to find your way through layer 3 hidden elements, as opposed to finding crates and such. There are quite a number of enemies in this level, and there is a stretch where there are absolutely no puzzles but plenty – and I mean plenty – of enemies to kill you. A sign after that area reads “do not fear death” which is sort of odd, since it is positioned over a small grass pit that instantly kills you (do not fear it, even though it kills you? Eh?). The rest of the level was more or less similar to the previous ones, with a few crate puzzles, but it still seemingly had more enemies than the last few. I did not find any major gameplay errors that detracted from the fun, although at some times gameplay was more or less confusing. Still, good overall.
PROS: Well designed with some more action than the previous levels.
CONS: Some of the puzzles are a bit stupid.
RATING: 8.5

TILESET/TILESET USE: The “School v3” tileset is fairly cartoony, and Jazz is not exactly made to be in cartoony environments. If you look at most sucessful tilesets, you find one thing in common – the tilesets are either equally or less cartoony than Jazz himself. And using “School v3” presents a problem to level builders – frankly, the tileset really does look significantly more cartoony than most others. This level sort of uses a Who Framed Roger Rabbit approach in that it mixes cartoony tiles with the more realistic grass and park-ish tiles. This works well for the level, and in general, eyecandy came out to be very well-done and did not look bad at all. The extremely cartoony tiles, such as the teachers, were used in minimum – probably a good choice overall because, while they are funny, they just would not look right in this pack, which mainly features tilesets that look equally or less cartoony than Jazz. Tile bugs were relatively sparse. I could not find any while playing and not expressly looking for them, and that is what is important. There were a few, mostly really small, insignificant ones, but that is to be expected. A good level eyecandy-wise, as well.
PROS: Good use of a fairly difficult to master tileset.
CONS: Nothing amazing in the foreground or background.
RATING: 8.5

WEAPON/ITEM/ENEMY PLACEMENT: As I said previously, this level certainally does make quite a lot of use of enemies. The main enemies you will encounter whilst playing this level are rapiers, stand monkeys (often humerously positioned on top of ceiling lights), and skelletons. The rapiers, with their annoying going through walls, often are the most annoying enemy in this level, although not being able to get a stand monkey dead that is throwing bananas at you can be fairly agitating, as well. There are more weapons in this level than in the last two, mostly in the form of powerups. The freezer powerup is, as usual, more or less useless, but there are others. If you like lots of enemies and a challenge, you will definitely like the enemy placement in this level. However, if you are a fan of a lot of weapons, you will probably be disappointed.
PROS: Good for those who like lots of enemies.
CONS: Bad for those who like lots of ammo.
RATING: 8.5

REPLAY/FUN FACTOR/ORIGINALITY: Unlike the past few levels, this level does not suffer that much from the knowledge of the puzzles. This is mainly because the vast majoraty of the difficulcy involved is the enemies. There are many more enemies in this level than in the past few, which definitely makes it both harder and a better replay overall. The puzzles in this level are sort of lame and cheap at times, but generally they are fairly fun and worth another play (after you forget the combonations, that is). Most of the crates are easy to find and everything, so that’s not particurally interesting. Regardless, this is fun and mostly original, although not the world’s best replay-wise.
PROS: More action means better replay value.
CONS: The puzzles in this level are definitely inferior to the ones in the previous levels.
RATING: 8.5

OVERALL (not an average): So far, this is the most “action-packed” level of the pack, if you will. It does not, however, slack in the puzzle category too much. Most of the puzzles do involve simply finding where layers are, but that’s not a huge problem. In fact, in most packs, that would be a welcome puzzle addition. The fact that this makes it below average for this pack in the puzzle category is simply a testement to how well-designed most puzzles in this pack are, and that is a good thing. For those who like action levels, this will probably be so far your favorite level in the pack. Puzzle-oriented players probably won’t absolutely love this level, but it is still worth a play, as it is well-made and a good example of a balance of a challenging amount of enemies while still making it possible to beat.
PROS: Action-filled and well-done.
CONS: Some of the puzzles are bleh.
RATING: 8.5

GAMEPLAY: A
Flow: A -
Layout: A
Creativity: A -
Bugs: A

EYECANDY: A
Tileset use: A
Eyecandy Look: A
Creativity: A
Bugs: A -

PLACEMENT: A
Weapons: A -
Enemies: A

THE FINAL GRADE: A

THE FINAL RATING: 8.5

Shock Core
GAMEPLAY/DESIGN: “Shock Core” (hasn’t that name been used before?) is a level using yet another really, really common tileset (much like nearly all of the levels in this pack) – Tubeelectric. Personally, this is so far my favorite level in the pack. I am a sucker for the use of springs to get the player from one place to another, especially if they are done in a fairly complex sequence, and this level is chock full of that sort of thing. This level seemed to be much more focused on action than anything else, although there was not exactly a ton of it. This level was relatively easy compared to the others, but that is not a huge problem. In fact, I like it this way. It is sort of a nice break between all of the action-filled levels preceeding it. Generally, this level’s gameplay just seemed to have a higher quality to it. I am not sure exactly why. Towards the end, everything seemed a little bit more rushed, but that is nothing huge, as the rest of this level was absolutely fantastic. So far my favorite gameplay-wise. Great job on this one.
PROS: Very well-designed.
CONS: Possibly too easy to some.
RATING: 8.7

TILESET/TILESET USE: I will admit that Tube Electric can look really good when a lot of effort is put into it, and a lot of effort definitely was put into this. The eyecandy of this level is some of the best I have ever seen in Tube Electric. There are very few areas in which there are any boring patches. It is good to see a level that can start with great eyecandy (and gameplay, for that matter) and continue with such good looks until it is entirely over. Levels that hold quality standards like this get high ratings, and this level gets a high rating, too. There were no eyecandy errors that I found, but this level does generally keep the player on his or her feet, plus there are areas in which stopping is completely impossible. Still, from what I have seen, there are no major eyecandy errors to speak of, and everything looks quite good. Nice job, Spaztic Face Head Head Face. Oh, yes. And reg. ;)
PROS: Great Tube Electric use.
CONS: None to mention.
RATING: 8.7

WEAPON/ITEM/ENEMY PLACEMENT: Enemy placement was spiffy, as was everything else about this level. There were not many chances to get ammo, but that is not a huge problem. The focus of this level is using blaster in order to kill the various enemies, and I have no problem with that. As for enemy placement – enemy placement was good. The eyeballs are very annoying, but in some respects, that is a good thing. The level is not all that challenging, as I mentioned previously, but that is neither a con nor a pro. It is simply a fact. Generally, the enemies seemed to be placed well. There were less of them than in the previous levels, but that isn’t necessarily a bad thing. Well done overall.
PROS: Well done.
CONS: Possibly too easy for some enemy-wise.
RATING: 8.5

REPLAY/FUN FACTOR/ORIGINALITY: This level is definitely original, and I like it a lot. Tube Electric has, of course, been used in this way before, but then again, Tube Electric has nearly been used in every way possible. Still, the gameplay is the unique part of this level. There are not many levels that use this exact sort of gameplay, and it works well. The combonation of sort of “cutscenes” of bouncing around on springs (not really cutscenes, but they aren’t really part of gameplay, so they are sort of the equivilant) and actual gameplay is intriguing and works well for this level. It is original and fun to play, and definitely deserves the 8.7 it is getting in this category. Well done, Tic Face.
PROS: Great fun to play over and over.
CONS: The easiness might be a con for some.
RATING: 8.7

OVERALL (not an average): In my opinion, this is the best level of the pack so far. There are no real glaring problems in this level, unless you consider it being easy one. I like the cutscene-esque spring use and the eyecandy. In fact, there is very little about this level that I do not like. The only thing I gave less than 8.7 was the weapon and enemy placement, but that was mainly because it was easy and there were not all that many weapons to rate. That does not mean at all that this level is bad in that category. It is far above average, in fact. Other than that, I gave everything 8.7, and definitely, it deserved it. This is a really cool level, both gameplay and eyecandy-wise, and I highly recommend that everyone play this.
PROS: Very well-done.
CONS: Pretty easy, if you find that a bad thing.
RATING: 8.7

GAMEPLAY: A
Flow: A+
Layout: A
Creativity: A
Bugs: A

EYECANDY: A
Tileset use: A+
Eyecandy Look: A
Creativity: A
Bugs: A

PLACEMENT: A
Weapons: A -
Enemies: A

THE FINAL GRADE: A

THE FINAL RATING: 8.7

Toxic Sunset
GAMEPLAY/DESIGN: This level is weird, and I mean that in the best way that it can be meant it. This level uses Disguise’s space-themed tileset that I am sure you are all quite familiar with, and does a very nice job of using it. What is truly strange, however, is some of the gameplay elements. This level bares absolutely no resemblance to any other of the levels so far in the pack, but that does not at all mean it is bad. Many of the features of this level revolve around jumping and climbing – skills that are usually not used in this SXR-ish gameplay that this pack has caused me to get used to. There are more crate-related things, but this level does not have nearly as many layer-searching things as the previous ones did. Most of the secrets hidden by layers are actually things like gems and such that are interesting, but not really essential to gameplay or anything.
PROS: Very well-designed.
CONS: Possibly too easy to some.
RATING: 8.7

TILESET/TILESET USE: Tileset use was good, although it was nothing amazing, and there were a few small errors that I did not exactly like. Still, it was nicely done and I like the tileset, so I will give it an overall 8.5. The space-themed tileset is somewhat of a departure from the previous levels, which mostly use nature-themed or electronic tilesets. This level sort of does not fit in the middle of the pack, but that’s not a bad thing at all. It’s, in fact, a refreshing break. If there was one complaint I could have said about the original SXR, it would be that it was far too much of the same thing over and over again. This gives a good break from the general SXR gameplay and is not a slouch in eyecandy, either. The eyecandy is not all that different from the other levels, but it is still good. There were a few very small errors that brought down the rating slightly, but not really all that much. Nice job overall.
PROS: Great tileset use.
CONS: Small bugs.
RATING: 8.5

WEAPON/ITEM/ENEMY PLACEMENT: Enemy placement was spiffy, as was everything else about this level. There were not many chances to get ammo, but that is not a huge problem. The focus of this level is using blaster in order to kill the various enemies, and I have no problem with that. As for enemy placement – enemy placement was good. The enemies were very annoying, but in some respects, that is a good thing. The level is not all that challenging, as I mentioned previously, but that is neither a con nor a pro. It is simply a fact. Generally, the enemies seemed to be placed well. There were less of them than in the previous levels, but that isn’t necessarily a bad thing. Well done overall. (And, yes, I am aware that was simply a copy and paste of the review on the previous level. However, the fact that it is quite relevant mixed with the fact that I am quite lazy makes this sensible. So do not complain or I will throw fish towards your general direction, fiend.)
PROS: Well done.
CONS: Possibly too easy for some enemy-wise.
RATING: 8.5

REPLAY/FUN FACTOR/ORIGINALITY: This level is definitely original, especially compared to the other levels in this pack. It does not have the same cutscene thing going for it that the last level had, but it had its own share of interesting ideas. There is nothing that I can exactly point out to attest to this fact. You simply have to play the level to understand what I mean. There were some areas in which everything seemed to be repetitive, but those were the vast minority. The only problems I found related to replay. There are not all that many enemies, nor are the puzzles extremely difficult. Still, this is offset by the originality of this level, and definitely, this level is worth playing again. Fun factor is also high, especially because it is so different from the other levels in this pack. Well done.
PROS: Great fun to play over and over. Original.
CONS: The easiness might be a con for some.
RATING: 8.7

OVERALL (not an average): There were a few bugs that brought down the score of this level some. If I could, I would give it 8.6, but unfortunately I can not. I will lower this to 8.5 due to the bugs, which often did not fit into one single category. Still, this is a nicely done level. It is different from all the rest in that it features both different eyecandy and gameplay. The gameplay is probably more different (pardon my poor English use) than the eyecandy, namely because it is a lot different than the rest of the levels. Still, the eyecandy does have some notable differences. My favorite part of the level, however, might have been the order in which the arrows near the spike platforms went. If you were to follow them, you would go around in a continous circle. What help.
PROS: Very well-done.
CONS: Pretty easy, if you find that a bad thing. Bugs.
RATING: 8.5

GAMEPLAY: A
Flow: A
Layout: A
Creativity: A
Bugs: B+

EYECANDY: A -
Tileset use: A -
Eyecandy Look: A
Creativity: A
Bugs: B+

PLACEMENT: A
Weapons: A -
Enemies: A

THE FINAL GRADE: A

THE FINAL RATING: 8.5

All that Glitters is Cold
GAMEPLAY/DESIGN: The classic phrase “All that glitters is gold” is manically twisted in order to create the name of this solid Dimensions (aka Sirius, by Agama) tileset. This is a good level gameplay-wise, but there was a fairly major bug that caused quite a lot of problems. Namely, it is the masking in this tileset. This was, I believe, one of Agama’s earlier tilesets, and it sort of shows. Not to say that this tileset is bad. It’s great. However, the mask needs some SERIOUS work. What I mean here is that it is really easy to get stuck in a corner of a tile. In fact, I did it several times, completely on accident. Other than that, the gameplay is mainly good. I will give this an 8.2, although I probably should give it lower, but it is still a good level in general. That bug should be fixed by placing warps around it, though, first.
PROS: Gameplay was generally good other than the few small bugs.
CONS: The mask of Sirius causes some major problems in this level, and warps should have been placed in their correct positions so that this would not cause the player to get stuck (eep!).
RATING: 8.2

TILESET/TILESET USE: Tileset use was good, although it was nothing amazing, and there were a few small errors that I did not exactly like. Still, it was nicely done and I like the tileset, so I will give it an overall 8.5. The space-themed tileset is somewhat of a departure from the previous levels, which mostly use nature-themed or electronic tilesets. This level sort of does not fit in the middle of the pack, but that’s not a bad thing at all. It’s, in fact, a refreshing break. If there was one complaint I could have said about the original SXR, it would be that it was far too much of the same thing over and over again. This gives a good break from the general SXR gameplay and is not a slouch in eyecandy, either. The eyecandy is not all that different from the other levels, but it is still good. There were a few very small errors that brought down the rating slightly, but not really all that much. Nice job overall. (Yet again, I am lazy, but this remains still accurate. Yay for lazy accuracy.)
PROS: Great tileset use.
CONS: Small bugs.
RATING: 8.5

WEAPON/ITEM/ENEMY PLACEMENT: Enemy placement was spiffy, as was everything else about this level. There were not many chances to get ammo, but that is not a huge problem. The focus of this level is using blaster in order to kill the various enemies, and I have no problem with that. As for enemy placement – enemy placement was good. The enemies were very annoying, but in some respects, that is a good thing. The level is not all that challenging, as I mentioned previously, but that is neither a con nor a pro. It is simply a fact. Generally, the enemies seemed to be placed well. There were less of them than in the previous levels, but that isn’t necessarily a bad thing. Well done overall. (And, yes, I am aware that was simply a copy and paste of the review on the previous level. However, the fact that it is quite relevant mixed with the fact that I am quite lazy makes this sensible. So do not complain or I will throw fish towards your general direction, fiend.) Oh, yes, and a few more things to add. There are very few weapons in this level, although there are a few more enemies. But not many.
PROS: Well done.
CONS: Possibly too easy for some enemy-wise.
RATING: 8.5

REPLAY/FUN FACTOR/ORIGINALITY: Beyond getting stuck, this level is more or less enjoyable. It is not extermely original, although the tileset use definitely is. Still, this is deteriorated by the bug that was caused by getting stuck. Had this been fixed, the replay would probably have received a bit of a better score. Other than that one fairly major blemish, this level is mostly fun to play. For some reason, Sirius/Dimensions looks a little dim to me. That is a tileset problem, of course, but not a big one, and that really is not the fault of the levelmaker. Other than the bugs I just mentioned, the level was fun to play and a good replay, although there were not all that many enemies.
PROS: Great fun to play over and over. Original.
CONS: The easiness might be a con for some. The major bug.
RATING: 8.2

OVERALL (not an average): Again, the major thing that is causing problems for this level is that one bug that causes the player to get stuck. Other than that, this level is more or less very well-done. There are a few problems, and this level just suffers from an overall lack of excellence. There is not anything that is not in any other levels in the pack, and while the layout is good, it is not anything that is really all that notable. A solid level, but probably nothing to write home about, other than the bug which I hope is fixed quickly. Luckily, this is single player, so there is not a huge problem with simply typing jjnowall/jjfly to get out, but I would much rather see that the bug was fixed instead of having to go around it. Other than the problems I mentioned, it was nicely done.
PROS: Nicely done.
CONS: A few small bugs and one fairly major one.
RATING: 8.2

GAMEPLAY: A -
Flow: A
Layout: A
Creativity: A -
Bugs: B

EYECANDY: A -
Tileset use: A -
Eyecandy Look: A
Creativity: A
Bugs: B+

PLACEMENT: A
Weapons: A -
Enemies: A

THE FINAL GRADE: A -

THE FINAL RATING: 8.2

Mines of Moria II
GAMEPLAY/DESIGN: Mines of Moria was my least favorite level in the original SXR and, well, this dismal distinction continues on into NIP. I just do not like this level in many ways. Mostly because the eyecandy is really, really uninteresting. But, then again, how interesting can Mez01 get? The answer is not very interesting at all, save for the occasional miracle which I have not seen happen yet. If this level has one thing going for it, though, at least it is gameplay, more or less. Gameplay is generally good. It consists of getting lots of crates and keys and is definitely good for those among us who are fans of puzzles. For everyone else, though, this level is fairly boring. There are a lot of Dragons, too, and it shapes up to have okay gameplay, but redundant and sort of uninteresting. Unfortunately, this is not much of a conclusion level and probably the least interesting one of all the pack. Needs work, and definitely a new tileset.
PROS: For those who are fans of running around collecting things, you have met your perfect level. Congratulations.
CONS: For those who are not fans of running around collecting things, you have met your perfect enemy. Congratulations.
RATING: 8.0

TILESET/TILESET USE: This is sort of off-topic, but I just realized that I have spent this entire review and several others typing “Tileset/Tileset Use” instead of “Eyecandy/Tileset Use.” Oh well. Anyways, this level uses the fantastically dull Mez01 tileset by Mezz. This tileset, for its day, was quite good. Unfortunately, its day was exactly 24 hours long and happened nearly four years ago. Today is not its day, nor was the day the 9535345423523498549230573498572348952347985234759753409
2857342089534728590347509823475023498573409572349085734095
8347250942375872340985723490852347598275049728905723489057
3408952347523457234-59834572340546545468367356908769857654th Mez01-based level released its day. This level makes okay use of Mez01, although that is not saying much. I suppose that this is about as good as Mez01 can get, but that really is saying quite little. Just uninteresting tileset use and everything. This remains the least interesting level of the pack, in my humble opinion. The finishing tube thingy was, however, quite well-done and looked really cool. Still, that does not make up for the relatively mediocre quality of the eyecandy in pretty much the entire rest of the level. Oh well.
PROS: Great tileset use.
CONS: Small bugs.
RATING: 7.5

WEAPON/ITEM/ENEMY PLACEMENT: Personally, I would rather have had this level completely left out. It is really annoying. The enemies mainly consist of the following: dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, dragon, and then possibly a few more dragons. Sound fun? It is not particurally fun. You get the idea.
PROS: It’s okay. And if you like dragons, well, you’ve found the perfect level.
CONS: Dull. Repetitive.
RATING: 7.5

REPLAY/FUN FACTOR/ORIGINALITY: This level is not fun by any stretch of the imagination. Sorry.
PROS: Collectors will like this.
CONS: Everyone else won’t.
RATING: 7.5

OVERALL (not an average): Dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, dragon, key, and dragon. That is the most accurate summary of this level possible.
PROS: Fun for collectors.
CONS: Dull gameplay and eyecandy.
RATING: 7.5

GAMEPLAY: B+
Flow: B+
Layout: B+
Creativity: B+
Bugs: B+

EYECANDY: B+
Tileset use: A
Eyecandy Look: B+
Creativity: B+
Bugs: B+

PLACEMENT: B+
Weapons: A -
Enemies: B

THE FINAL GRADE: B+

THE FINAL RATING: 7.5

AND NOW THE VERDICT

FINAL PACK RATING: 1.0

…OR NOT

…NOW THE REAL RATING

…SERIOUSLY…

…IT’S COMING

…AND HERE IT IS…

…THIS IS IT…

…IT IS…

FINAL PACK RATING: 9.2 (rounded up from 9.1).

This level pack is, for the most part, absolutely fantastic. Despite the last level being annoying as it could possibly be, this level pack is solid, skilled, and overall fun to play. There are a few small things that could be changed, and I would probably like to see a storyling and a suitable ending level. Still fun. Well done, Spaztic. Definitely worth a download. One of the best packs to come along in quite some time, and positively a great effort. It is not often you see a pack that demonstrates not only such a great deal of levelmaking skill, but also a dedication to finishing it. While it would have been nice to have a storyline and everything, this is a great pack, and all things considered, a storyline is not all that necessary. If you look, you can find plenty of errors in the levels and everything. But nothing is perfect. If you look hard enough, you can find errors in everything. But that is not important. I give this upload a 9.2 because it demonstrates a great pack with a lot of effort. Sure, there may be a storyline missing, and it may not have a climactic ending, but it does what it is supposed to do – be a very good and well-made level pack – with near perfect accuracy. If you look close enough, you can find plenty of problems. True. But that is true about anything. What is important is how much quality there is in something and how much effort is put into it. The original SXR was, all things considered, not perfect, and definitely not perfect by today’s standards. But nothing is perfect, and that is the point I am trying to get across. This level pack does not reach the level of effort which it probably took to create such masterpieces as Rabbit Honour Guard and Tomb Rabbit, but it should not be compared. This is not an ultra-huge project or anything, nor is it something which is attempting to revolutionize the JCS levelmaking field. It is just a pack, and a great one at that. You may notice that my final rating is much higher than any of the individual level ratings. This is, of course, adjusted. After all, it makes no sense to give the same score to a single level which deserves an 8.2 and two levels which both deserve 8.2 – one has to take into account the effort required to create two levels. And, of course, one can not give two levels that deserve 5s a 10 – it does not make sense. So I find a balance, and in this case, that balance is at a very respectable score of 9.2. To my knowledge, this is not the average of anything. In fact, in all truth, there is no practical reason behind how I arrived at the score. It is simply gut feeling. If the levels were to be released seperately, I would give none of them 9.2. But together, even though they are not as much a pack as they are a group of levels with no storyline, but they are still quality works. While the rating may not make sense, there is one thing that always make sense. And that is reg ;). So, as I finish this unfortunately short review, I beg you all to remember to reg ;) well and reg ;) often. Oh, yes, and download this level pack. Now. I promsie you that in no way will you be disappointed. If ever there was a deserving sequel to SXR, this would be it. Complaints? Some. Sure, it has no plot line. And it really does not have that much of a continuous flowing point (which can be explained by the lack of the storyline). And, yes, the last level is not exactly the best in the world. Still, the pack is what it promises to be – a very solid collection of very well-done levels from Spaztic. Nice job, Spaztic. I recommend everyone download this, and quickly. It does not get much better than this.

Oh, yes, and reg. ;)

- Trafton, who will probably end up not typing anything for about two weeks after this. Or at least he wishes he wouldn’t. Oh well.

-Trafton

[This review has been edited by Trafton AT][This review has been edited by Trafton AT]

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