Why did you make password for this level, if you told us what it is?
2*Average.
TIP: I dont have one. Im pour now:)
ADVICE: if you make a pro. level, dont include shield.
GAMER OUT[This review has been edited by GAMER]
1, 2, 3, 4, 5 suns! BUt whos counting.
I fought it barely ranes in the desert.:)
(dont blame yourself hard…..This is just the begining):P
THus nise level.
... .. .. . .— —- ..
(If you can read this, your a spy)
GAMER OUT
As Aiko said: “Nothing special”.Small amout of weapons, ant the triger event with the bridge is strange: I mean, wher do those 2 stics come from?
????
The heaven tileset is so cool, but U didn’t used this like U should!Some of your levels are good but some of theme are really ……
Come on people!That level & tileset sucks!Don’t download it -its a waste of your time.
This tileset is perfect!!!!
Man what can I say-I like this combination of Tilez.
I wish I could do the tilesets like this!
I like this tileset the best!!!!
so I’m giving U 10!!
-Do more tilesets like this, please:)
Bjarni, you can´t give someone 10 because it´s perfect! Nothing levels are perfect! No way! I wan´t to give it 8! ;)
P.s. I´m in trouble! In “lde8eng” I´m in trouble! I can´t found out way! I had bean killed all enemies and I don´t know what I can do! PLEASE HELP ME!!!!!!!!!!!! Where is exit door? And I don´t like cheating![This review has been edited by Mad Teanager]
HoLLa.
Yeah….This is a great level…Finally something different…..It took me like…almost 2 or 3 months to build and I put in alot of hard work….but i think sometimes that this level gets underrated….But hey…thats me..;p
PeacE EaZZiE
Story level: Everything’s all white, and some rainbow text tells you (very slowly) that this is basically JJ2 all over again. And it takes a while to do this. Eyecandy, obviously enough, is zilch.
Castle levels: There’s a day level, a night level, a secret level, and a level containing a queen. Yes, the author uses one whole level just for a boss. In fact, the author continues to do this throughout the pack. The queen isn’t too interesting – shoot her across a very long platform occasionally fighting long generating bats.
The first Castle level feels pretty standard, except for the start, where you stand on collapse scenery above a pit of spikes. The destruct scenery is on the right, below the collapse scenery, so you might get hurt as Jazz, quite probably as Spaz. Fortunately, this is the start, so that doesn’t matter. The rest of the level is standard semi-boring single player, with one or two alternate routes.
The night level lets you move fast, though that won’t get you as many points as going slowly. You start out with several normal turtles, which you can use to blow holes through a bunch of destruct scenery. Go ahead. Remember that you get lots of points if you stay around and destroy all the blocks the censored missed. The rest of the level consists of fighting a few enemies, and generally rushing through. There’s a secret level near the end of this level which is fairly easy to get to if you’re not trigger happy. Actually, while replaying, I didn’t take it, because I’ve never seen what’s beyond that point before. I seem to recall the secret level is mostly a copy of the start of the night level, though, only longer.
Carrotus levels: There’s a day level, a night level, and a boss level. The boss level, which I’ll again describe first, begins where the night level left off, like last time. It’s basically a flat arena with a few springs on either end, where you fight the Tuf Boss. There’s a secret in this level, though, which will reward you very well if you find it. I’m not telling you where, but it’s not too hard, unless you have an itchy trigger finger. ;)
The day level is a very standard Carrotus level, with bad tileset use. Which is also standard, as Carrotus is often prey to tile bugs, but this is just a bit worse then usual. Anyway, it’s a pretty standard level except for one part where the “Bridge” is out, so there’s a wall forcing you to fall into a pit. To repair the bridge, hit a trigger crate which can be conviniently found in the pit. The wall then disappears, and you can jump from small platform to small platform. There’s a random morph in this level, like in the official JJ2 levels.. nice touch. Still, this level, along with the next one, could have used a beta test or two.
The night level starts out, like the night level in Castle, as something unusual. You jump from small fruit platform to small fruit platform (nothing dangerous below, don’t worry), fighting float lizards, and trying to find all the coins. After this, there’s some generic single player stuff which didn’t really fix itself in my mind. There’s a spring crate trap (again, no itchy trigger fingers..), and a secret which its harder to avoid then to find. At the end, as if to prepare you for the boss, you shoot through a lot of destuct blocks while a Tuf Boss throws his thing at you. Like the last level, the tileset use could be improved, though I noticed it a bit less.
Labrat levels: There’s (here we go again) a day level, a night level, and a boss level. The boss level is basically a flat arena where you fight the Robot, who is called “Razor”. He takes a while to descend, so you can get some hits in before he lands – not that you’ll need it. Even without fastfire, this guy poses no problem, just like usual. More noteworthy is how you get to him – you go on some warps and stuff. Most boss levels have you right with the boss as soon as you start.
Now, I’ve never been much of a fan of Labrat levels. The day level is a pretty standard Labrat level, with a few interesting points. Such as the destruct scenery, some of the belts, and of course the SCEs. SCEs were new back then, and were used more for eyecandy then for fancy automatic systems in multiplayer levels. You see a few SCEs, including the Laser Shield, shooting inside some weird wall stuff. This level ends with you going from one exit sign to another, then back again, at which point you find the floor opened up to reveal the exit. Slightly tedious, but fun.
The night level, again, begins with something unusual.. sort of. You fly through a series of passages avoiding suckers, rats, and spike bolls. The only thing, really, diffrentiating this from other things of the same kind, is that you actually get to shoot – you use an airboard instead of being turned into a bird. After this area, the level is a pretty standard Labrat level, although at the end you get to go through a pipe maze and try to find the most goodies. Don’t worry, no deadends (I think) – just less profitable routes.
HH98 levels (hey, it’s as good a place for them to fit in the timeline as any!): Day, Evening, Boss. In that order. Yes, I shall talk about the boss level last this time. The day level is, basically, a level. It uses the HH98 tileset fairly well, but there’s no background eyecandy (I’m guessing Overlord doesn’t have HH98, so he was unable to steal the standard background eyecandy like for other levels.. correct me if I’m wrong, but some of it looks VERY familiar). There are a few trigger crates, lizards, float lizards, and turtles, but overall this level didn’t stick in my mind very much.
The evening level was much better. Lots of trigger crates, enemies guarding them, schemes and macinations. Unfortunately, this level didn’t begin with something unusual like the other second levels so far, but the fun factor makes up for it. Still no background eyecandy, but trigger crates and snow.
The boss level is.. well, a boss level. They’re been pretty boring so far, and this was really no exception. You fight Bilsy on a flat surface with a few platforms above in case you don’t know how to defeat him easily. The level name is more interesting then the level itself – “The red guardian”. Oh, and Bilsy asks Jazz if he must “kill you all”. Which is a perfect way to cut to the next level, which is called “Learning History”. :)))
Colonius levels: A day level, and a night level. The day level is a pretty standard Colonius level with a few interesting parts. And I don’t feel like talking about it.
The night level is again, much better. While it doesn’t have an out-of-the-ordinary start, it has a lot of trigger funstuff, which should keep you entertained for a while. There’s even a skyscraper. Still, the Colonius levels aren’t as interesting as some of the others, so they don’t get nearly as much detail.
Psych levels: A day level, and a night level. The day level is, again, a pretty standard piece of work. Nothing majorly new. On the other hand, you don’t see many Psych levels, so I’m willing to forgive how ordinary this is.
The night level is, at last, a level with something out-of-the-ordinary. The first part of the level consists of flying with a fly carrot through some spike lined passages – while fighting dragon flies, and being hit by smoke rings. Ooh. Eeeevil. After that, you fight a few enemies, climb a few platforms, and that’s just about it. This level could have been a lot bigger, as it is, as soon as you get into the mood it’s over. (Yes, I am aware my descriptions for areas are getting shorter)
Beach levels: Easily the best part of episode 2, Beach contains a day level, a night level, and a boss level. The boss level (called “The giant crab-like thing … UTERUS IS AN ENT! A PINK, FLYING ENT!) consists of fighting Uterus in a smallish arena with a pool in it. Nothing all that special, but it uses the slow water lowering effect to make it seem cooler. Kills Ent
The day level most stands out for the Tube Turtles. At the start, you walk around on some planking at the top, and find a trigger crate (and some other stuff). You then go back to the start, and jump into the water – which promptly starts to go down. So you swim down with it, while Tube Turtles keep rising up from the depths to join you. Very dangerous. Very fun. After that, if you like, you can do the same thing going up, taking an airboard and dodging falling tube turtles. Then there’s some more normal stuff, a coin warp, and the end of the level. Go Tube Turtles .. By the way, this level is HUGE, height wise.
The night level is a standard underwater beach level (oh well) with one difference – here and there there are some crates which explode if you shoot them and shoot out big white rings. This is cool, but it doesn’t detract from the fact this is a very normal level, explosives or no explosives. Fish, crabs, tube turtles, boards, and some sand. On the plus side, ordinary or no, it’s well done.
Diamondus levels: A day level, a night level, and a secret level. (About time I found another one..) The day level is a fairly standard Diamondus level. A few rocks, quite a lot of bees, and a few interesting layer 3 bits. Not much to say.
The night level is just about the same as the day level. It begins where the day level left off, but makes no attempt to change what it’s like.. a perfectly standard level. So let’s talk about the secret level. The secret level, using Carrotus Day, consists of jumping from platform to platform, occasionally fighting an enemy, gradually getting more and more goodies. If you fall, you are sent back to the start, but not killed or anything. You can leave the level at any time you like. Kind of fun, really. Beware of the collapsing pumpkins. Anyway, all in all, Diamondus doesn’t stick out in my mind very much.
Tubelectric levels: A day level, a night level, and an incredible secret level which I’ll describe last. The day level was (I seem to recall) Overlord’s first level or something, and it indeed doesn’t seem as sophisticated as some of the other levels. Lots of springs, tubes, and stuff, but generally fun. Some eyecandy bugs, and not much complexity, continue to reveal it as an earlier level, unfortunately. There’s a Spark Generator in this level, which will be later reused in the TF levels.
The night level, contrary to my expectations, was not totally dwarfed by the day level. The level has two gimmicks – collapsing scenery, which often occurs right in front of a trigger crate (which lies there invitingly), and enemies falling from the sky. The main part of the level has you running back and forth from trigger crate to trigger crate, avoiding both falling enemies, and falling, yourself. Still a few eyecandy bugs, but unless you get bored running back and forth, you should have fun. Somewhere (I’m not telling you how, it’s fairly easy), there’s an entrance to a secret level..
The secret level is quite obviously themed around one thing – shields. You change between shield types about three times in this level, and the rest of the level is packed with extra time/stopwatchs (I forgot which works). There are also some relatively pointless enemies, and some goodies, both of which are dwarfed at the end when you stomp through must be at least a hundred invisible gem stomps, then wander around picking up the results. I’m not sure if so much/many extra time/stopwatches was/were a good idea, as it ended up with me having 1162 seconds of shield time for the next level.. :DD
Medivo levels: A day level, a night level, and a boss level. The boss level is a pretty standard Bolly arena, except that it has a floating platform, and a vine you can reach with a spring. All in all, it made for a pretty good fight, and probably a better one if not for my shield.. :) An interesting fact about this level is that before you actually reach Bolly, you get ammo, bombs, invincibility, and an extra life. Very nice.. is Bolly that hard? Or maybe Overlord is copying what happened in the JJ1 Medivo boss.. there was quite a bit of JJ1 stuff in the first Tubelectric level.
The day level is fairly simple and short, or maybe it just seemed that way. You fight through a few enemies before reaching the area where you run back and forth between trigger crates, smashing them. There are a few goodies if you care to stay around and get them, but overall this is a pretty average level. I now have 960 seconds of shield time! ;D
The night level was better, admittedly it followed the same formula as the last level (including long pits of spikes with carrots), but it did it better. You run back and forth between trigger crates again, but this time it’s a bit more complex. Fun. Still, I didn’t find the Medivo levels all that interesting. This level left me with 654 seconds of shield time, and 541 from the boss level.
Jungle levels: A day level, and a night level. The day level is complicated, either that, or I’m dumb and can’t figure out obvious stuff. It starts out with you wandering the jungle. Two people called Tim and Overlord (sound like weirdos..) live here, and both are lost. They decide to go into the caves. After a while (or right away.. whichever) you will find your way out of a circularish area, after which there’s a bit of short single player, and you end the level while in a wall. Don’t underestimate this level – I used up all my remaining shield time here. Enemies are dangerous again. :((
The night level is again, hard. It starts out with you keeping ahead of a rolling rock (assuming it actually rolls after you) while dodging blocks and spike balls. After that, there are lots of monkeys, dragon flies, and tree crushers.. but no Tim or Overlord. I died for the first time here, and then JJ2 crashed, so I’m without all my fancy weapons.. not like I used them, I guess. However, I decided to skip onto Heck.
Inferno levels: A day level, a night level, a boss level. The boss level is fairly simple – fight Bubba on a small platform. So let’s ignore it.
The day/cold level is long, and full of enemies. Same with the night level. About the only difference between the two is the tileset, that and that in the second level, you go steadily down. Both of them are long, and have WAY too many enemies. Maybe it’s just that I’m feeling a little annoyed at having lost all my fancy stuff, but I didn’t like these levels at all. Btw, for those who want an extra challenge, search the second level carefully for crates, and stomp them all. Then, at the pit on the bottom right, try to enter the left wall.
Dam Nation levels: A day level, a night level, a boss level. The boss level is Devan in a small space with a floating platform. The levels are drawn out, and have trigger crates and stuff, but aren’t really fun because they’re chock-full with enemies. Yes, I know Overlord wanted the levels to get harder as you went along, but this is carrying things too far.
Ending level: Text tells you (very slowly) that Devan went to jail, but escaped. That was Overlord’s story. To be continued… in RHG:TF, I guess.
Battle levels: Three battle levels using Castle, Carrotus and Tubelectric. They’re all rather big, hard to navigate, and empty.
CTF levels: Three CTF levels using Diamondus, Castle and Medivo. All of them have lengthy routes from base to base, and are probably prey to flag bug – at least one of them is, and I didn’t check the others.
TF Secret Lab levels: Two single player levels using Top Secret ]|[. The first level is a good introduction – Devan blasts off (which is fun to watch), and then you run around doing stuff. The main feature of this level is a series of crates you must open – the first two being pretty straight foward, and in the last one you run around in a mazey system of passages that open and close certain areas as you open forcefields and the like.
The second level is basically more of the same – run back and forth in small passages fighting enemies, collecting generating goodies, and hitting crates. This time, though, Overlord has added fun special effects, like explosive crates (unlike in the original RHG levels, you have no TNT), a crate that bores a hole down below it, some speedy sucker tubes, and a warp which doesn’t look all that spectacular. I must admit I was saddened to find that there were only two Secret Lab levels, as that means there are quite a lot of Space Station levels.. eeeep. Anyway, beware the silver platforms – they sometimes turn gold. And one of the big boxes is real.
TF Space Station levels: (some amount of) single player levels. They’re harder then the Secret Lab levels, but also less fun. The first level shows you the ropes – keyboards, consoles, combinations, spark (which he calls eyes) generators. Sadly, you get some TNT in this level.. always a bad sign.
The second level is more of the same – small, filled with enemies, and having too much of both of those to be all that much fun. After a bit of this, you get to play some JJ1 Tubelectric stuff – flashing blue areas with sucker tubes connecting them. Filled with sparks and ghosts. I miss the big, slow sparks, and the things that would fire at you. You get to fight Bubba at the end.. yes, a boss not in its own level. There’s also robots, spikes, a laser cannon, and other stuff copied from Klik&Play.
The third level starts out easier (even a tunnel cutscene). Then you hop from high platform to high platform (gradually you start to get awards for falling down), go through an invisible maze (on an airboard. A NORMAL airboard. Mister “I know all about SCEs” Overlord did not put in a fast generating airboard!), dodge spike balls.. you get the idea.
The fourth level is a boss level, but it’s not the last of the Space Station levels, so I put it in chronological order. You basically fight the Tuf Boss, with a few useless platforms ahead, and a couple of easily dodgeable spikes on the floor. There’s not much to say about this level.
The fifth level is more of the same. Cramped, over enemied, a few computers, and a combination lock or few.
The sixth level shows the space station blowing up (a la Another Story), then you fly away in a spaceship (a la Another Story). Then the text tells you (VERY slowly) that Devan was defeated, and you won.
Overall, while this is very long, and most of the levels are good quality, the ones that aren’t are so incredibly despicable (in paticular the multiplayer levels) that this can’t get a higher rating then it does. (I GOT LONGEST REVIEW HAHA)[This review has been edited by Violet CLM]
Ok, this surprised me.. first levels, are a rule, bad. This level has bad eyecandy, but the level itself’s pretty good – except for the incredible overdose of pickups.. you’ll get more sugar rushs here then in “Backstreet Rabbits” or whatever by Blade.
Basically, this is a medium large length single player level, using a fully masked (I guess) version of Deckstar. I’m guessing it’s TSF, but I could be wrong (having played Norbii’s stuff before, it has always been TSF, so I just played it in that).
If you can look past the eyecandy, you could have some fun in this level. Remember to check the walls for secrets.
Very nice, but I did notice two bugs (both in the Crazy UFO base)-
1. The star seems to be located in the “Knights Quarters” (I think it was just a wrong text placment)
2. The star dosen’t dissapear when you touch it.
Oh yea, you also misspelled “Throne Room”.
Otherwise, it’s great!
Too bad I can’t play online with cable modem…
This level goes like this. You play normal Conquest; 2 up to 4 teams, each with one leader, and if the leader gets killed, the team is out. But because Conquest sometimes takes too long because the leader always runs away when you hit him a few times and heals himself, you can now do something in the meantime. Collect the 4 stars from the base to get a Bouncer powerup, a Seeker powerup, a RF powerup and a Toaster powerup, that will make it easier to achieve the ultimate goal: kill the other 1, 2 or 3 generals and dominate the galaxy. :P
It’s not a new invented game.. This gamemode was invented in early 2000…[This review has been edited by CraccoBoy]
Good eyedea of the one silver coin.
Only then you can get a full heal carrot.
I’m only geving a 7.7 bechause I dont like the eyecandy.
I’s only dark.
The background is good, very nice with that cave background.
Now about the level itself:
THE GAMPLAY:
I get around esely, this level is too easy. And one more thing: the generator is coming back too quik. In overal: Almost an 8.
This level is funny!
You have to take the stars out of the king palace!
The animatingtitles are funny. Example: A stange guy steps in a warp, stange flowers with a mouth, thats aliens are also funny. It is a sort of searching in castles.
Now I want to talke about the background: On the background you see a ship floating into onther schip, realy cool.
I realy liket this level, download recommend!!!Dit I screamed to hard?:)[This review has been edited by spazz]
INTRODUCTION
After all this praise and celebration of Moonblaze’s new single player pack: The Demon Invasion, such an experienced reviewer like me could not possible resist to test it out himself. (Did I say ‘experienced’? Looks like I did.). So, I sat back, clicked on the Download link and watched as the percentage went up…slowly…slowly…slowly…done. After reading through the rather short and very un-helpful readme I loaded the first level. And with that little double-click I was about to find out if this was the great single player pack that it was meant to be, or if it’s simply another over-rated download.
LET’S GO SAVE THE WORLD! AGAIN!
The story of The Demon Invasion is quite simple and about as original as the usual ‘kill-the-baddies-rescue-princess-get-the-gold’ kind of thing and is, you guessed it, about saving the world…yet again. The game starts with Jazz exiting a secret castle entrance that looks much more like an over-sized piece of rock (which it incidentally is), and discovers an army of Tuf Turts marching into Carrotus thanks to some great trigger work and some nice lighting effects. This kind of beginning is really powerful and it already shows the player that this level pack is going to be good. In other words, Moonblaze makes the player want to know more, just like a good author makes the reader want to read further to find out more about the plot of the book.
WOW! I LOVE IT! NO! I HATE IT!
The Demon Invasion has some very odd but original eyecandy. Most of the levels are crammed to breaking point with it and there are heaps of marvellous things you can see in all the levels, with the exception of the cut-scenes. Wherever you are in a level, you’ll always be surrounded by lighting effects, trees, carrots, rocks, caves, bushes, plants, fire, vines, spikes, lava and bridges. If I was to name only one reason to download this pack, I would say download it for its looks. Moonblaze has obviously done an excellent job and worked very hard. But is it overdone? The answer is, sadly, yes. Although giving the levels great looks, the eyecandy severely handicaps the players in loads of different ways. It blocks the player’s vision, hides enemies, gets in the way, confuses the player and generally speaking, makes the player’s life so much harder but in a frustrating way. Most of the time, you never know if a tile is solid or not or if touching those spikes will hurt or not. This is utterly confusing and it’s not exactly good that the eyecandy also hides enemies so that they’re almost invisible until too late. Less experienced players will find themselves losing hearts for no reason and the only way to get through a level alive is to walk really slowly so you can spot baddies in time. It’s a real pity that such good eyecandy makes the levels so hard to play. This sort of thing makes one develop a hate-love relationship with the eyecandy.
BANG! ZAP! KABOOM! ouch
Moonblaze has made some amazing enemy placement for The Demon Invasion. There are always at least 3 different kinds of enemies in all levels (including spikes and lava). You always have to keep guard and stay hyper-alert which is fun especially if you just came home from a rough day. And believe me, to be able to play through some of the harder levels without getting hurt once will require about 15 cups of coffee and at least 3 sugar cubes to sharpen up your reflexes. What does annoy me is the fact that some enemies are impossible to avoid. You simply have to get hurt in order to move on which is really irritating. Also, at the beginning of the jungle level, you are immediately surrounded by nasty bugs and monkeys and it will confuse you enough for you to lose valuable seconds of shooting. But these aren’t that big problems since I never expect to get through a level without losing a heart or two. The difficulty level is one of The Demon Invasion’s strong points and is a real pain in the back. But it’s not as hard as Moonblaze said it was going to be in the readme. By saving often you can play through all levels without losing a single life but I suppose it will provide a challenge for people who aren’t as good.
OK, WHAT DO I HAVE TO DO NOW?
The gameplay for The Demon Invasion is interesting. Moonblaze has made most levels a mix of puzzle-fight levels where you have to find and buttstomp crates, look for gems and so on which are fun to play but those things have all been done in masterpieces such as Rabbit Honour Guard and Tomb Rabbit. Still, I don’t mind re-using old ideas since they work and it’s always fun to see a good singleplayer level made with Nature’s Ruins. One of the more original levels is Ring of Fire. It consists of Moonblaze doing some magic (I think) and you have to protect him from hordes of enemies. Nothing will happen if the enemies do reach Moonblaze so although it says protect Moonblaze, it means keep yourself alive. It’s awesome seeing all those baddies coming and it feels almost like that scene in Starship Troopers where the humans defend their base against an army of bugs coming like waves. Except the baddies here in Jazz2 move so slow that anyone can kill them in time. Perhaps faster regeneration time? The last playable level of the pack is the worst one because it’s so much more linear, uses a tileset that could easily have been beaten by censored 1 or 2 and has no puzzles whatsoever. It would be nice if there were some boulders to avoid and crates to find. Overall, gameplay is all right but could be improved to make the levels more fun.
WHERE DID THE WEEKEND GO??? OH, IT’S STILL SATURDAY
All the levels in this pack are of very high quality, but they…are…simply…too…short. If you don’t care about the secrets and run around like a headless chicken shooting all over the place you can complete even the hardest level in a matter of minutes. Having seen all the triggers, baddies, ammo and eyecandy you immediately know that Moonblaze has spent a lot of time on every single level but 3 hours work for him means 3 minutes play for us. This is a serious weakness of the pack and shortens its life-time and re-playability dramatically. Once you complete the pack, you kind of get a feeling of just leaving it there and not to play it again. I finished the whole pack in one single day.
CONCLUSION
After going through all the pack, I’ve come to the conclusion that The Demon Invasion is not the great singleplayer pack everyone else thinks it is, but deserves something better than an 8. It has got a boring storyline but amazingly beautiful eyecandy (amazingly annoying eyecandy too), provides a fun challenge for most players and has some really nice cut-scenes (one with my name in it – yay!). I would’ve given this a much higher rating if the levels were longer or if there was more levels. I completed this in one day, as mentioned before.
Pros:
Great eyecandy.
Gameplay should satisfy everyone.
Hard, but not impossible.
Good cut-scenes – keeps the story going.
Good effort put in by Moonblaze.
Good baddie placement can make life hell for the player (in a fun way).
Cons:
Eyecandy is annoying.
Short levels.
Not much re-playability.
A couple of dodgy baddies.
Even more dodgy storyline.
Final rating:
8.5.
Cheers,
White Rabbit.
EDIT: I got the longest review![This review has been edited by White Rabbit]
Mostly the same critics as Violet, exept that I don’t like the crate.
And considering Washing Man :
Waz’s right : I checked ur profile
E-mail : waz@clean.com
Real name : Clone Waz
Occupation : I made this site by myself. (What the hell are you talking about)
All reviews by this user : Waz11 (!)
I believe ur quite new here, and let us be clear : This is no chit-chat site. I read the comment by Girl Fraend(deleted) : “Glad to c your site” What the hell? “Your” site? Whose site? I believe she was talking to u Washing Man…Adress an J2O admin to find out about the rules of this community. If not, get the heck out of here!
And Mad Teenager : Your rating is unfounded. This TST does not deserve a 2.7! And you gave no comment.
Well, spam you have realy done your best one this one.
But I agree also, the diamonds are too difficult to find…
I dont rate programs.
I just agree with Violet CLM.
I just dont undurstand why people rate puzzles? Watsing the Teletubbies is exacley the same!
One word: BAD
The road never end.
Bad eyecandy, needs more details.
One thing I fancy: The cars, there are very funny, and the bords.
Next time, spent more time on your titlesets.
One thing: What does water in a road titleset?
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Eat your lima beans, Johnny.