GUIDE: THE JAZZ JACK RABBIT GAME TYPES



SINGLE



SINGLE PLAYER

Mode: Single
Builti-in Score System:
Objective: Make your way through a series of levels, shooting badguys along the way.
Rules:
Scoring:
Irregularities: Depend on the level. Internet connection is not needed. Some levels have a cheat protection, so sometimes you might crash with an access violation.

COOPERATION

Mode: Cooperative
Builti-in Score System:
Objective: Make your way through a series of levels, shooting badguys along the way.
Rules:
Scoring:
Irregularities: Same as Singlem but you need one piece of internet connection available. Due to a bug, those, who join, are invincible. Host isn’t. Cheats sometimes crash the game, just as single player.


BATTLE



BATTLE

Mode: Battle
Builti-in Score System: YES
Objective: Kill other players, try not to get hit yourself.
Rules:
Scoring: Each roast gets you a point. When a player roasts enough rabbits the required amount of times, he wins, and the level switches.
Irregularities:

TIMED BATTLE

Mode: Battle
Builti-in Score System: YES
Objective: Roast as many as possible before the time limit is hit or someone hits 100 roasts.
Rules: Do not move or attack before host says start.
Scoring: Scoring is usually done by making roasts count as 1 point each. There may be a special bonus awarded if you win a round.
Irregularities: If you time out/crash/leave, you lose all your roasts.

CLASS-BASED BATTLE

Mode: Battle
Builti-in Score System: YES
Objective: At the beginning of the game, you will enter a room where you have to pick a certain ability or set of weapons you want to use. After that, you fight all the other players in a standard free for all battle. Points are the amount of roasts you get.
Rules: Don’t shoot until the host says start. You must select a class. No killing in the class selection room.
Scoring: Scoring is usually done by making roasts count as 1 point each. There may be a special bonus awarded if you win a round.
Irregularities: If you exit the server you lose your points. You must exit to change class.

LAST RABBIT STANDING (also knows as survivor)

Mode: Battle
Builti-in Score System: NOT REQUIRED
Objective: Be the last person in the arena. If roasted, you lose a life. If you lose all of your lives you are out.
Rules: No rejoining to regain lives or “breaking into the control room.”
Scoring: Last in gets 3 points, second to last 2 points, third to last 1 point.
Irregularities: If you time out, your lives will be equal to the server’s – 1. If you join a game in progress, you must wait for next game.

CYCLE BATTLE

Mode: Battle
Builti-in Score System: NO
Objective: Players take turns fighting 1 in 1 battles in an arena without carrots. The winner stays in, while the loser goes to the back of the line.
Rules: No killing in line. No breaking into control room.
Scoring: One point for first roast, one point for second consecutive roast, 5 points for each roast beyond.
Irregularities: Best played as a smaller event (about 8 or less) as opposed to a big one. If you leave the server while in game you lose and go the the back of the line when you join. If you lose your place in line, you will be placed at the end of the line.

ROAST TAG

Mode: Battle
Builti-in Score System: NO
Objective: Kill whoever is “it” to become “it”. While you are “it”, kill other players to get points.
Rules: Do not move or attack before host says start.
Scoring: 1 point/roast when you are “it”, x points for killing whoever is “it”.
Irregularities: Best played as a smaller event (about 8 or less) as opposed to a big one. Extremely difficult to keep score, due to there being no means of doing it other than writing it down. The recorder usually isn’t able to play as a result, and they often won’t be able to chat either. To help keep things running, it’s a good idea to announce when you are “it”.

STREET FIGHT

Mode: Battle
Builti-in Score System: YES
Objective: Same as Battle.
Rules: If you find an area, where you can use ammo due to a bug, do NOT use it, or you will be kicked.
Scoring: Same as Battle.
Irregularities: All the ammo is disabled. You can only use kick, uppercut or buttstomp.

GOLD RUSH \ KING OF THE HILL

Mode: Battle
Builti-in Score System: NO
Objective: Collect the required amount of coins and reach the coin warp before anyone else to win. After you win, you will be placed back into the level if you want to do some killing, but you won’t be able to enter the coin warp.
Rules: Do not break into the control room.
Scoring: The first 5 people to make it into the warp will get 5, 4, 3, 2 and 1 point respectively. After that, the game is over.
Irregularities:


CTF



CAPTURE THE FLAG

Mode: CTF
Builti-in Score System: YES
Objective: Capture the flag. Whichever team hits the score limit wins.
Rules:
Scoring: Each player on the team gets 1 point per capture, regardless of who made it.
Irregularities:

TEAM BATTLE (e.g. X vs X)

Mode: CTF
Builti-in Score System: YES
Objective: Kill people on the enemy team and reach the score limit before them.
Rules:
OPEN (public): You can join any team, and start playing as soon as you join, but only if there is at least one member of the opposite team present.
CLOSED (private): Changing teams is illegal. Don’t move or capture the flag until the official performs the countdown and says go. Do not idle.
Scoring: Battle + CTF. To score a point, your team has to kill the flagholder first.
Irregularities:

JAZZ TEAM FORTRESS

Mode: CTF
Builti-in Score System: YES
Objective: The game plays identical to CTF, but everyone gets to select a class: a specific ability or set of weapons to use.
Rules: Changing teams is illegal. Join as default team unless you crash/time out and have to rejoin the server. Don’t move until the official says go. Do not idle. You must select a class.
Scoring: Each player on the team gets 1 point per capture, regardless of who made it. Sometimes an extra sum of points is given to the winning team. Players who join mid game and idlers don’t recieve points.
Irregularities: Since the points given out is equal to all team members, those who join in the middle of the current game don’t recieve points, but they may still play. Also, this event is best suited to large events of 12 or more people.

Jail CTF

Mode: CTF
Builti-in Score System: YES
Objective: Same as CTF, but if you die on the enemy base/side you go to jail, where you wait until you are automatically released or freed by a team member.
Rules: Changing teams is illegal. Join as default team unless you crash/time out and have to rejoin the server. Don’t move until the official says go. Do not idle. Also, it is illegal to exit and rejoin to get out of jail.
Scoring: Each player on the team gets 1 point per capture, regardless of who made it. Sometimes an extra sum of points is given to the winning team. Players who join mid game and idlers don’t recieve points.
Irregularities: Occasionally, but rarely, a flag holder will end up in jail. Just kill them if that happens.

JAILBREAK

Mode: CTF
Builti-in Score System: NO
Objective: Send all members of the enemy team to jail. If you die, you go the the enemy teams jail where you must be freed by a team member. Ice is required to free people.
Rules: Don’t free the enemy team.
Scoring: Once an entire team is captured the team that is free gets a point.
Irregularities: If both teams are in jail, neither scores a point.

TEAM HIDE-N-SEEK

Mode: CTF
Builti-in Score System: NO
Objective: Each team has one or more hiders who join the game without a name. The goal is to kill the hiders on the enemy team. The levels have a lot of layer 3 to make it easy for the hiders to hide.
Rules: No renaming players using controler. That is a bannable offense.
Scoring: Killing a hider gets your team a point.
Irregularities:

ASSAULT

Mode: CTF
Builti-in Score System: NO
Objective: The attacking team must complete a certain amount of objectives such as hitting crates, and the defending team must prevent the attackers from doing so. The game ends when the time limit expires.
Rules: The rules are level dependant.
Scoring: All members of the winning team get a point.
Irregularities: Some assault levels have very complex layouts, and it is often a good idea to know the level or use notes.

DOUBLE ASSAULT

Mode: CTF
Builti-in Score System: NO
Objective: Both teams compete to destroy all of the crates on the enemy side. If a team loses all their crates, they lose.
Rules: Do not destroy the crates your own team posesses, if you find a way.
Scoring: All members of the winning team get a point.
Irregularities: Sometimes if you join late you see “dead crates” which do nothing, since they have already been hit.

ASSASSINATION
Mode: CTF
Builti-in Score System: NO
Objective: Each team has a leader which is confined to their teams base. The goal is for you to kill the leader of the enemy team, and to ensure that your leader does not die.
Rules: Never rejoin if you are the leader. Doing so will make your team lose.
Scoring: Killing the enemy leader gets your team a point.
Irregularities: If the leader leaves the server, the game has to end.

ONE-SIDED ASSASSINATION

Mode: CTF
Builti-in Score System: NO
Objective: One team is the bodyguards, and one team is the assassins. On the bodyguards team there is a leader, who must be escorted to the “exit”. Upon reaching the exit, the bodyguards team gets a point. If the assassins kill the leader, the assassins team gets a point.
Rules: Never rejoin if you are the leader. Doing so will make your team lose.
Scoring:
Bodyguards: One point for reaching the exit.
Assassins: One point for killing the leader.
Irregularities: If the leader exits the game has to end.


RACE



RACE

Mode: Race
Builti-in Score System: YES
Objective: Run the required amount of laps around the level.
Rules: To win, you have to collect the required amount of points. Do not start, until the host says so.
Scoring: Each lap gets you a point.
Irregularities: If you leave\time out\crash, you lose and cannot rejoin until the next match.

TEAM RACE

Mode: CTF
Builti-in Score System: YES
Objective: Same as Race, but the rules differ.
Rules: To win, you have to run to the end of the level, pick the flag, and put it in the opposite station at the beginning of the level. To win, a team must do this the required amount of times.
Scoring: Each replacement of the flag gets you a point – same as CTF.
Irregularities: If you leave\time out\crash, you lose and cannot rejoin until the next match.


TREASURE



TREASURE

Mode: Treasure
Builti-in Score System: YES
Objective: Get the required amount of gems and get to the exit.
Rules: Don’t explode gems to help another player.
Scoring: You different amounts of points for diferent types of gems.
Irregularities: You cannot collect gems while blinking (due to being hit). You also lose gems when hit and other players can collect those gems.

BANK ROBBERY

Mode: CTF
Builti-in Score System: NO
Objective: Grab coins and then go back to your base to score points with them. More coins = more points (vaires by level). Most bank robbery levels have the teams switch between attack and defense mid game.
Rules: Follow the same rules as any other team based event.
Scoring: Usually something like 50 coins gets you 1 point, and every 25 after that gets another point. So 100 would be 3 points. It really varies by level though.
Irregularities:

GROUND FORCE
Mode: Treasure
Builti-in Score System: NO
Objective: Be the last person to survive in a level by shooting the ground and knocking the other players off into the pit.
Rules:
Scoring: The last three people receive points. First gets 3, second gets 2, third gets 1.
Irregularities: If you leave or rejoin, you forfeit the current match

CONTROL ROOM GROUND FORCE

Mode: Treasure
Builti-in Score System: NO
Objective: Be the last person to survive in a level by shooting the ground and knocking the other players off into the pit.
Rules: One player, usually the winner of previous round, choses what to drop and when from insde the control room.
Scoring: The last three people receive points. First gets 3, second gets 2, third gets 1.
Irregularities: If you leave or rejoin, you forfeit the current match.


OTHER



HOTEL \ PLAYGROUND

Mode: Treasure
Builti-in Score System: NOT REQUIRED
Objective: Just run around, collect gems and money. Have fun!
Rules:
Scoring:
Irregularities:

TRIVIA
Mode: Treasure
Builti-in Score System: NO
Objective: A host will ask questions and the players must answer. Depending on the host, the rules may vary.
Rules:
Scoring: You get 1 point for each answer. One wins when he answers the required amount of questions.
Irregularities:

TESTS
Mode: Treasure
Builti-in Score System: NOT REQUIRED
Objective: There are many different types of tests. In most of them, you have to try to avoid touching a certain type of tile, or else you have to start at the beginning of the current test level you were in. Again, tests can be very different, they depend on the level’s layout.
Rules: One wins when he gets to the final point of the level (exit).
Scoring:
Irregularities: Depend on the level.

Copyright © Neo [.LoGiC], 2004
Thanks to Lab Rat Kid for some of the definitions!
Sources Used: JDC Event Descriptions

Comments

FQuist on May 30, 2004 04:00

Replying here is still possibly, FYI, and is recommended. Things posted on J2O are fine to be discussed here, this is even recommended IMO.

NeoBlaze24 on May 30, 2004 04:00

PLEASE, DO NOT DISCUSS HERE, ONLY COMMENT.
DISCUSSION IS IN THIS TOPIC: http://www.jazz2online.com/jcf/showthread.php?p=226106

Violet CLM on May 31, 2004 04:00

Isn’t “Gladiator” a tournament type level, where eight or sixteen or something people compete for places in a ladder?

blurredd on June 01, 2004 04:00

The parts that annoyed me the most were where it says “also knows as,” which is misleading. Ground Force and Gladiators aren’t the same thing since players can’t shoot the ground in Gladiators and those two types of levels use different layouts. As for Survivor, I’ve said this before about my pack:

“I know they they are Ground Force levels (I forgot to credit ET for the concept, too). “Survivor” was originally suppose to be the name of the pack of Ground Force levels I made. But eventually, everyone started to call the concept Survivor and making “Survivor levels”. (I can’t help it if “Survivor” is more catchy than “Ground Force”). So technically, Survivor is the [25] Ground Force levels I made, not the name of ET’s concept.”

On a side note, my Survivor levels don’t have control rooms in them, so Survivor couldn’t possibly be considered Control Room Ground Force. And LRS definitely isn’t aka Survivor. Do I need to explain that one?

DanYjel on June 02, 2004 04:00

No offense, but isn’t it at JDC webpage?

NeoBlaze24 on June 06, 2004 04:00

>> No offense, but isn’t it at JDC webpage?

Take a closer look, and you will see that it is not.

<b>BlurreD</b>,
what is your definition of Survivor, then?

Violet CLM on June 07, 2004 04:00

I’m not sure if there is any gametype called Survivor. Craccoboy made “Survival”, and I’ve seen a few levels spoofing the “Survivor” TV show, but other than that…

the WINNER on June 11, 2004 04:00

n00bs think that Ground Force is Survivor

Green Plant on June 22, 2004 04:00

Yeh great, you just took info. from the JDC info. page and put it into your own words. What a lame waste of time

American on June 25, 2004 04:00

Survivor was the name of the pack; it was not the gametype. Survivor can be used to describe these levels ONLY if they are part of one of BlurredD’s Survivor packs. This is pretty much the standard rule.

NeoBlaze24 on June 29, 2004 04:00

<b>Yeh great, you just took info. from the JDC info. page and put it into your own words. What a lame waste of time</b>

Wrong! As I’ve said before, I’ve added my own stuff and made it organized. Maybe it was a waste of time, but while I was doing it, I learned what are all those game types :)

blurredd on June 30, 2004 04:00

You still didn’t fix everything in your article, like where you said LRS is the same as Survivor.

NeoBlaze24 on July 27, 2004 04:00

Yes I did.
LRS = ?

blurredd on July 28, 2004 04:00

You could say Last Rabbit Standing aka Last Man Standing, although that isn’t really necessary since you’ll only find Craccoboy and maybe a few others that only refer to it as LMS. Also, you might want to fix the “built-in” typo you made and to be more accurate with which game types have Built-in Scoring Systems. For example, Assassination and Bank Robbery both have one. But right now I’m not even sure what your definition of a Built-in Scoring System is. It probably would’ve helped if you played all of these types of levels before making an article about them.

NeoBlaze24 on December 05, 2004 23:23

Built-in Scoring System is when the Roast\\Flag\\Treasure counter actually automatically makes the correct score during the game.

blurredd on February 23, 2005 02:41

In that case, I\‘m sticking to what I said.

the WINNER on April 05, 2005 18:35

I just noticed that this IS straight copied from the JDC. Except for organizing it. You even have THE SAME SPELLING ERRORS as in the JDC page.

blurredd on April 17, 2005 02:46

And the worst part is NeoBlaze isn\‘t going to fix his article anytime soon.

TheKax on December 31, 2006 13:29

I\‘ve made a new game type:

Spring arena
mode: battle
built-in score system: yes
objective: Kill all enemies.
rules: Same as normal battle.
scoring: Each roast gives you one point.
irregularities: Battle is played in full of springs-arena

I\‘m working with large battle pack containing elewen Spring arenas.
named: Springs for spring.