Space Station Jason

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NOTE Game requires the latest version of flash from:
http://www.adobe.com/shoc kwave/download/download.c gi?P1_Prod_Version=shockw aveflash

After a long time building this 3d engine from the ground up, and after many hours of animating for Lilg, Space Station Jason is finally here!

Help Jason collect all his lost cargo in each of the 15 levels in the game.
Each time you complete a level you will be rewarded with an employee badge.
Later in the game you will encounter space mines and lasers to avoid, and robots to destroy.
Be sure to at least play up to level 5 which was greatly inspired by the boulder levels in Crash Bandicoot.
There's a lot of secrets in the game so be sure to check out the walk through which can be found in the in-game menu.

SPACE - Jump
A or D - Spin camera
NOTE: You can set up your own custom key configuration in the in-game menu.


The level of work in this game is amazing

I really enjoyed this game although I did quit at level 5 due to frusteration with myself when I made the same mistake in the same area 4 times in a row. As mentioned before in many reviews some sort of checkpoint system is sorely needed. That coupled with a rather slow pacing kinda did it for me. But I simply could not give this game a score less then perfect due to the unbelievable amount of time and effort that must of been put into this game. The amount of layers in your .fla must be astounding. Not to much the fluidity despite the level of detail. It really is a marvel. There is a deity level amount of talent in you two guys. It would be an injustice to all of us if this game is not within the top 5 games at the end of the month, if not in the #1 spot. Bravo!

Graphically superb, but...

First off, let me give you my kudos for attempting and succeeding at something resembling a 3D platformer using Flash as your medium. To say that I loathe flash as an end-user is an understatement, but it's what people make free games in, so what am I to do? Yours is of particularly singular merit in visual aspect, achieving the look and feel of a 3D world, though I would be surprised if it was actually tracking and processing 3D objects in space (I suspect there's a trick to your positioning rather then true objects in the game). The zoom feature is a neat function, and the puzzle set is designed to take into account your extra potential dimension and make full use of it. All of which, I reiterate, I must give copious kudos for. However... there is a but in my praise, and I fear it is an annoying one.

I read a response of yours where you claimed to want to recreate the old timey feel of games where you had to struggle and bang your head on for a while to get it right. Crash Bandicoot was one you listed as providing inspiration for this. Unfortunately, I don't know that game, so I can't comment on your success, but I can compare this to the old Mario Bros (the one that double packed w/ Duck Hunt). In that regard, I think you had a number of good, and bad, takes on what made old time games good.

In the good, you provide obviously surmountable challenges to the player, challenges that most players who take this seriously will recognize as completable if they were just a hair more accurate in their jumps, a touch more responsible in their timing. You have unique enemies (well, traps) that have a singular feel to them, and are arrayed in a vast manner of similar yet distinct ways. The "Box O' Bots" trick was rather flumoxing for a life or two, until I got my timing down well. And I had my satisfaction in beating it dead.

But my primary complaint is not having to start over constantly, but the fact that I had to deal with a limited number of lives. In the real old timey games, lives were introduced as a counterbalance to keeping score. Mario Bros is actually never ending; you can keep playing as long as you want... and as long as you have the lives to keep messing up with. Here, there is no score to seek, no ladder to top. We're just trying to get from point A to point B with all our kit, and having that life counter keep dropping is very, very frustrating. Enough so that I stop and debate if I want to bother finishing the game (I'm at level 14 now, since I can't just let the damn thing lay).

Others have made very good suggestions on new challenges to overcome in future iterations, and I fully agree that they should be pursued. Yet my nit to pick is with this limit you put on me in retrying your labyrinth. Make it as technically impossible as you want; there's a niche for games like that. But unless you are making it a competition, let me keep at it at my own pace. Otherwise, you're just styming me.

Oh, and before I forget, two quick notes on jump controls:

1) Please do not set the jump to trigger if I land with the jump button depressed (land on ground with space held down causes me to jump immediately). Or at the least, set a toggle. For me personally, it makes me miss a lot of jumps, and I suspect I am not alone in this.

2) Please offer a quick tutorial in the future to showcase that you can jump again after bouncing off something. This is not intuitive to me, and I keep flumoxing myself each time I sit down to play again with this.

7/10 overall is given as there is still room for growth, but a satisfying experience was had. Thanks for sharing it, and I hope to see more from you and your crew soon :)

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Yeah...... About That <:(

I already saw how you used the same 3-D innovation as Super Paper Mario. Well it was amazing but the only problem with that was there was only a super jump, add a timer for how long U can use the rocket pack. Other than that great idea

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This is fantastic and Inventive

This game is great, the 3d is awesome and very well done. My only complaint is that I wish it was more difficult. As soon as it got good and hard it was over. Also, the last level was way too easy, I ended the game with over 14 lives!!

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Phantasmagor responds:

Most people find the game too hard haha. It's kinda hard to accommodate for everyone, but I'd rather the game be too easy for a few people than too hard for most people. We may have to introduce different difficulty settings if we make a sequel.

Thanks for the review

Pretty good.

I can't get past level 13 aghhh!!! Beginning is so hard!!! Great though.

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Credits & Info

3.92 / 5.00

Aug 11, 2008
7:47 PM EDT
Action - Platformer - Puzzle