Level 0 - Tutorial

- Release date
- 23-Jan-2002
- File size
- 20 MB
- Class
- Egypt
- Engine
- TR4
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Dimpfelmoser ↓ | 8 | 4 | 6 | 5 |
| eRIC ↓ | 8 | 6 | 7 | 5 |
| eTux ↓ | 7 | 4 | 6 | 4 |
| Gerty ↓ | 8 | 5 | 5 | 7 |
| Jay ↓ | 8 | 5 | 6 | 6 |
| Jose ↓ | 7 | 4 | 6 | 4 |
| Kristina ↓ | 8 | 7 | 7 | 8 |
| MichaelP ↓ | 9 | 5 | 6 | 6 |
| Miguel ↓ | 7 | 6 | 7 | 6 |
| Mulf ↓ | 6 | 5 | 5 | 4 |
| Nomad ↓ | 9 | 5 | 6 | 5 |
| Orbit Dream ↓ | 8 | 5 | 5 | 3 |
| RaiderGirl ↓ | 8 | 5 | 6 | 7 |
| Ryan ↓ | 7 | 5 | 5 | 5 |
| Sash ↓ | 5 | 4 | 5 | 4 |
| Scottie ↓ | 5 | 4 | 4 | 4 |
| Tombaholic ↓ | 7 | 4 | 5 | 5 |
| Torry ↓ | 8 | 5 | 7 | 7 |
| totizedger ↓ | 8 | 5 | 5 | 4 |
| Treeble ↓ | 7 | 6 | 6 | 5 |
| Whistle ↓ | 6 | 5 | 5 | 7 |
| Xxenofex ↓ | 4 | 4 | 3 | 3 |
| Category averages (22 reviews) | 7.18 | 4.91 | 5.59 | 5.18 |
Gameplay is somewhat marred by the circumstance that a particular platforming sequence must be repeated several times (three times in part, and twice in full). It's not at all difficult, nor is it particularly tedious, but it also isn't the most imaginative way of plotting your gameplay - especially since it also constitutes the finale, as the door at the top of the room in which the sequence takes place is your ultimate goal here (which, however, doesn't become clear until the very end). The weakness of this finale can perhaps be excused on the grounds that this level is the first part of a series (of which I have yet to play the other instalments); in other respects, the builder is much more inventive. One jump (towards an opening near the two Seth statues) is awkward rather than challenging, though. I did the timed run, which features a crawlspace, on my third attempt (although seeing how it thwarted some earlier reviewers, perhaps it's time to consider the possibility that I've become better at timed runs over the years, which may be why they don't bother me nearly as much as they used to; so you might want to take my pronouncements regarding their difficulty with a grain of salt). Apparently you can become stuck in an invisible block because the builder failed to place the timed door on a portal. This didn't happen to me, as I kept sideflipping once I made it through - perhaps out of instinct, as it occasionally happens with timed runs that you just barely make it through, only to have the door push you out again as it closes; very frustrating.
The looks of this level are quite messy (stretched textures, cracks, harsh lighting), but not so bad as to become distracting, and the construction is solid (for the most part, disregarding the timed door that may get you stuck) and at times quite original (good use of one-click slits for you to look through). Even though you revisit several areas over the course of the level, there's no backtracking (except for the platforming sequence you have to repeat). The builder also makes good use of rollingballs as traps and, on one occasion, as a prop (one was apparently the cause of the collapse of a corridor). Elsewhere, a static prop is used in a particularly clever way: a sarcophagus moves to reveal an opening in the ground. This was realised with a flipmap; the level came out at a time when it would have been possible to use an object that actually moves instead (there's one in "Citadel Gate" which would have been perfect for the job). However, this being a debut level after all, I won't nag and nitpick, and rather applaud the inventive solution the builder came up with." - Mulf