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Back to Yavin


By Peter Klassen
Released: August 1996
Download: yavin.zip (504 KB)
Review by GAdRS


Plot

Whix Gardine, Dodonna's assistant, has the only copy in the galaxy of all future Rebel fleet locations. Unfortunately, he missed the chance to escape from Yavin after the battle with the Death Star, and he was captured by the Imperials. He has hidden the data tape inside the base somewhere. The Imperials have since begun to build a base of their own on the planet, so you must penetrate the base and find the data tape, then rescue Whix.

Initial Comments

Screenshot from Back to Yavin This level starts up very well. It begins with a new textcrawl, then moves to a totally new cutscene, then pops up a nice new briefing with pictures and everything. Finally, you get a pretty-well-done wait screen. Once you get into the level, there's even a new blue font for the messages. The only thing better would be a longer animated cutscene. Luckily, you get one of those at the end of the level. What else would you expect from Peter Klassen?

Screenshots I've seen before of this level look very good. However, they were showing the good parts. The author does a nice job of taking an antiquated and rusty objective - picking up a data tape - and puts an interesting spin on it with background information and a location that we know well.

Level Design

Screenshot from Back to Yavin It's disappointing to get into the level and within a couple minutes run into a blatantly obvious misaligned texture - this one on a door. Unfortunately, this isn't the only one. There are more than a few misaligned textures, and they stick out like a sore thumb.

The architecture is sorta the same story. However, it's backwards. Now it's long periods of boring architecture punctuated by a few spots with nice architecture that took some work. For example, there's a relatively boring hallway with halls branching off, but at the end there are two spiral staircases curving to either side around a good-looking round shaft of some sort.

There's a problem at the very end of the level. You've completed all the objectives, you've just gotta get back to your ship. There's only one way to get there, but it is a hidden door and there is absolutely no clue. If you look on the map, it might look a bit suspicious, because the wall is very close to another wall and there's just enough space for a door, but nudging the wall normally produces no effect. That's because you have to CROUCH and nudge. That's not fair.

One plus or minus is a very difficult jumping sequence right after the sequencer charge. It doesn't have to be jumping, you can run across it, but that's very difficult as well. Either way, you're likely to lose one or two lives right there, and you only get 3, unless there's a well-hidden extra life that I didn't find.

Level Dynamics

Screenshot from Back to Yavin The author has one shining moment in this level. It's his laser defense system that he's set up in a large open area. You move through the maze trying to get through. The only way to make it better would have been to make it so that the walls hurt you when you touch them, but don't hurt if the laser is off.

Klassen also made a bad mistake. He stuck in a probe droid with Boba Fett logic. VERY bad idea. The instant you open the door, it jumps in your face and can kill you in moments if you don't kill it. It's not exactly enjoyable. Give Fett a rest guys, he's been used too much. Sticking him on some other object was interesting for a moment, but now it's not fun anymore. Skip it.

A part of the level that takes work but is rarely noticed is item placement. And in this level, it's excellent. There's enough to get you through the whole level without losing any lives due to enemies, but just barely and only if you're a little more careful. The item placement is perfect. Enemy placement isn't bad either. It didn't strike me as being perfect, but they only swarm you after you place the sequencer (and that's why the author gives you the mortar gun).

Level Atmosphere

Screenshot from Back to Yavin For the entire second half of the level, you have this burning desire to yank out the cords on your speakers. That's because there's a horrid alarm noise coming out of them. Well, horrid isn't the right word. It's not horrid, for after a while it blends in with everything and you can tune it out just as you can a bad teacher. But, it is pretty annoying.

The author had two moments where he used original themes and places. The first is a trash compactor that is well done. Obviously, C3PO isn't here this time to save you, so you've gotta find your own way out. It's not tough, so it shouldn't kill you. The second is the large throne room where the awards were given out. The room is pretty well done. Not perfect, but you can easily tell what it is.

Overall Response

Like any other level (and indeed, any other thing at all), this one has got its good and bad points. It's good, but albeit a tad old. It isn't a thriller, it won't get your heartbeat pounding, it won't dazzle your eyes, but it's a good rugged level. A good look at the way levels used to be before we started doing immense new objects, enemies, textures, and all that stuff.

With some changes, this level would fit in quite nicely with the original LEC levels. Back to Yavin is worth downloading and playing, but don't expect what it's not. And it's not an extreme special effects level. Tried and true ideas done well.

Score

Design - 8
Dynamics - 9
Experience - 9

Total - 87%


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