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52. Turtwig - Blueberry Mountain (5.08/10)
- Chad (5.0/10)
- A pretty short level with decent design, and demands a bit of precision in terms of spacing and enemy placement. It doesn't offer much in the way of uniqueness, but it's a bit fun to plan my careful movements around each obstacle. Sometimes the narrow construction is a problem though, such as breaking the bomb wall being slightly tedious, every jumping Paratroopa not behaving well with low ceilings. and the required sliding portion launching you into several enemies and requiring insanely fast reflexes. The latter isn't quite as bad as it sounds with the midpoint being just before it, but it will most likely cause players forced death or damage the first time. Other than that, I can't think of too much else the level does wrong, or anything else of particular note. The overall construction is fine and the presentation is good, just sort of on the average/ordinary side.
- This is a pretty nice straightforward level set on a mountain. The desgin is simplistic, with a great backing track. However, in some places there are questionable NPC placements like the Paratroopa at the top of the lside in the cave, likewise the Bob-omb brick section being out of place and tedious in the level. The secret star area is unfair. There are hidden warps and unless the player anticipates the pit ahead, they will die. Not fair. You also need to be Small Mario, which is also not fair to the player. Nice level otherwise though.
- Oh man, this was quite a throwback to an old episode called Return to Yoshi's Island for me. Anyway, the level itself was fairly decent. I had a lot of issues with areas that felt a bit too cramped, leading to some unfortunate deaths due to low ceilings. The secret star was super weird too; the series of instant warps also ended up leading me to my death, as I thought the pit wouldn't kill me.
- This level is very simple. It has nice and beautiful graphics (the tileset and the background). However I don't like the design. Linearity isn't a problem, of course, but the cramped design around the level is and the lack of any dynamism. It has npc spam which causes unjust deaths. It could use more power-ups. Some npcs don't mix well with the atmosphere of the level.
- This was a pretty decent level. The bright blue in the tileset kind of bothers me. That seems to be the only thing I can pinpoint that is unique about the level.
- Chad (5.0/10)
- Oh, an ascetic level. The design is pretty ordinary for a SMW overworld and the level does well at making the player focus on careful and patient movements to get past everything, but it also goes on a tiny bit long for a no-mistake run and you often have to make incredibly narrow evasions. SMBX's hitboxes are picky and the occasional instance of something like jumping through a two-block gap between coins can almost feel luck-based. Sometimes this also results in waiting for enemies to walk from one side of the screen to the other, which involves a lot of standing around that you'd have to redo each time. Still, it's not bad nor is it terribly long, but it could stand to be more lenient here and there.
- A pretty nice concept here, in another vanilla SMW setting. The level name needs to be taken literally - if oyu rouch any of the NPCs in this level, you will take damage. It's not easy and is pretty challenging. Aside from one jump in the middle, I thought this level was pretty fair. It's length is also good, should have had a midpoint though.
- Not sure if this type of level concept is suited for a level design contest and even if it was, this one isn't really all too much fun either.
- Don't touch anything. This is a great but very annoying idea, especially in a level, because if you can't touch anything, how will the gameplay be interesting? The level only consists of dodging coins and npcs. If you touch them, you will die. The level design is simple and nothing special besides the "don't touch anything" gimmick. Some parts are stressful, because you need to dodge the coins and various npcs together, causing unfair deaths. This level has no collectible coins and few power-ups. Overall it's a good challenge, but it would be better if you explored the gimmick more and fixed the issues I mentioned.
- Interesting concept to say the least. If you try to collect coins or kill enemies you will die. The level had some very challenging jumps.
- Chad (5.0/10)
- A simple hilly snowland run with standard enemies and platforming. It's not bad, kinda average, nothing frustrating or unpleasant, and nice presentation. Pretty much an ordinary level that's decently built. It's a little bit repetitive, but not too long. More variety would have been nice, but other than that it's just kinda there. I know this is a short review, but there really isn't much to talk about with this one.
- This level is pretty straightforward, and was fun to play for the first half, but there aren't enough enemy varieties present (this level literally has koopas, goombas and podoboos). I really like it's aesthetics though, the custom tileset is a really cool variant of the SMW original. There was no graphical issues aside from one of the Podoobo lava effects. The music didn't really fit and got very repetitive, especially as there is no halfway point. Good attempt.
- I dunno, man. A lot of this was simply running and jumping mindlessly over obstacles. There wasn’t much variety in the terrain or the enemy usage and the parts that tried to spice things up such as the platform ride were really short lived.
- A cliche level. The level design is pretty graceless. When you make a linear level, try to make it interesting. The graphics are nice. I like the contrast between the brown and gray/white. The level was very well decorated too. The level has nothing special except the moving bridge which I thought was lame. The level consist of mostly running and jumping. No varying challenges, nothing interesting. The level lacks coins, too. Overall it's a cliche level.
- That was a pretty long level for what it had to offer but at least I got to slide-kill every single enemy. Whee. You have mastered the art of building ground in Mario. It's a perfect harmony of slopes and edges. Now add more pipes and Question Blocks!
- Chad (5.5/10)
- Decent canyon level with a nice occasional inclusion of lava. The ruggedness of the design is interesting and lends well to the careful actions that must be taken. The vine segment is also built well, and I enjoyed the use of spacing and Paratroopa placements in the final climb segment, too. The level overall is sort of short, and mostly does a few different things and then ends, but it's fun while it lasts and I like its construction. The progression can introduce itself a bit awkwardly at points though, like the first warp requiring you to fall down an undisclosed hole, the lava rising one block suddenly and then not doing anything else, and the switch block has an initially unclear purpose, but it's all pretty manageable.
- A pretty decent canyon level with overused graphics and unfitting music. Nothing really stood out to me to be honest. The VOlcano Lotus is out of place if that counts tohugh as it only appears once. Prety good mid-tier level.
- This level kinda happened. It started off really simple, but got a bit more elaborate in the latter half which I appreciated. The level did kinda just end though. Really abrupt.
- This level has a interesting design. An exploratory canyon with various items. The mix of tilesets is good too. About the decoration, it's good, but it could use some pipes, although this isn't obligatory. I prefer other colors for the hills , because the green is a bit off in this atmosphere.( except the cactus). The npc placement is ok, but you need remove some of them, because in some parts they are in excess. I do not understand what happens with the lava in the second section, seems random. Overall it's a simple and short canyon/desert level.
- There's not much going on in this level. Plain ground and lines of enemies walking towards you. Sometimes you have to climb vines to cross lakes of lava. Funnily enough the music seems to fit because it also has little stuff going on. There's a slow djembe beat and a lazy mute trumpet plays single notes throughout the song.
- Chad (8.0/10)
- This is actually an incredible gimmick. I can't imagine the effort it must have taken to pull this off. The layout is mostly pretty simple with occasional complex obstacles thrown in, but when the world is disappearing piece by piece before your eyes, you really don't need the actual construction to be too elaborate. It quickly becomes apparent that a steady pace is required of the player to keep up with what's happening, but for the most part everything's pretty well balanced. There are a few points at which you might not know there's a tiny hole until the visual indication has already vanished, or there's a solid block where you're not expecting it, but overall the level does quite well. It'll probably take a few tries, but while the level is hard, I didn't find anything to be unreasonable. I appreciate that the later buildings even begin decaying after earlier ones, as it's a much needed form of mercy for this level. It's also pretty short, which makes it easier to give the added patience.
- So the first thing that greets me upon playing this level are 1x1 pixel cloud BGOs. Yeah, not a good choice there. However, this level has a really interesting atmosphere and mechanic present, where the levels bricks progressively become more invisible over time, meaning it becomes a memory game. I really like the idea, however not only will the player be screwed after a while if they take too long (there are pits in this level), especially later on, meaning a lot of trial and error is needed to play this. This isn't helped by some questionable NPC placements let the side down. For example, the first Hammer Bro throws it's hammers firectly on the ledge the player needs to climb up to get across. The timing is very tight, to the point where it's unfair. I would suggest removing the Hammer Bro or lowering the ledge on the right. Overall this level has a great idea behind it. But it's execution not so good. Good shot though :)
- This one was kinda cool. The gimmick's pretty unique but it adds a lot to the level. For me, it forced me to stay fast so I could keep up with the surroundings before they vanished. Slowing down was a bit of a punishment but I still thought it was cool, though a bit short-lived.
- It's a strange level. The only interesting thing is the blocks and temples disappearing. Unfortunately this level has bad level design. Everything is tight and doesn't have any dynamism. Further it has a lot of npc spam and places with difficult jumps. I saw this level as very empty, barren of power-ups, bgos etc. Overall is a stressful level.
- I feel like the only purpose of this level was to set me on a mood, with the dialogue about music and colors or something in the beginning. The level itself was nothing more than casual sidescrolling with maybe a couple of inconveniently placed Thwomps that I would stupidly spin jump on and die because they would lift me into a hole in the ceiling. I suppose the gimmick where the level would turn invisible block by block was unique but it was so slow it brought no challenge. Overall it felt like the level tried to be a piece of art more than a Mario level. Some sort of poem about music and color.
- Chad (5.0/10)
- A pretty average but decent cave level, mostly. It has some pretty smooth design and a minor focus on exploration, as well as a clever use of spacing for enemies, especially the Chuck variations. I like the way you hid the different secrets, particularly the second star. Easy to find, but suitably challenging to get. However, the second half sort of feels thrown together at the last minute, because it doesn't flow quite as well. The difficulty jumps a bit, in which the spacing of the tunnel starts to work against you and requires a lot more fast precision in terms of avoiding enemies. One problem near the end would be the Chuck running on Munchers. The Muncher gimmick was used pretty well for the second star and offered a lot of vertical space to react to the Chuck's semi-randomized bounce direction, and it provided an appropriate added challenge for a secret. But this required instance takes value away from the uniqueness of that while not giving you nearly enough room to respond. It ends with a boss which falls through the floor before you can even fight it, leaving you stuck, but it looks like even a working version would just be an ordinary Ludwig fight that wouldn't add much. Still, the second half is pretty short, so these issues don't encompass the entire level. What comes before the checkpoint is rather good, but the second half should have been given the same level of attention.
- A pretty straightforward cave level with fitting fraphics and good event work. I liked the music. The Chuck spin-jumping challenge is a bit unfair as thre is a a degree of unrpedictability to it so having this particularly in a narrow passage is a bad idea. Likewise having it compulsory in the asecond half especially as the player may not have been sble to get the secret star. It was also a bit barren in places and the Hammer Suit voids the challenge. Also, the Chuck generator needs to be removed as the player wont be able to progress unless they take damage if too many Chucks block the way
- boss chuck so strong HE FELL THROUGH THE WORLD WOWIE. Anyway, this level was cool. The theme of Chargin' Chucks was prretty unique and it worked well, especially as they were used in the level design well, such as bouncing on the chuck to pass a row of spikes. Aside from that, it was fairly average design, but it was still fun.
- This is level is rightfully called chuck caverns. I like the way you used the chucks in this level. It's a lot of fun. The level design is ok. The level isn't long and the check-point was placed well. There are many secret sections. This is good the gameplay. The level is empty. It would be better if you added more bgos or other things. The section after the check-point is random. The npc placement isn't good there. As you walk chucks, goombas etc, appear in the same place. I don't think putting the chuck (that replaces bully) on the spikes is a good idea, because you'll always bounce off of him straight into the spikes and you die unfairly. The boss isn't anything special. Overall it's a simple level.
- The part where you have to keep bouncing on a Chargin' Chuck to get over a sea of Munchers is nearly impossible. The boss fell through the floor after a few seconds and I got stuck. Besides these flaws the level was pretty normal.
- Chad (6.0/10)
- This is sort of an odd submission for a Mario level contest because it doesn't play like one at all, as it's based on Undertale battles. Still, it performs pretty well and is fun and entertaining to go through, and even humorous at points. It does an especially good job at creating attack sequences, too. Couldn't figure out what the second battle expects me to do and I'd rather not have my gameplay consist largely of menu selection when I expect to be platforming, but this was still something interesting and different.
- Nice Undertale style joke level. I quote enjoyed this even tohugh I haven't played Undertale. Not much to say other than well done, but as you've put effort into this (even tohugh this isn't really a proper level) you're getting a decent score :)
- Oh boy, probably one of the greatest examples of what LunaLua is capable of. It's really an amazing piece of technology, but uh, it's not really... a level? It kind of is, but not really? I mean, you get me, right? Don't get me wrong, I REALLY love this, but it's not exactly the most suited thing for a Mario level design contest :P
- Man, this is awesome, it's really like undertale, the battle is very similar, congratulations! But this is a level contest, and this isn't a real level. It's an excellent boss battle similar to undertale. I'll give you a nice score because of your work. It's awesome!
- AMAZING concepts and some incredible technical feats, but I didn't find it to actually be that enjoyable for some reason. YMMV.
- Chad (4.5/10)
- Interesting atmosphere, and a simple yet fun layout. I like how the level takes you in and out of a sunken ship alternatively, and how each area uses a different design plan. It's pretty straightforward and moderately challenging, but sometimes the construction and enemy placement can be a bit awkward. For example, trying to interact with the slopes on the starting platform will glitch you through the floor, and the aquatic enemies will interact oddly with surfaces and each other. They're mostly fine in the submerged area, but in places where the water is separate, they'll be numerous and nothing stops you from just skipping across the surface until you're past it. I also found the Torpedo Ted launchers to be a misleading choice of BGO, and it especially fails as a secret star warp because nobody's going to think of that. Overall, not an awful level and it definitely offers some fun, but a few weird design choices do leave room for improvement.
- This was a pretty easy beach/ship level was isn't too shabby. Graphics and music are fine except why have you used both kinds of SMB water? It's inconsistent and the part where they overlap each other in the penultiamte section is awful. The Torpedo Ted BGOs looked like they were blocks and needed a bit more distinction, personally. The design itself was quite flat, nothing about this level really stood out to me, but it wasn't bad. Nice level.
- This was an interesting one. I liked the atmospheric in the first section and sections similar to that, it was pretty unique. The rest of the level was alright, nothing too bad at all but nothing else really stood out aside from the unique setting. It's a good start though.
- It's literally a shipwreck cove. I like the atmosphere of the cave and the shipwreck! The level design is good. There are lots of places for the player to explore. The level is very detailed too. I feel that this level was missing something though, maybe a surprise gimmick or something like that. Since this level has a pirate theme, wouldn't it be cool if there was some sort of treasure you could find? The graphics are good and they mix very well with the atmosphere, but the water has a glitch. Some water has a different blue color. The npc placement is ok, but there's fish spam at some parts. I feel that skull block should have a darker color, because it's confusing: sometimes the player doesn't know if it is solid or not. Overall it's a good level.
- Why are you using Torpedo Ted Launchers as decoration??? This is a casual level. Nothing much to complain about the design. The enemy placement is good and the platforming feels natural throughout the level. It's just very average. The rain together with the occasional rain sound effect in the music match really well, I like it. The black squares at the sides of the screen serving as transportation between rooms don't look too good. I'd go with normal doors.
- Chad (7.5/10)
- Despite what the name and pessimistic Toad within will tell you, this is actually pretty well made. It's a simple SMW lava cave theme with simple gimmicks, but the construction is really nice and attention is clearly paid to making the different challenges perform nicely. Propeller block descents, Podoboo's shoes, and blue Yoshis are underused gimmicks that are all given effective use here. Most of these surround you with lava, and while the spacing could have been a bit more generous here and there, the level does give you the room you need if you're just patient and careful enough. It's pretty difficult, but the length is tame enough that you don't lose miles of progress if you die. Not bad.
- Nothing really that special about this level to be honest. Being a vanilla SMW level where everything is vanilla SMBX stuff means that there isn't really much feedback to give on the subject. The level itself is pretty challenging in places, but mostly fair. The Podooboos in section 2 are too much considering the condensed atmosphere and that the Spiny in the last cave section is unnsesecary considering that the warp settings can be toggled to achieve the same thing, though that's really the only dfault I can find. Oh and the clash between the SMB3 Toad and Spiny. But you knew that, didn't you? ^^
- i mean, hey, it's not that bad! Have some more confidence in your level design, dude!
- A smw styled level. I like your graphic choices. It's vanilla but with some new things. The level would have been perfect if weren't for cramped level design, especially in the lava parts. It's stressful because you can do spin jumps on the podoboos, and it's hard to dodge all the npcs in this part. The variety in the sections is a cool idea, like red shoes, propeller and blue yoshi. About the part with blue yoshi, the grinders aren't a good addition because there's little space and this causes unjust deaths. Overall it's a decent level.
- "I hate this section because it's not that great." Clearly the message of this level is that it "sucks ass". This line is repeated many times in the Toad's dialog. Although To reply to the Toad complaining that he's not SMW styled like the level, Super Mario Maker introduced a Super Mario World Toad! The level was pretty all right. You did a good job varying the path in the lava caves.
- Chad (4.5/10)
- A short and sort of clever level, but with an odd handling of difficulty. The construction and detail are really nice, but the spacing is quite narrow for dealing with projectile enemies. It works well for the simple walking ones, but not for fire Piranhas, Bullet Bills, and completely unpredictable and unindicated sky fireballs. This is especially tough in the indoor section because there's a lot you have to get past in a single propeller block jump, including stuff that was offscreen when you first leapt so you only have so much control over your descent to evade. That, and the background is the same color as everything else so there's a lot that blends in. The Birdo fight is also hard to read because the moving layers don't convey themselves too well until it's too late. All this and no midpoint, but at least it's pretty short. Aside from the difficulty, the layout is pretty nice. The distributions of land and lava are excellent and appear polished, and the tricky interior maneuvering is cleverly built (although the door order isn't explained well). Overall, the level has merit, but takes a lot of patience in dealing with unpredictable hazards. It could stand to be a lot more accomodating of space and propeller maneuvers, introduce its gimmicks a little better, and remove the sky fireballs entirely. The short length does help keep this tolerable, though.
- I really like the atmosphere in this level and it'd design (mostly) however there are some issues. Firstly, there is no way to know when the lava balls will drop dfrom the sky, and they are placed in such a way that the player is likely to take damage the first time round. Also the spin jumping section is a bad idea. The Spinies are vulnerable to fireballs and you give the player up to two Fire Flowersbefore the section. A solution to this is to either change the fireflower powers to a leaf or iceflower, make a text file with the code "nofireball=1" or revamp/remove the section. Furthermore, the boss is a bit of a chore as you have to wait a while for the platforms to appear again. I found it pretty boring and har at times. Good attempt though, with a bit of refinement this would be a great level.
- Cute little level. I don’t really see the purpose of the switch block. The player could have just progressed up and taken a door to the next area, instead of needing to hit a switch and descend down (though thankfully there was a shortcut). There were some interesting parts throughout the level which kept me entertained, so overall it’s pretty decent.
- A nice lava themed level. The graphics are good and I like the chaotic temple/lava atmosphere. The level design is good in some parts, like the puzzles and the propeller section. This level has some big problems that affect the gameplay negatively. The cramped design and your npc placement together with the very difficult jumps. When the player dodges npcs, or he jumps and hits the ceiling and an npc touches them, or he jumps and dies in lava or munchers. This isn't good. It causes unfair deaths. The random podoboos that fall from the sky aren't good. It would be better if you added a warning. Exclamation points for example. In the boss, about the moving blocks, I recommend you increase their speed when they move up/down, because I believe everybody hates the wait.
- "Only one of the pathways in these little puzzle sections will allow you to continue the level. The other(s) will teleport you back to the beginning of the puzzle. Sound familiar?" NEVER utilize this gimmick again. Besides this flaw it's a pretty normal lava level.