You saw that level in my last screenshot, Immense Igneous? Well, to my knowledge, that is the first level to contain a hammer suit. Now, let's backtrack aaaaaall the way to the first level:

Yes, that's right: if you want to access the secret exit in the
first level, you have to keep playing until the
third world, then
backtrack. Now, let me tell you something: making the player backtrack, especially across the world map, is almost as bad as making the player wait. You see, if you make the player backtrack in a level, chances are it's going to be very annoying, but you could make excuses such as saying that certain pits would be more difficult to jump over when going the other way, or that you have Eeries facing the other direction for just such an occasion. There's even a slim chance that it could be very different, like that one level in MaGL X that used the NSMB forest background (and a recolor of said background for the backtracking section) with music from The Twisted Tales of Spike McFang. No, I don't remember what the level was called. HOWEVER, there's no excuse for making the player backtrack across the world map; that's just boring and you should know to avoid this.
Oh well, at least it appears that I have accessed a secret world for remembering the first level's secret and putting up with your backtracking. To begin, this first sentence is redundant in more ways than one: you needlessly repeat "powerups" and "now." Here are the different ways you can fix this sentence: 1) you could change "random" to "randomly" and get rid of the rest of the sentence after it, 2) remove "powerups from" and "from now on," 3) remove the first "now" and the second "powerups," and 4) remove "powerups from" and the first "now." YOU DECIDE. (I should probably stop pointing out grammatical errors as well; they're too numerous!)

The airship NPC pushed the springboard from its original position. Although I can still make it up there (and to the secret to the left) by using the Bullet Bill Cannon, you should still move the airship NPC further up or down to prevent this from happening.

Although the lightning bolts are kinda neat, they can be difficult to see against this bright background you have. You should only use them for levels that have a darker background. On top of this, you made them sprite-swap a deadweight NPC, which not only causes them to make an annoying "kur-thunk" sound effect, but they can also glitch in place, too. Look, this one is above the left ? block--

oh, wait, now it's above the ? block on the right--

oh--OH, now it's back under the left one again. I can't tell you how many times that bolt struck me because I didn't expect it to glitch out like that. Sprite-swap Wart's bubbles instead: they're less glitchy and less annoying. A veteran member such as yourself should know how to do this.

You shouldn't use actual Bullet Bill Cannons to indicate projectile generators because it makes timing super annoying. I'd see a cannon and I'd think "oh, it's just an ordinary Bullet Bill Cannon," go to jump over it after seeing a Bullet Bill get shot out, and promptly get shot in the face by a projectile generator. You should swap an ordinary block to look like a projectile generator (but not a Bullet Bill Cannon, because that would be confusing) and then decide whether you want each of these kinds of obstacles to be a Bullet Bill Cannon or a projectile generator.

The mask sprite for the rightmost block on the lower-center row of wood blocks is incorrect.

The mask sprite for the 32x128 slopes is also slightly incorrect; the black outline shouldn't connect like shown in the screenshot; rather, it should stop at the same X coordinate as the colored graphic just below it stops (I hope that made sense).

Also: OH MAN, CUT-OFF!

Something weird about your Elite Koopas is that the shell of the green ones doesn't function like a normal shell. Oh man, I just figured it out: the green ones are Galoomba sprite swaps, aren't they?

All though it's not as bad as your bosses, it's still annoying that I have to *ahem*
wait for this line rider. This isn't a fluke; it happens each time. You should make the platform go left instead of right.

The biggest problem I have with your Elite Koopas are the ones that have two-part patterns. At first, this was just annoying because, even though I could kill the first phase, the second phase would appear soon afterward, as shown:

However, in the level after this one, there are flying ones that start off slow, then switch NPCs to speed up. This made me angry because there was one part where I had to jump in between two of those five-flames NPCs, and I was throwing hammers as I was jumping over. Needless to say, I killed one of the Elite Koopas like that, or at least I thought I did. I don't remember if I was focusing on a different enemy or if I was preparing to jump over the second five-flames NPC, but what I remember vividly was the Elite Koopa literally coming out of nowhere and damaging me. A simple fix for this would be to have a background image or something showing the Koopa leaning back, as though it's charging it's speed or something, appear if the first phase is killed, but the second phase hasn't appeared yet.
Moving on: You mean a Raccoon Leaf, right? Why would you force the player to backtrack just for a Raccoon Leaf? Just provide one in the level and have the sign say something like "you need this to beat the level, so don't lose it."

Another thing: the level's midpoint is just there to troll players; there's no way to cross this gap without a Raccoon Leaf, the level doesn't provide one close enough to the midway point, and going to a different level to get one will undo the progress gained in this level. Also, when I first encountered those clouds, I didn't know that they were indicators for lightning bolt generators. You should have a sign warning about that. One more thing: I thought those coins indicated an invisible platform I could jump on, but I fell to my death instead. You should change how the coins are arranged.

Pro-tip: You don't have to do that; you can keep the button held down and you'll float either way.

It's annoying to have to sit through this text each time I die just so I can continue the level. You should make it optional by putting it on a sign or something.

I wasn't expecting this giant wall to appear when I first played the level, so when i went to go back, I somehow ended up going up slightly, and when I was hit, the Skypop kept moving even though I was still, and I ended up falling to my death. I suggest you remove that hammer-bro sprite-swap, or move it to the other side of the wall.

OH, NOT THIS CRAP AGAIN!!!

So, yeah, after all of that time, the intro really was supposed to be
en medias res after all, as proven by this text box:

However, the intro exposition dump made it seem like the intro took place
before the episode. Go back and read it yourself if you don't believe me; you don't even have to start a new game, it's in my first spoiler. All you had to do was word the intro differently: you could have said something like "While unconscious, Luigi dreamed of all the poor level design choices he had to sit through in order to make it this far." but no, you had to word it as though it was a linear story progression, then pull this out of nowhere. So, yeah, to add to your growing list of failures, you can't even do
en medias res properly.
Moving on--wait, Warp to World 6?? This secret was only so I could skip a couple of worlds?? This has to be the most unworthy secret in any SMBX episode. I'm going back to play the levels I missed. *goes to World 3 warp in Obscure Brume* Oh, I can't even start from where I left off; instead, I have to work my way backwards. Whatever, I guess that
Christian07 wrote:Play it normal is too mainstream.