Community Contest 12 - TOP 3!

Official community level contests.
Valtteri
Van De Graf
Van De Graf
Posts: 2150
Joined: Sun Dec 01, 2013 1:16 pm

Community Contest 12 - TOP 3!

Postby Valtteri » Sun Mar 06, 2016 10:42 am

Thread 1: http://www.smbxgame.com/forums/v ... 74&t=12871

Image

March 9
All the results are here now! Congratulations to Chad for winning! And if you made top 20, you can be very proud of yourself. ;) Quill and I will now begin working on the episode. We've planned all sorts of cool stuff for it. You're gonna love it! Thanks to all who joined! Tune in for the next contest, possibly in Summer!

March 1
Congratulations, Quill. Results at last! Great thanks to our wonderful judges who made this possible! I'll be posting one tier a day. Each tier contains 10 levels. Enjoy!

February 14
The levels have now been sent to the judges! Expect the first results in around two weeks!

February 14
Time's up! We got 82 submissions which is great because I, along with others, feared that we'd get less submissions than normal due to the contest taking place when most of us are in school. I'll send the levels to the judges shortly, probably give them some two weeks to work through reviewing each and then we'll have results. Good luck to all!

January 14
Welcome to the 12th Community Contest! With 11 contests behind and the Tower of Biased series concluded with the 10th installation, it seems only fitting to try something new. First of all, LunaLua is allowed. Secondly, the contests will no longer be seasonal. Meaning I will no longer pretend that the contests are held regularly. :P I'm positive the contest will happen at least once a year from now on.

Due to the delaying of the release of SMBX 2.0, we won't be using it. If you want to use features from it, you will have to add them in a file in your level folder. I also may have mentioned in public that we also planned to have a restriction of some sort, like the randomly generated level names in MAGLX, to prevent people from submitting levels that have been prepared beforehand, but we ultimately decided against it. Afterall, this is just a level design contest and submitting an old level doesn't give you an advantage because anyone can start beforehand if they wanted to. And we always give one month to make levels after announcing the contest. I would argue you can design your best level well in that time and there's little you can do to improve your level in that extra time you achieve by starting beforehand.

You have until 14th of February (one month from when this was posted) to submit a level. Sign up by posting in this topic saying that you're going to participate! Read the rules and send your level to me due the deadline.

Deadline
  • 14th of February, 10:00 PM UTC.
Judges
Those who have submitted their reviews will be bolded.
  • Chad
  • ElTipsta
  • Quill
  • Shinbison-Kof
  • Valtteri
Participants
Those who submitted their level will be bolded.
  • Spoiler: show
    Valtteri
    Chad
    ElTipsta
    Quill
    Shinbison-Kof
    Marina
    MECHDRAGON777
    Enjl
    h2643
    PROX
    StrikeForcer
    DarkMecha
    AeroMatter
    Natsu
    Zeldamaster12
    snoruntpyro
    Eternity
    RudeGuy07
    Spinda
    ParmaJon
    Thetoxicminecrafter1
    Classic Tails
    Willhart
    Harvey36Dice
    Paradox Master
    MosaicMario
    Prado
    bulletbill43
    Ness-Wednesday
    Airship
    Mivixion
    FrozenQuills
    HenryRichard
    PixelPest
    TNTtimelord
    Kuribo
    Koopa-Fan
    hyper
    ShyGuyOfMoonside
    Cedrik
    Sanct
    HeroLink64
    FireLink
    ShadowStarX
    witchking666
    FluffiMasta
    Meepingturtle
    as303298
    Ludwig von Koopa
    glitch4
    litchh
    TheDinoKing432
    Suckerman7 GM
    Trace42
    Darkonius Mavakar
    Kep
    Linik
    Phazon1111
    Waddle Derp
    Murphmario
    Turtwig
    Nien
    HealthyMario
    Rawr
    Sewpah
    Metroidologist X7
    PaperPlayerX
    AlexGKubbed
    King of GETs
    Dracyoshi
    Man1234FK
    Wohlstand
    EpicMarioBro
    Superiorstar
    The_Legend_of_Link
    Tinkerbell
    The Thwomp King
    Zonnepoes
    Bomber57
    Nat the Porcupine
    krakcurr
    jamai3636
    Friendly Dictator
    Shadow40
    Yoshi021
    AirSeus
    The0x539
    Swinder
    HVMetal
    ___a
    Zipper
    SuperMario7
    SamyPlaysSMBX
    andregemeo23
    Sux
    SecondScolipede
    Nightmayor
    DarkWolf658
    Catastrophe
    Nordic59
    Alex48
    Arceus88
    Reign
    Treaunce
    Gameinsky
    ap3jmpt
    LunaticQuark
    Cloth pocket
    8flight
    Super Mario Channel
    Sans
    superhammerbros100
    ShoulderBreakDown
    Pivot40Channel
    Horikawa Otane
    jasonbt
    fireflower30
    diamantico21
    von Boltz
    RoundPiplup
    zlakergirl357
    Skulldug13
    molybdochalkos
How it will be run

You'll submit a level (that meets the criteria stated under Rules) before the deadline, and after that the judges will take a week or so reviewing them. Each level will have a score on a scale of 0-10 and will be given a short review from all the judges.

Rules

Violation of the red rules will result in a disqualification.
Violation of the orange rules will result in your final score being reduced by 1 point.
  • The judges mustn't know which level you made. You may not reveal any details about the level to the public before the judges are done judging all the levels. This includes showing screenshots of the level prior to this announcement. You may not submit a level that you've posted screenshots of, or videos for that matter. And you can't say which level you made.
  • You may only submit one level. If it's an accident, we'll just drop the extra level but if you submit a second level under another name, both levels will be disqualified.
  • It has to be made by you and you alone. The level, that is. You can use anyone's graphics/music (unless they haven't permitted it obviously).
  • You must submit the level before the deadline.
  • The level must be complete and completeable with at least Mario. If you want the level to be played as another character, add character blocks in the level.
  • The level cannot end to other than a Star (SMW or SMB3) and it can't have more than two.
  • The level can't end the game.
  • Don't put the .lvl or the music in the graphics folder.
  • Do not use music that goes beyond 6 minutes. And this means a single song, not all the songs combined. I don't care how many songs you use, just make sure none of them as an individual goes beyond 6 minutes.
  • Levels with unreasonable difficulty will be scored low. Our judges are not required to beat levels if they're crazy hard. This is because they often take too much time to complete, and frankly, they are particularly tedious. You have been warned.
  • By submitting a level you agree that it will be in a public episode containing all the submissions.
And don't forget to test your level. You have no idea how many submissions we get with incorrect start positions and warp directions every time! And make sure you don't place the (optional) secret star in the same section as the exit star. One section can only have one star or only the other one will add to the star counter. You may update your submission (send it to me again) as many times you want until the deadline, but you shouldn't send it until you're sure it's totally finished. If you do happen to have to update it many times, make sure you obey the following rules about submitting a level to make the replacing process as simple as possible for me.

How to submit a level
  • Sign up by posting in this topic that you want to participate!
  • Put your level in a ZIP along with the optional custom graphics folder and custom music.
  • Please don't put the files in another folder before archiving because I will have to move them out afterwards and that's more unnecessary work for me.
  • You may include a readme with tips if you want. But if your readme only has credits for graphics or something, please put it in the graphics folder. I only want critical info regarding playing the level next to the levels themselves.
    • LIKE THIS

      ImageImage
    • Archive your level as shown above. Don't put the level, music or the possible readme inside the custom graphics folder as I have to move it out and it slows down the process unnecessarily. Make sure the custom graphics folder and the level have the exact same name as otherwise the custom graphics won't display in the level.
    • Also put the additional LunaLua files in the graphics folder.
    • Give your level a unique name. Don't name it "Level" or "Contest" as that just makes organizing the levels a pain and at worst levels will get overwritten because they have the same names.
    • Name the custom music as shown above. Here's an example. If it's the desert theme from New Super Mario Bros. Wii, don't name it "Desert" or "Custom music" because it could overwrite an existing custom music with the same name when I pack the levels for the judges. Renaming songs and then making sure they still work in the correct levels is extremely time-consuming. So do this instead: name it nsmbw-desert.mp3. That's a great way to prevent overwrites, and if somebody happens to use the same music, the overwrite is actually beneficial as the double song will be eliminated and the package size will be reduced.
    • Don't name your readme just "Readme" either because, again, that'll definitely cause overwrites. Put the name of your level in the beginning of the name as shown above.
    • Please name the .zip after the level, too.
  • Send your level to me in a Private Message. I will then send them to the judges in one package.
RESULTS

Tier 1
Spoiler: show
83. Quill - Rinkas;Snakes and Ladders (0.01/10)
  • bossedit8 (0.05/10)
    • Yoyoyoyooooo!!! What's this?!? IS THAT A LEVEL WHERE YOU HAVE TO BE A MAN, CLIMBING UP THE LADDER A MILLION MILES?!? ALSO... THAT'S THE ONLY THING TO DO THROUGHOUT THE ENTIRE LEVEL AND IT'S... LONG!!! At least you get to listen to the music. Also apparently this level crashes when I open it with a LunaLua based SMBX. Overall... a huge timekiller if you want get on top of the level and see a giant ULTIMATE RINKA that has a nice message to you. Just nice from you!
    Chad (0.0/10)
    • Starting from the bottom in the editor and holding Shift+Up to scroll upward fast, it took me about 1 minute and 17 seconds to reach the end. Beat that, speedrunners!!1!1
    ElTipsta (0.0/10)
    • Image This is the level's best joke. I think this just about says it all (not saying that Mechdragon is the designer by the way, I have no idea). That plus the fact that the ladder is so long I couldn't be bothered to get to the top of it. Just skip this level altogether. Fuck me, there are some truly outstanding levels with the Rinkas; name, and then there's this piece of shit.
    Shinbison-Kof (0.0/10)
    Valtteri (0.0/10)
82. 8flight - A Very Long Puzzle Level (0.02/10)
  • Chad (0.0/10)
    • This level answers the burning age-old question pondered by the most brilliant minds for most of human history: "How many times can P-switch and colored block barricades be used to pointlessly delay the player's progress in a single section?" The final answer is, of course, yes. I'm glad that we could all share in this revolutionary increase of knowledge.
    ElTipsta (0.0/10)
    • I think the saddest thing about this level is that 8flight spent an hour of their life making this level, which he is never going to get back, all for the purposes of this contest. It was funny for the first ten seconds at least, so I'll give you that.
    Quill (0.0/10)
    • When using flexible, thin blocks to take up space in a level editor, try and not create a generically straight line that just expands up into nowhere, but make a "grid" of sorts out of the cords to put decoration into, making it much easier to take up space, which can otherwise be accomplished by half-alpha'd castle-ish decoration set up in a visually appealing pattern with the shading color set to black and the first color set to a lighter version of one of the colors in your palette that blends in/pops out from the background, as both of them are visually appealing and can be used to give the background some texture, also known as, taking up space.
    Shinbison-Kof (0.1/10)
    • I never saw so many switches in one place!
    Valtteri (0.0/10)
81. FluffiMasta - butts.avi (0.04220200002202222/10)
  • Chad (0.0/10)
    • Anyone else like cats? I like cats. They're soft, cuddly, and sweet. They have pointed ears, make a :3 face, and they purr when they like you. Cats are nice. I feel like I'm forgetting something here, but I can't place what. I'm going to go pet a cat now.
    ElTipsta (0.0/10)
    • Political levels in SMBX are a great idea. Though this concept really needed expanding on to be good.
    Quill (0.011010000110111101/10)
    • I was only 9 years old I loved Donald Trump I had all the merchandise Every night I’d pray to Trump for deporting illegal immigrants My dad would hear me and call me a racist I knew he was just jealous of my devotion to Donald Trump I called him a cunt He slaps me and send me to bed I’m crying now and my face hurts I feel a warmth approach me It was Donald Trump I’m so happy He whispers in my ear “we need to build a wall” Then he gets me out of bed and reaches in his pocket I’m ready I open my wallet for Donald He gives me a small loan of a million dollars It hurts so much, but I do it for Donald I feel my wallet tearing as he puts the money in He roars a mighty roar as he puts the money in My dad walks in and says “what the fuck” Donald Trump looks at him and says “you’re fired” Trump leaves through the window Trump is love, Trump is life
    Shinbison-Kof (0.2/10)
    • This guy in the photo seems important!
    Valtteri (0.0/10)
80. EpicMarioBro - Underwater Conquest (0.1954/10)
  • Chad (0.0/10)
    • I couldn't play this level, my computer couldn't handle all 50 of those blocks.
    ElTipsta (0.0/10)
    • If you're not going to design the level seriously, at least make it funny. Like that level with the Mountain Dew graphics. Don't waste your submission on something anyone can make in a minute or two.
    Quill (0.777/10)
    • Here in my garage, just bought this new Lamborghini here. It’s fun to drive up here in the Hollywood hills. But you know what I like more than materialistic things? Knowledge. In fact, I’m a lot more proud of these seven new bookshelves that I had to get installed to hold two thousand new books that I bought. It’s like the billionaire Warren Buffett says, “the more you learn, the more you earn.” Now maybe you’ve seen my TEDx talk where I talk about how I read a book a day. You know, I read a book a day not to show off it’s again about the knowledge. In fact, the real reason I keep this Lamborghini here is that it’s a reminder. A reminder that dreams are still possible, because it wasn’t that long ago that I was in a little town across the country sleeping on a couch in a mobile home with only forty seven dollars in my bank account. I didn’t have a college degree, I had no opportunities. But you know what? Something happened that changed my life. I bumped into a mentor. And another mentor. And a few more mentors. I found five mentors. And they showed me what they did to become multimillionaires. Again, it’s not just about money, it’s about the good life; health, wealth, love and happiness. And so I record a little video, it’s actually on my website, you can click here on this video and it’ll take you to my website where I share three things that they taught me. Three things that you can implement today no matter where you are. Now, this isn’t a “get rich quick” scheme. You know, like they say if things sound too good to be true they are too good to be true. I’m not promising you that tomorrow you’re gonna be able to go out and buy a Lamborghini. But what I am telling you is that it can happen faster than you think if you know the proven steps. So, I record a little two minute video on my website. Like I said, now it’s not the most professional I just shot it here with my iPhone, but it’s real. Nobody can argue, this is my true story. And I’m going to give you the three most important things you can do today. So click the link, go there it’s completely free to watch it it’s just a couple minutes. Invest in yourself. Always be curious. Don’t be a cynic. Okay, people see videos like this and they say “Ah that’s not real that’s for somebody else.” Don’t listen, don’t listen. Be an optimist. Like, Conrad Hilton, the man who started Hilton Hotel, he said that he was only fifteen years old when he read a book by Helen Keller, and that book changed his life. Books can change your life. And in that book, Helen Keller said “optimism” so if you’re a cynic, if you’re a pessimist you don’t need to click here. Don’t worry about it, I don’t need to talk to everybody. But if you’re somebody who knows that there’s something better, cause the dream is possible, you know, for some of you watching it’s not necessarily a Lamborghini, maybe it’s a new job, a new opportunity, starting your own company. Maybe it’s a new lifestyle without so much stress, traveling the world, doing those things you know you’re destined to do. You can do those unless you understand finances. Money, I don’t call it money anymore, I call it fuel units. You must have enough fuel units to live out your dream and to live out your destiny. So, I’ll see you on my website, it’s a quick video and you’ll see there absolutely free. So just click this video and you’ll be taken there in a second, and uh, I’m excited to share this amazing stuff. You’ll see, not because of anything of me but because I’ve been fortunate enough to learn from mentors many years ahead of me. Not just in books like these, although I love books but also real in-person mentors. So let me share with you these three tips that have made all the difference in my life. They’re practical, you can do them today, you can start on them today. All right? See you there on my site.
    Shinbison-Kof (0.2/10)
    • Oh. How does the sea not have water? Ok, it's a Mario game, everything is possible. Thanks for the free star.
    Valtteri (0.0/10)
79. ParmaJon - Rinkas Shitty Bullet Jumps (0.66/10)
  • Chad (0.5/10)
    • Science has determined that enabling God Mode in this level will allow you to complete it in like 30 seconds and give you the miraculous power of shielding yourself from a super dense cloud of Rinkas and broken NPCs! Incredible!
    ElTipsta (0.0/10)
    • omg this level has spam 10/10
    Quill (1.7/10)
    • REASONS TO VOTE !!! FOR DONALD J. TRUMP 1. Donald J. Trump is the only candidate who can turn things around for America and should be taken seriously!!! He loves America and Americans of ALL races. He is immune to special interest lobbying because he has accepted no donations or special interest money. No other candidate can make this claim. He is an executive. The President of the United States is the Chief Executive Officer of our nation. We don’t need a policy expert or a legislator – we need someone who knows how to run an organization. Mr. Trump is the only candidate who has a proven record as a successful executive on a large scale. He is honest. Mr. Trump is a man who tells the truth. He may not always say it in the most polished way, but our country has had enough suave liars. It is time for some straight forward honesty. He is decisive. As President every decision he makes would be in the best interest of the country. We hear about his having business interests that filed for bankruptcy. In each case, he looked at the situation as it was, and then he cut his losses. We need someone who will look at government programs realistically and if they are failures; will end the wasteful Washington spending. He is courageous. Mr. Trump has been viciously attacked by the Washington establishment and the media – and he has not budged one inch. In other words, he is willing to take charge and lead. He listens. At Trump Presidential events, the audience gets to actually speak to him without being screened, and he responds without a teleprompter. His success is unmatched in the business world by all the others - He attended one of the best business schools/ to make 10 billion dollars. Having an IQ of 157, his knowledge of contracts and negotiating is brilliant/ internationally/ unparalleled. No one builds an international business empire the size of Trump's without being able to win at the negotiating table. He was popular in the Apprentice/ number 1# rated program 10 years running. He wrote 10 best-selling books [ His book the Art of a deal [educational] He owned and operated Miss Universe/ Miss America] beauty pageants. He’s doing business worldwide therefore his experience is desirable/ knows cultures/international taxes/ pricing/ shipping/ unions/ regulations/ contracts/ business/ practices/ suppliers/ safety rules/ types of workers. He’s into construction, media, manufacturing, travel and publishing. He’s a job producer/ just for the records/ most of his CEO’s are women/ yes they make more than the men/ creditability counts. He gives millions to charities. He understands currencies/ money exchanges/ inflation, deflation worldwide wages. His tax program 0-10-15-25 is simple. His universal interstate medical/ insurance program is very realistic/ competition. He has a good five point immigration program. He’s pro military & Vet’s [improve VA hospital/care] Take ISIS oil fields to pay Vets. He wants to seal off the boarder [build that wall] He’s built a 96 story building/ he thinks that’s harder than constructing a wall. He understands that a nation without borders, language and laws is not a nation. He’s anti-Iran deal/ pro-Israel. He says it states we have to protect Iran if Israel attacks [Iran keeps saying they are going to wipe Israel and us off of the map]. His pro Christmas stance is anti [political correct]. He also realizes that our nation is being trashed worldwide and speaks up about it. He recognizes the China money manipulation policy which is anti-USA. He says that Japan’s tariff on US goods [one way deal making]. He wants to put a tariff on Mexican goods/ all traffic/ cut off aid. Remember when Trump said; we protect Saudi Arabia therefore they must pay. We fought and spend billions in Afghanistan to help those people and China is mining their minerals because the Obama administration is incompetent/ can’t win at negotiating/ stupid leaders. He’s warning America of [Poisons vaccines] and the dangers. He wants a high tech military/ a world class military/ hardware/ hacking/ security [too good to fail]. He realizes we have a Muslin problem in this nation. He thinks Obama’s birth certificate is a fraud [check out his SS#, no draft card/ old pass port/ E-verification status, school records [remember his dad isn’t American therefore he isn’t qualified for the office he’s in]. He will work for a $1 per year salary, give the rest to charity and not accept the pension after presidency if elected. Trump is going to organize the FASTEST government ever seen... No BS red tape. He will use China's influence in North Korea to secure the peninsula of Korea and in the process increase commerce amongst China Sea nations...
    Shinbison-Kof (0.1/10)
    • Only God can finish this level...where is the effort in this?
    Valtteri (1.0/10)
    • 1 point for making it almost like a level.
78. Ludwig von Koopa - Rinkas; Pub (0.66/10)
  • Chad (0.0/10)
    • I sure am glad you included a single small room with a few talking NPCs! I don't know how I would have gone on without this wonderous and whimsical gift and I shall cherish it forever. Right after I forget about it immediately and open another level.
    ElTipsta (1.0/10)
    • Were you pissed when you made this? If you were, it dosen't clash, so congrats buddy :)
    Quill (1.8/10)
    • WAV is the superior lossy format, as it loses and regains data in a 'wavelike' (thus the name) manner. A day of a song sitting on your hard drive might corrode the audio file by maybe 30 microbits per sample-- not much, but it adds up! Within a month, you may even be sitting on youtube-quality audio. If that's the case, just sit back and wait another month, so that the WAV file can recompress the missing audio. Good as new! This is also why so-called "stereo" WAV files come with two audio files: an L for "losing", and an R for "returning". That way, you can always have audiophile-approved sound!
    Shinbison-Kof (0.5/10)
    • I prefer pubs in the night. The pub background is nice! Why does this pub only have 2 tables? Rinka's pub must be more popular!
    Valtteri (0.0/10)
    • Nice graphics. Get it? Because I made them haha I'm so biased
77. litchh - An Extra Generic Toad House (1.12/10)
  • bossedit8 (2.5/10)
    • Well this is a thing, SMB3 Toad House in an actual level format. I like the concept for this particular level but since this is the whole level and there's nothing else, I can't qualify it as a regular level. It's just a bonus level that's usually a part of a SMBX Episode. You do get a power up though... it is random what you get from the chests and it is a neat concept for a Toad House but for a regular level, not really.
    Chad (0.5/10)
    • Well, name's not wrong. Doesn't offer a lot as a contest entry, although the powerups are nice gifts that I'm sure will be abused in the other levels.
    ElTipsta (1.0/10)
    • This level feels like the designer didn't have enough time to cook up a bonus house level that can be completed in under 10 seconds. Great for an episode, terrible for s contest where you will be placed alongside clash, memes and poor level design.
    Quill (0.6/10)
    • what chad said
    Valtteri (1.0/10)
    • Why would you submit a Toad House in a contest??? Nice graphics btw.
76. Skulldug13 - MLG LEVEL 2016 (1.32/10)
  • Chad (2.5/10)
    • Oh man that was certainly a thing that I played that some might call a level if you squint really really hard while standing on your head. Actually it does kinda have slight merit as being sort of a legit "outrun the rising lava" gimmick, even if it's in the most rudimentary and nonsensical fashion possible.
    ElTipsta (0.0/10)
    • Is this memes? Yes it's memes.
    Quill (2.3/10)
    • you're a little to the party with this one, buddy
    Shinbison-Kof (0.8/10)
    • Oh annoying horns everywhere, sorry mortal kombat theme... The level design is horrible, but the challenge that the acid provides is nice.
    Valtteri (1.0/10)
    • The music was absolutely atrocious... You get one point for making the climb almost interesting.
75. Nordic59 - The 2nd Tower of I.M.Meen (1.34/10)
  • Chad (0.0/10)
    • Sorry, but this really isn't good. Incredibly minimal design, blind jumps galore, poorly introduced hazards, tedious spin-jumping, required hits, things that are impossible to anticipate or react to, and ends off with a boss where you have to dodge generated Banzai Bills and Rinkas that literally take up all of the space you can conceivably interact with. This level wasn't made with the experience of the player in mind or how difficult it would be, it just felt thrown together with no rhyme or reason. I don't really know what to suggest here beyond studying other levels, seeing what they do, and trying to replicate that yourself in future creations.
    ElTipsta (2.0/10)
    • Oh I see what you did there. Either way, this level is pretty bad and I think it's deliberate. It's hard to tell where you are going (such as in section 2 with the coins in between the lava you could mistake for BGOs) as the level is a bit TOO open, and this leads to constant unnsescary deaths. The spin-jupming sections are unnessecary especially if the player has a Fire Flower (which are given in this level), likewise the unreasonable narrowness of warp 3 being in between two lava tiles, and the powerup spam in the section with the blue coin. Warp 5 is also glitched as you placed half of it inside ground. Never do that. I.M. Meen boss is laso too difficult, Banzai Bills, a Rinka and I.M.Meen (who looks like he was drawn by a child btw) is too much, kind of like the whole level really. I cheated on the boss. I don't really know whether this is a really bad serious level or a well designed joke level.
    Quill (1.4/10)
    • Yeaaaaaah, this pretty much screams bad level.
    Shinbison-Kof (0.3/10)
    • I kept wondering, can the creator of this level finish it? It's very hard and has annoying level design. Everything seems random and bad. I don't like the npc placements. Some parts have spam and others have annoying npc. This is straight out kaizo. I swear I tried to beat this level.
    Valtteri (3.0/10)
    • You know how to use the editor. If you practice enough by looking at Nintendo's levels, you will become a great level designer! You have the potential and I sincerely hope you won't lose interest in SMBX because of these reviews. Make a level and do your BEST trying to make it look like Nintendo made it! This is what I did and people started liking my levels eventually. You'll love it! Don't give up!
74. Mivixion - Uber Extreme Castle Vision Swag Zone Now with Less Memes (1.5/10)
  • Chad (1.5/10)
    • Not an enjoyable level. There seems to be some foundation of a clever puzzle here, but it constantly expects you to be ready for things in the next room before you even know you're there. It wants you to carry items through one-way warps that you can't bring with you because you already have to bring something else through first, you're supposed to keep Yoshi for some warps even though you have to make dismount jumps on occasion, things like that. I looked around in the editor and it seems like something that'd be possible if it weren't for some seemingly missing pieces, but as it is now I have no idea what you expect from the player. One room I particularly don't get is Section 2, where I guess you're supposed to drop Yoshi into a narrow lava tunnel (where he can easily burn due to the sensitive hitboxes) and then take a required hit on the Grinder? After that, you have to somehow make a springboard jump to reach the door, dismount Yoshi in the next room, and still have something in hand to hit the block from the side with. I don't know. It looks like you have a complex puzzle here, but not enough tools to work with to finish it.
    ElTipsta (0.5/10)
    • You know what the rules said when you chose to make this. Yeah, no thanks.
    Quill (2.2/10)
    • I mean, I guess the puzzles are kinda neat, but I don't think many have to deal with how precise you have to be with them and how unforgiving it can be.
    Shinbison-Kof (1.3/10)
    • This level is so empty. I saw some puzzles but they are hard and aren't fun. The player needs be more patient than smart. I don't like this level because the design isn't interesting enough. These puzzles are really hard and the level doesn't have a good appearance. It lacks so many things. I'm afraid I don't like this level, sorry.
    Valtteri (2.0/10)
    • Crazy challenge seems to be the sole point of this level. I'm afraid that's not what is tested in a level design contest. I'll give you 2 points for effort.
Tier 2
Spoiler: show
73. AirShip - WHAT I SEE IN EVERY LEVEL OF THIS BULLSHIT COMUNITY WITH HENTAIS (2.08/10)
  • Chad (1.5/10)
    • Not edgy enough. Not enough uses of the word "damn". Shadow will be forever disappointed in you.
    ElTipsta (0.0/10)
    • Image
    Quill (3.4/10)
    • Not sure i get this level really, it's something like "oh man, i should do a level where i make fun of smbx level design, in a level design contest xDDDDDDDDDD" I guess. I didn't find it that funny.
    Shinbison-Kof (4.5/10)
    • Strange level. Do you want to confuse me? The level design is ok, except for the joke segments. It's acceptable, but in the ghost house section there are parts that are cramped. This is stressful because it's hard to dodge the boss. The graphics are nice, I like your style, but it would have been great if you could have made a normal level. The npc placement is ok, except for the annoying boss. The sheep parts are so confusing, especially with the random background. The history is strange, I guess. The boss is decent. The player only needs to throw some bombs at the ghost, but the ghost rolls are fast and it's annoying to dodge them. The example of bad use of the switches is unnecessary. Overall it's a strange and abnormal level; some parts are good and some parts are bad. I don't know what to think.
    Valtteri (1.0/10)
    • I'm going to actually comment on this one as clearly effort was put into it even though not in high quantities. I honestly laughed at the random SMB3 bushes sticking out of everything in the ghost house segment. It's true, bushes are showed everywhere in an attempt to fill the BGO limit by some designers. What's the weird blue sparkle effect about that's present all over the level? I don't get it.
72. Classic Tails - Candy Land (2.38/10)
  • Chad (3.0/10)
    • Well, this was an odd little level. It's super short and has no consistency, it's just a few jumps and warps and then you're done. It really doesn't bring much to the table, and it's over in just above a minute. Also, unswimmable water is not a good thing, especially without indication.
    ElTipsta (3.5/10)
    • This level isn't finished. There are NO NPCs whatsoever aside from a few coins. The sign at the start alludes to there being a boss, of which there is none. What is here is pretty good, the design is straightforward but fair (though the last half was clearly rushed) and graphics and music are fine. But this level was in no fit state to be submitted. Please take this to heart next time you enter a contest like this.
    Quill (1.9/10)
    • where are the enemies
    Shinbison-Kof (1.5/10)
    • This level seems random. It's short and has bad design. It lacks important elements like npcs. It's just two random sections. Nothing in this level is sweet.
    Valtteri (2.0/10)
    • The LunaLua in this level doesn't work. Without LunaLua the level has no enemies and therefore has no challenge and lasts less than a minute.
71. __a - Heresy (2.66/10)
  • Chad (6.5/10)
    • This is a really creative challenge filled with artfully-arranged obstacles, and having incredibly severe difficulty with numerous adjacent save points that instantly reset you is interesting. I really admire the idea behind this level, but... this is the most extreme example of pixel perfection I can imagine. Considering how unforgiving SMBX is with hitboxes, even the slightest error in inertia will kill you. It's fun for a while when it feels possible, because the small number of tasks between save points gives a feeling of hope even after many "deaths". Eventually however, it gets to a point where control of my success or failure feels completely taken out of my hands and it stops being enjoyable. I got to Section 3 in maybe 10 minutes, but then couldn't reach that room's second save point after a solid hour. It got to the point where trying to find an opening in the mess really started to hurt my eyes, and after that the save points suddenly get much farther apart alongside more difficulty skyrocketing and randomization. Looking through the editor, I can see how you're intended to do it, but replicating that requires insane amounts of tries and absolute flawlessness. This really is a brilliant level, but the hypersensitivity really makes it tough to deal with when it's not accomodated in the slightest. It could have stuck with the difficulty it started out with in the first couple of sections, because that was suitably challenging. This is really fun to try out and see how far you get, but actual completion takes a lot more time and patience than a lot of people would be willing to spend.
    ElTipsta (0.0/10) Quill (1.0/10)
    • no thanks
    Shinbison-Kof (3.8/10)
    • I wanna be the Mario? It's a very good adaption. The deaths and the check-points are very well done. I like the challenge, but unfortunately this is considered a kaizo level, is so stressful but addictive. There is luna used and you really know how use it. I can't consider this a decent level because it's near impossible. I can't beat it. It's a very good adaptation but still.
    Valtteri (2.0/10)
    • This is certainly unusual... This isn't a Mario level but rather an "I Wanna Be the Guy" type of thing where you progress screen by screen and have to go through tremendously difficult platforming settings with stuff that flies around and sends you back to the beginning upon touching. I find this unforgiving and hard to enjoy.
70. Horikawa Otane - frogsuit.lua (2.78/10)
  • Chad (2.5/10)
    • Well, that was certainly... different. A playable Wart is fascinating and offers some unique gameplay, but I wouldn't really define moving super slow and being super vulnerable to projectile attacks literally all the time as being fun.
    ElTipsta (1.0/10)
    • Heh, nice usage of LunaDLL (hence the point). I'm sure Horikawa will shit bubbles into her knickers when she plays this ;)
    Quill (3.1/10)
    • but wHERE IS SONI THE HDHOG, SEMUN BELLEMONEY AND KIEBREH HORICAKEWAKEWAAAAAAAAAAAAAAAAAAA OTAMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE?
    Shinbison-Kof (3.3/10)
    • Wow, the wart playable is perfect, it's slow but very good work. I wanted to see more of this but unfortunately this level is very short and random. You could have been creative with this! The level design, and everything is random, I guess this level was just to show the Wart playable. (The Horikawa sprite is very well done too!)
    Valtteri (4.0/10)
    • I honestly didn't expect a Wart suit, haha. It's such a pain controlling Wart. The scripts work really well but the level itself is nothing special.
69. King of GETs - The Power of Luna Lua (2.82/10)
  • Chad (6.5/10)
    • Well, this was an intriguing level. I didn't care much for the rainbow shell portion, because even though the course is paced pretty well for such a wild gimmick, the construction is absolutely minimal and you felt the need to add chasing lava that punishes you for the slightest mistake. The end of this throws a lot at you but gives you no time to adjust. Quick, stand between two spaces with icons of ambiguous purpose the second you get off the shell and before you even have time to look around! Quick, while you're still adjusting to that, fall left and right and not know how much space you have for the last wave of obstacles! Quick, dodge stuff from the ceiling while lava closes in from all sides! It's very cinematic and clever, and it's probably a lot easier for the designer, but it doesn't come nearly as naturally to someone who doesn't know what's coming. The second half, however, is incredibly cool. The many waves of moving blocks are timed excellently together, and go at a pace I can actually follow. It's still pretty challenging and impressive, and ends with a really tense boss fight that, while suddenly introduced and really nails that sense of impending doom, is actually pretty forgiving. The only part of the second half I didn't care for was the maze of blocks you had to stab through really quickly. It's not really a speedrun type of maneuver, and finding the right way out comes down to luck-or-die. Overall, while I don't agree with several of the design choices that were made, this is still a fascinating level concept and a good bit of it is pulled off well.
    ElTipsta (1.5/10)
    • This isn't really a seriosuly designed level but it does have it's challenges Like the shell ride and the extra star. The boss was funny. There were loads of references in this level from Touhou to Wohlstand to the Fairly Odd Parents. You're not missing much if you skip this, mind.
    Quill (1.8/10)
    • Did you see that maglx2 touhou level that raocow had to split into 2 videos and think "oh man that's a cool level i'm going to take that and make it worse" because that was not a good idea. If this is the same person, even worse, bcause you've clearly learned nothing. Did you honestly think this would be fun? The start is just a generic shell surfing segment that is initiated really awkwardly. The section where you switched characters a lot and things moved around was okay at first, then you turned it into some switch fuckery. What kind of super mushrooms have you been smoking?
    Shinbison-Kof (1.3/10)
    • Sorry but this level is annoying. In the first section you need the rainbow shell. When you ride the rainbow shell, the lava chases you very fast and it's very hard to dodge the obstacles. I tried so many times but it's so hard and annoying. In the part with the purple background some red balls fall on your head and it's nearly impossible to dodge them. The design is bad and kaizo-y. This level is bad and it confused me.
    Valtteri (3.0/10)
    • This level doesn't even utilize LunaLua... It's a collection of minigames starting with a Rainbow Shell ride and ending with a segment where you have to survive a bunch of blocks moving around. It's crazy hard.
68. superhammerbros100 - Rocky Cave (3.06/10)
  • Chad (3.0/10)
    • This level is... extremely basic. There's barely any enemies, several random dead-ends, and mainly consists of wandering around almost aimlessly until you find the three switches. After that, there's a short boss, and you're done. The design feels inconsistent and lacking of any real plan to the point where the level feels unfinished. However, it does offer a little bit of exploration, and I will say the boss was sort of interesting. The moving ground is a great touch and creates some variation with how you have to attack and evade.
    ElTipsta (3.5/10)
    • This is a pretty mediocre level. The graphics don't even fit properly with each other (the BG and tileset are two competely different colours), there are next to no NPCs, no scenery whatsoever and the boss is a Mother Brain (and also the same section where the starting point is incorrectly placed) that is a chore to kill. The music fits well, it's got that going for it at least.
    Quill (3.5/10)
    • An unneeded switch hunt and a boring boss fight.
    Shinbison-Kof (3.3/10)
    • Well this is a strange and very short level. The level design is bad. I don't like your block placement. It's ugly and random. This level consists of only finding switches and it's very empty. It's not interesting and there are no bgos. The npc placement in this level is 2 goombas in total. The tileset is beautiful, but doesn't go well with the smb1 cave background. There are no power-ups or special blocks. The boss is ok, but when you defeat one, the new one that's supposed to appear in place is off. The boss consists of just throwing some bombs at the monster ( replaces mother brain). Overall this is an ugly and strange level.
    Valtteri (2.0/10)
    • Completely barren of enemies, pipes, Question Blocks and background objects. Pointless switch hunt. Double no-brainer Mother Brain battle. There's a lot of basic things you need to learn about making a level fun.
67. Prado - Castle Cliche (3.82/10)
  • Chad (4.5/10)
    • I had mixed feelings about this level. It offers a lot of things to the player, but with varying consistency and quality. For starters, the tank section at the beginning is generally pretty easy and the tank construction is okay, but it's also very long and has you spend a lot of time just sitting still and waiting for the screen to scroll further. Some of the generators have super sudden fast projectiles when there aren't many powerups to compensate for them. The entrance sections involving a massive blue underwater emptiness and music too joyful for the situation don't really add anything, but it does pick up a little at the midpoint. The interior structure is actually pretty decent, and I somewhat enjoyed the use of spacing and enemy placement which made overcoming that section fun. Red coins spawning a few extra hazards is an interesting idea, and I also liked the brief key detour. However, the moving layer isn't introduced well because you have to wait a long time for something you don't yet know is there. It feels like you're supposed to go down the pipe which doesn't have a warp, and it's really easy to miss the layer once it returns and have to wait again. The layer does a good job at carrying you through projectile hazards, but getting on it and figuring out its movements is needlessly confusing. Returning to the lock with the key is also a blind jump with leap-of-faith levels of success. The level ends with a series of generic Koopaling/Bowser fights. None of these are frustrating or time-consuming by themselves, but they feel unnecessary collectively and don't need four phases. Overall, I wouldn't say this level is terrible, and it does offer bits of good here and there. However, it mostly feels like a mishmash of ideas that could have been polished and implemented better than they were. It's not extremely long or difficult to complete though, as the entire first half is only the tank section and the castle is an improvement on that.
    ElTipsta (5.0/10)
    • The beginning of this level is actually the bst part. It's a tank style leve which is really cool. However the castle entrance section is disappointing. There is no challenge as it's literally float to the bottom. The castle section by contrast is the hardest part of the level. There are traps of all sorts (with the graphical inconsistencies to match) and is devilish compared to the parts before, however the red coin idea is nice albiet simple, however considering that the player can work to avoid all but the first one I don't really see the point of it unless it's placed well. The boss blitz was simple, except the Kamek fight. It's really diffcult to get on the Koopas plus they spawn too quickly. Maybe that's just me, but like the section before, it was needlessly difficult in a relatively easy level otherwise. If you were to sort out the graphical and difficulrty inconsistencies, you'd be on to a good level (oh and shorten the castle enterance dive section while I'm at it too). I like what you treid to do so well done :)
    Quill (4.6/10)
    • Some indication that you had to continue moving forward after the autoscroll would have been nice. I thought I had screwed up and had to enter the pipe right before it. The level itself was pretty basic not to mention long, especially with the long autoscroll at the start. The level lost any appeal it had pretty quickly, especially with situations like dropping down into the lake for a whole minute before you reach the pipe.
    Shinbison-Kof (2.0/10)
    • This is a stressful level. The first part is a generic autoscroll tank level. That's okay but the npc spam and the lack of power-ups is a problem. The npc generators aren't well placed either. I don't like when there's a tall pipe and the player need find a hidden special block further in the auto scroll level. The first part isn't that bad, but the castle has bad npc placement. This ruins the enjoyability of the level, and the random design ruins it further. Multiple enemies spawning when you collect a red coin is unnecessary. I don't have anything to complain about the graphics. The bosses are clichey.
    Valtteri (3.0/10)
    • This level was too long. The autoscroll section's lenght could be cut one third and it would still have been pretty long. The level was very barren. Especially the last part with running right for a good 15 seconds and three Cheep-Cheeps in total jumping at you.
66. HVMetal - Ceiling of Doom (3.94/10)
  • Chad (2.0/10)
    • A standard SMB1 overworld with similar design conventions, except with a spike ceiling crashing down at random intervals where only some spots are safe. An interesting idea certainly, except the safe spots are very few and very far between. You have to move really quick to get from one to the next, which would be fine if not for the fact that the block and enemy arrangements are actually pretty tricky by themselves. The level is one big speedrun, but no part of the design is actually suitable for a speedrun because most enemies and jumps require some careful action. The layout doesn't even seen to be made with the ceiling in mind, it just feels like a gimmick that was tacked on later and assumed to work. The level would have been decent without it, but the added gimmick makes the difficulty unreasonable.
    ElTipsta (4.0/10)
    • Firstly, I really like the idea and the music and graphics compliment it well. However, there are issues with the execution of this concept. For example, how does the player know which areas are safe? How do they know how far the ceiling goes down? There are no visual indicators. The evnt itself also stops at an odd point, perhaps a couple of microseconds earlier and it would mean that the player is able to crouch on ground that is two tiles high. And some of the NPCs do not help either, meaning the timing has to be very tight, like the first goombas by the first hole. They aren't needed. Take them out. The player will need to do a LOT of trial and error in order to do this level. It's actually very unfair. I never finished this level as it's very frustrating.
    Quill (5.3/10)
    • I really think the space between the zones needs to be shortened. Sometimes, I only just barely get there. That doesn’t even take into account that if I do reach the spot, it’ll usually be flooded with goombas and if I jump, I die.
    Shinbison-Kof (3.4/10)
    • It's creepy how when the smash blocks appear and you're running, you don't have much time to escape them. The smash blocks are an interesting gimmick, but you need to put some warnings where you have to react quickly. The speed of the smash blocks and the npc placement are the biggest problems. There's piranha plant spam which makes it difficult to dodge the smashers. The background has bad quality if you look closely. The big piranha plants are very hard to dodge. Overall it's a strange level. It reminds me of mario forever.
    Valtteri (5.0/10)
    • At first it isn't clear what parts in the level are safe. Other than that it's an okay level. The crushing ceiling is pretty original.
65. Metroidologist X7 - Frigid Terrains (4.08/10)
  • Chad (4.0/10)
    • For the most part, an average level. It's on the easier side and decent to run and jump through, and while the design is generally basic and flat, it's passable, at least until you reach certain points. The cave route contains a few poorly-introduced instakill obstacles, such as expecting the player to know that a single skull raft NPC will move in a different direction from the rest and must be ridden while hopping fast across a set of them. That part also contains a few unavoidable Podoboos, followed by rapidly rising lava that you wouldn't even know about until it creeps into view because that's about where the sign is placed. Not dying to that requires going as fast as possible without knowing at first that you need to. I wouldn't say the route is worth it when your only reward consists of powerups, but it's at least entirely optional. What's not optional though are the things that come after the midpoint. The second half consists of a rudimentary line-platform segment with lines toggled by switch blocks, and a handful of minibosses. Not bad on their own, but if you take the snowy route instead of the cave route, there's a trio of question blocks mistakenly linked to an event by that point unknown to the player. If you hit them in an odd number by the time you reach the midpoint, the platform will leave you and you'll be stuck and forced to die. Although, before doing that, you can use the provided Leaf powerup to fly to the second star. This problem fixes itself when you die and return to the checkpoint, but even on the normal ride, the switches are a game of luck that can result in death. The bosses aren't much fun either, because Boom Boom and chasing-Paratroopa generators aren't a good mix. Killing Boom Boom results immediately in Larry falling on your head, and the same happens with Mouser. But if you grab hold of a shell after killing Boom Boom and let it bounce back and forth, it can break the other two phases, which the level frankly didn't need anyway. Overall, kind of a simple layout for a level, but one that felt undertested and underthought. In spite of everything, cave section is optional and the second half is beatable within a few tries, especially with the midpoint's placement being perfect for the situation.
    ElTipsta (4.5/10)
    • A pretty barren ice level with an interesting two-paths mechanic (however that requires a Fire Flower). The level was a bit dull, even though graphics and music were fine. The boss however was too hard in comparison to the rest of the level, those Paratroopas make it quite difficult.
    Quill (5.2/10)
    • This was alright. Nothing that really stood out. The alternate paths were neat, though I thought the cavern section was a little cramped at times.
    Shinbison-Kof (3.7/10)
    • This level is so empty. There's little to none decoration. The level design is flat. I like the platform gimmick. That's a good addition to the gameplay. I don't like your npc placement, because various parts don't have npcs. The player needs to only run, kill a few npcs and nothing else. I like the mix of tilesets. Really good for a snow level. It's impossible to go in the cave section when you play the level for the first time, because the only power-up in this section is mushrooms. If you want to go in the cave, you need a fire flower. The cave section is very stressful because of the cramped design and the npc spam. The boss is a normal boom-boom battle. Overall it's an empty level.
    Valtteri (3.0/10)
    • The slide into the pit was not cool. This level is very plain. It's missing some very basic things such as pipes and question blocks.
64. Ness-Wednesday - Bald Toad's Peak (4.12/10)
  • Chad (3.0/10)
    • I'm sorry, but this level was a pain. About 18 sections are used extensively, and in every one, the visuals are so heavy that it's extremely hard to see anything because you mix at least 3 tilesets and have massive amounts of decoration that obscure a clear view of the path. The entire thing is filled to the brim with many claustrophobic sections and enemies that don't reflect that well. There are also seldom instakill blocks that aren't obvious and serve no legitimate purpose, a convoluted switch hunt, and at the end of all that, a very convincing troll exit. You convey the idea that the player is done with your level after a length that might be reasonable if the above problems weren't present, but instead you drop them into a pit leading to twice as much of the same. The level also contains 5 bosses that all have lightning fast and sudden projectiles and movements, no room or warning whatsoever to deal with them, and among those is a Mother Brain AI with extended health. Even if the level consisted of only these bosses, I have no idea how you'd expect someone to beat them. I apologize for the harshness of this review, but I honestly can't say I enjoyed this. The level aspired to do way more than necessary and didn't handle it well.
    ElTipsta (6.0/10)
    • Hehe another LunaDLL level. Firstly, you play as a 1x1 pixel Link replacement, so we will hopefully get an entertaining reaction from Mr. Damn Knight should he decide to play this game. Seondly, the you died music is funny. Please die at least once, all of you. Thirdly, this level has a really interesting atmosphere, with some pretty visuals and an interesting sizable-switcheroo mechanic, which was well signalled. That's good design. However, the same can't be said for the DX balloons which replace lava. There is no indication whatsoever that they will instakill you. This is unfair and out of place for the level, perhaps maybe replacing a Jellyfish to match the difficulty better? I also got really lost with this level. I understand you say this a challenge but this isn't fun. At best, it's confusing. At worst, it's borderline trolling the player. The boss fight is when the level starts to get really interesting, even tohugh it's a bit random (though ALL the bosses with projectiles have projectiles that move FAR too fast). The story was funny (though ignoritus is a horribly overused NPC and boss in SMBX) and I woukd've scored higher, had the beginning be more straightforward and the bosses be a bit more fairer. Nice job though.
    Quill (4.8/10)
    • How many super mushrooms have you been smoking?
    Shinbison-Kof (3.8/10)
    • This is a strange level. It has some cool things, like the invert gimmick. It made nice puzzles, but I thought that the level was very stressful. The level design wasn't good. Several parts were cramped and confusing and the puzzles could have been less confusing. It would have been great if I had known where I wanted to go. The Npc spam was another thing, especially bullet-bills. I didn't find the check-point. The blocks which replaced lava weren't well collocated. The level was cramped, and you put the lava blocks in the most cramped parts. The tilesets don't mix very well, maybe because of the colors. I think it would be better if it only had desert tilesets in the mix. The playable sprite is ugly and your mask is wrong. It's also missing the death effect. At least this level is very well decorated.
    Valtteri (3.0/10)
    • The playable sprite needs tons of work. He's all shaky and most of the frames contain clashing 1x1 and 2x2 pixels. They also seem to be missing shading. Now about the level. I don't think the tileset mash-up is working. The main ground tileset with very high contrast does not go well with the desert tiles. The level is tight and the enemy placement too. The fireballs that the Fire Bros. shoot do not disappear which I don't think is good. The custom sound effects are too loud. The shooting sound scared me. There's a sign that says that the editor wouldn't allow any more blocks. This isn't something you'd put in the level. You're supposed to work around it in a way that the player doesn't have to know. There's also a note about the playable character's glitched climbing animation being the result of the author lacking the skill to fix it. This was also unnecessary information.
Tier 3
Spoiler: show
63. jasonbt - Mushroom Adventure (4.2/10)
  • Chad (2.0/10)
    • It starts out as a basic ordinary grass stage with not a lot of variation besides enemies and hills, which would be passable, but once you go underwater, it ends up excessively narrow. Avoiding enemies and navigating the tunnels is barely possible while small, and out of the question while big, especially in terms of Urchins and sudden fast Torpedoes. The boss is bad too, because fighting Wart underwater just doesn't work when the projectiles move way faster than you can, plus if you take a hit when the moving layer beneath you rises, it will outright instakill you. This would be a good foundation for a level, but it needs a much greater focus of what it wants to do and a better handle on difficulty and placement.
    ElTipsta (5.5/10)
    • This is another okay level. Graphics and music in the overworld and sky sectinos are fine, but I don't think that NSMBDS background fits. In the sky section, the water dosen't fit well, likewise the music which is too epic compared to the music used in the rest of the level. It is also possible to completley break the first sectino of the level by placing a Yoshi and the Blue/Rianbow shells in the same section. I would suggest taking ether the Yoshi or the Shells out. The boss is out of place and the section is in is barren. Pretty decent effort though nonetheless.
    Quill (5.6/10)
    • This was uh, alright? It was fairly generic. The underwater sections were a little more interesting. The boss being fought underwater was a neat idea, but since it was Wart it made it pretty hard to dodge him.
    Shinbison-Kof (3.9/10)
    • This is a cute grassland level I guess. I like the graphic choices. The level design is flat and uninteresting; it's very simple. You need put some challenge in it. The level seems empty. It could use a little bgos. The level isn't very fun, because you just put random npcs around the level. All you need to do is run and jump, kill the npcs. There are no secret rooms or anything else interesting. I saw cut-off too (and 6 dragon coins). The cave section is cramped. This isn't good because there are annoying npcs in this part, like bills launchers, fish and urchins. This causes unfair deaths. The boss is cliche, but the "crab" ( replaces wart) is hard because the vegetables are in the moving blocks and therefore glitchy. Overall it's a very simple level.
    Valtteri (4.0/10)
    • A couple of things: Don't build stretchy chunks of land and just line up enemies on it. Have pipes, pits and Question Blocks. And the tileset is flawed. The sizable blocks look exactly like the normal solid ones and can easily be mistaken for the solid ones.
62. Phazon1111 - Pleasant Pass (4.3/10)
  • Chad (3.0/10)
    • An extremely short and sort of flatly designed grass stage. It sort of amounts to being a type of SMB1/SMB3 1-1 in its own way, where it doesn't do anything wrong with the gameplay, but it's over really quickly and isn't all that remarkable while it lasts. It seems like something that'd be more effective if you played a bunch of levels similar to this in a row rather than working by itself or as part of a contest.
    ElTipsta (5.5/10)
    • Really? Does this level have to be so short? This level didn't even take me a minute and a half to do. What is here is pretty well done though, graphics and music fit well and especially the LUnaDLL once you get the star. me likey ^^
    Quill (5.0/10)
    • This is a cute little level, but nothing really happens in it. It's a really basic 1-1 esque level. Spice things up, be more creative!
    Shinbison-Kof (4.0/10)
    • Simple level, like smb1 1-1 (this level is smb3). The level design is very simple. The level is short and seems flat. It's nothing special. The graphics are good. I don't have much else to say because it's very short and clichey. It's a generic 1-1 level.
    Valtteri (4.0/10)
    • This was a very nice classic-feeling grass level. While it lasted. It was really short.
61. Murphmario - Random Cave Level (4.44/10)
  • Chad (3.5/10)
    • An ordinary cave with some SMB3 inspiration here and there. The construction is rather simple and not particularly bad, but it doesn't offer a ton beyond a path choice, a couple nearly-remade sections, and a 1up room with broken warps that can get you stuck. It's not hard to get through, but it's not very memorable either. I also found the warning about jumping on underwater Koopas to be unnecessary because this only applies to one Koopa, and you're only going to encounter it while falling anyways, as well as that idea not really adding anything of worth to the level. The pipe section was interesting, but still in a sort of basic way.
    ElTipsta (5.0/10)
    • This is a very generic SMB3 cave level with simplistic design and vanilla music. Nothing really to fault, part from no scenery and no star. So you've kinda broke the contest rules so you probably will end up near the joke levels now as one whole point has to be deducted from your score. Shame, because this level deserves a decent placement.
    Quill (4.8/10)
    • This level kinda just exists. Nothing really exciting happens in it. It's super generic. I mean, it's not bad, but it's not that fun either.
    Shinbison-Kof (4.9/10)
    • A casual level. The level is decent, the design is decent, everything is decent. It's simple and very short, too. I like the secrets. This level has 2 paths which is interesting. Why is the left path longer than the right path though? The npc placement is good, but I feel it needs more coins. The level seems empty. It could use some more bgos. Some parts are cramped. Overall it's a decent level.
    Valtteri (4.0/10)
    • That's nice that you can choose from different paths. Other than that the level is very decent. The level could use more pipes or anything that would make it more than just flat ground and lines of enemies.
60. DarkWolf658 - Plain Plains (4.45/10)
  • Chad (3.5/10)
    • A pretty short standard grassland level. It's nicely built up until the midpoint, but after that the construction starts to feel minimal and effortless. It still plays okay and offers decent platforming and enemy placement, but it could have been given the same attention as the first area. The midpoint sections are tiny and don't leave much of an impact, and having two of them doesn't work in vanilla SMBX. Even if you can't interact with both in the same run, it'll still default to the underwater one if you get the cave one.
    ElTipsta (5.75/10)
    • A nice plains level that's very simple but a bit short. Graphics and music are fine. The design itself is good mostly, however that Bullet Bill that spawns as soon as you enter section 4 nees to be removed. Nothing about this really stood out either.
    Quill (5.0/10)
    • An obligatory 1-1 level of sorts. It’s fine, but it isn’t anything special.
    Shinbison-Kof (4.0/10)
    • This is a very cliche level. It's a simple 1-1 grassland and nothing really interesting. The level design is linear and simple. The only part that stood out at all was the piranha pipe in the cave section. The graphics are good, but some parts seems empty and there's a lot of cut-off. In the third section the bullet bills are random and spammy and this is unnecessary. Overall it's a very, very plain level.
    Valtteri (4.0/10)
    • This level is very plain. Haha, get it? You're relying too much on flat ground and lines of enemies. Have more pipes, pits, Question Blocks and background objects. The long continuous air platform segment with Bullet Bills was boring, too.
59. Super Mario Channel - Isolated Icy Islands (4.48/10)
  • Chad (3.0/10)
    • Didn't care much for this one. I'm not really sure what to say about the design besides that it's kinda all over the place. It felt like there was no plan or consistency and just introduces things randomly. The first cave section is sort of interesting, aside from it being awkward to correctly plan around the Piranha Plants and moving platform together, but even that is quickly over and done with. The line ride following the checkpoint feels unnecessary because it's just standing and waiting for a bit, and the key section is sort of lame because they're just in random invisible blocks. Not only are the Roto-discs cruelly placed there but it's also possible to despawn the second key while utilizing the first and get yourself stuck. The boss isn't much fun either considering you're just spending a few seconds throwing ice bricks at a Birdo, and the second one can just fall on your head as it spawns. The level does okay with everything else, but even that is sort of generic and themeless, and the extra stars are effortless.
    ElTipsta (6.0/10)
    • This is an interesting ice level. It starts out as an overworld before entering a cave section. The smog is out of place, although I liked the idea.
    Quill (5.5/10)
    • It's an okay level, it doesn't really have anything that truly stands out. I do appreciate the variety in the level and the attempt to always have variety in every single room, though the gameplay elements present were very basic.
    Shinbison-Kof (3.9/10)
    • This is a strange level. The graphic choices are weird; the brown snow tileset fit the atmosphere, but the blue tileset was odd with the gray background, and the smb1 grass was weird too. The level design is ok for the most part, mainly before the check-point. The level becomes stressful after. The npc placement is bad and there's a glitch involving the keys; they can despawn entirely because you get them from special blocks. The platform system is glitchy as well when the platforms move inside walls. The five free dragon coins at the entrance of the cave are random. You're supposed to evenly scatter them around the level. Why do some parts have a lot of npcs and some have none? Overall it's a strange level.
    Valtteri (4.0/10)
    • Please don't have two Zelda 2 lock gates and expect the player to know to look for invisible blocks containing the keys. I was this close to just concluding that the level is impossible and giving you a very low score. Also, I don't know what the brown octagon at the beginning is and it bothers me. It's so ugly. Overall it's a very decent ice level. It was heavy on flat paths with just a bunch of enemies walking in a line. Vary your design! Have more pipes, pits and Question Blocks! They're basic elements and pretty much every level needs them.
58. krakcurr - The Great Palace (4.56/10)
  • Chad (4.0/10)
    • This level starts off pretty nicely, being a clear but good inspiration of a Zelda 2 dungeon. You explore different corners of the halls to get items in the correct order to solve the puzzle, and it's set up well. There are a few minor issues like the bats being really hard to see and too many Spark enemies in one spot, but I can say I enjoyed the first half. The miniboss was fun too, slightly difficult but definitely fair, despite an ambiguous hitbox and very low flying range. The second half is where things begin to fall apart a bit, though. Enemies become more frequent and clustered in ways that feel awkward to work with, you have to clear four rooms of enemies consecutively to hit the switches (the Hammer Bro ones being a bit much), a Billy Gun section with lazier construction and ends about as soon as it begins, and then you have to fight Shadow Mario. I will say I liked the idea of having you fight a silhouette against an alternating black background, especially when you're still given a decent clue of where he is at all times, but the fight did not need more than one phase. The difficulty of the first was great, but each following one begins incredibly suddenly after the previous, which means you have no time to think before you're at the mercy of the additional enemies and projectiles. Dying to the first phase would have been acceptable, but dying at the last makes the redo sound that much less fun. Overall, a very solid foundation for a Zelda-based level, and you've got a good thing going in the first half, but the second needed better imagination and planning.
    ElTipsta (5.0/10)
    • I can sort of see what you were trying to do here, but I thought the design was a bit barren in places. The Mother Brain miniboss isn't a very good idea (it's simply not that fun to play), though the billy gun section was fun. Not many designers use that anymore. The switch block sections were simple timewasters and the level would have done much better witout them, or at least without the switch blocks. The Shadow Mario boss was a cool idea, could have given him eyes though so you could see where he is when the darkness strikes. Otherwise, not bad.
    Quill (5.4/10)
    • When I saw the 4 switch block barrier, I kinda cried a little inside. Thankfully it wasn't that bad. Overall, this level has okay design, there's some cramped areas and some parts feel a little dude heavy. I liked how at parts of the boss fight, you weren't able to see him. That was pretty unique. Other than that, it was fairly bland, but there's potential here.
    Shinbison-Kof (4.4/10)
    • This level has some nice concepts, like the introduction, the gate opening automatically and the puzzles. The level design is ok, but sometimes I don't like it, for instance when the player needs to run back and forth for the keys, and some of the npcs are annoying. The design is flat too. The various switches isn't a good addition. At least the doors that the player needs to open to hit the switches only contain small boss fights. The graphics are ok. I like the atmosphere. The first boss is generic. All you need to do is throw the mushroom block at the monster like mother brain. The last boss is nothing special either; you only need to defeat 3 shadow marios that replace ludwig. The blackout is a nice concept. Having to fight shadow mario three times is unnecessary and pretty annoying, though. You also put a red soldier in the boss that is impossible kill. The npc placement isn't good, because you put numerous hammer brothers and other annoying npcs in the same place.
    Valtteri (4.0/10)
    • This wasn't so bad for a Zelda 2 level. It did feel kind of underwhelming though with the numerous flat corridors. The boss fights were as simple as can be.
57. TheDinoKing432 - Another Typical Level (4.68/10)
  • Chad (5.0/10)
    • Here's a level that starts out seemingly simple and ordinary, becomes impressively cinematic once you get into the meat of it... but after that it honestly drags on and ends up overly difficult. I don't have a lot to complain about when it comes to the level as of the first midpoint. I like the effort placed into the moving ships, but other than that it's a standard forest level for the most part. Once night falls, a lot of imaginative things are introduced. I like the increasingly twisted construction of each section and tricky block movements to make the forest appear haunted and corrupted, and the light block with the replenishable battery is pretty cool and well done. However, from the first midpoint onwards, enemies prove themselves to be a major issue. There are a lot of difficult placements that must be overcome at once, because the distance between midpoints is massive and involves limited powerups. The first time I died in the cave, I was not looking forward to redoing what felt like miles of content. The ambushing Boos and Piranha Plant fireballs are difficult to see coming even when the surroundings are lit up because of how well they blend in, too. P-switch runs are also asking a lot because they demand near-perfect runs of highly difficult block arrangements, and the springboard backtrack section was also a pain after everything preceding it. I will say the boss is impressive and unique, though. Placing the final midpoint just before it is very helpful and it's a fun battle with clever projectile arrangements. You don't have to worry about the rest of the level again if you die to the boss. Overall, it's pretty, it's creative, it's immersive... but very difficult to actually play. It's way too long and offers very rare help along the way.
    ElTipsta (5.0/10)
    • This seems like your average SMW level with LunaDLL. This does a good job at capturing the vanilla atmosphere for the first half. And then it changes into this awesome spooky forest atmosphere. The level design is very simple, and while there are some LunaDLL and custom NPC skills (such as the breakable SMW blocks adopting Podooboo properties), there are also a lot of issues with the design. For example, it's a bit barren to play. There aren't a large vairety of surface designs, with many being rather flat and not enough slopes. The P-Switch section is also flawed. You can't respawn out of a pipe where the P-Switch generates otherwise you will glitch up next to it. Also the darkness gimmick in the cave section isn't a very good idea if limited to a timer. When it runs out, it is very difficult ot see and you are more likely to get hit by the Boos as you can't see them without the redundant light block. It's not very fair to the player at all. Likewise dragging out the level. This level is far too long for it's own good, I got bored playing it. The boss would've been cool for me if it replaced half the forest section and didn't lag, but the latter probably is due ot my toaster lol. Really liked the idea and it's backing track, much like the whole level. But the execution was a bit meh, and too long.
    Quill (6.4/10)
    • This uh, took an unexpected turn. Honestly didn't expect the level to go from a basic Mario level to super spooky ville, so uh, props for that? It was pretty interesting though, with some neat gimmicks such as the battery power. There were parts of the level that I thought were kinda weird, such as travelling a long distance to get a springboard, then backtracking all the way back to the start of the section to progress. There's a great concept here, it just needs a lot of polish.
    Shinbison-Kof (4.0/10)
    • This level was clichey at the first half, but the second half was interesting. The use of LunaLua was clever. The flashlight made a beautiful and great atmosphere in the dark cavern and the nighttime forest. The level design is decent but confusing, especially in the cave. Sometimes I couldn't see anything where I wanted jump. I thought this level was long and I couldn't find the exit. It would be better if you guided the player more. I like the way how the airships appear. The problem with this level is the length, and the bad npc placement. It's unnecessary to put many npcs in the same place. Some of the moving blocks are unnecessary. This level has potential but also many issues..
    Valtteri (3.0/10)
    • I'm sorry but this felt like someone's first ever Mario level where they wanted to have everything in it. The level was way too long and had way too much stuff. I have to look at the level again in editor mode because I already forgot the first parts. So we began in a grass land that was invaded by airships. The atmosphere in this section was in heavy conflict with the situation. It was all bright and the cheery tunes of Super Mario 3D World played. Then it was a forest setting. After that there was this autoscroll type of airship battle that I thought was neat with a giant ship flying over you shooting stuff at you. Now the level could very well have ended here but then followed a lazy Boom Boom fight, a dark forest, a setting inside a tree, a cave, back to the forest and finally you fought the star itself and then you win. The level dragged on and on. About the scripts, the lantern was really lazily done. The whole place lighted up as the lantern spawned and it just didn't look good. About the overall design in the numerous areas in the level, it just wasn't good. The ground was flat most of the time and when it was not it was weirdly shaped with random spikes of land sticking out. The enemy placement was inconsistent; you could see two Fish Bones swimming in a pool at one point and then never see a single one again. To sum it up, the level is full of ideas but executed poorly.
56. ShyGuyOfMoonside - Mt Pudding (4.72/10)
  • Chad (5.5/10)
    • This level does a nice job of focusing its efforts on exploring both a volcanic exterior and interior, with added bits of exploration here and there. There are minor secrets as well, but invisible blocks aren't good ways of hiding them. The level's nicely short and I like amount of care put into diversifying the layout of each section, but it could have introduced more than just single-block jumps and hilly landscapes. Not a very unique level, but not a bad one either.
    ElTipsta (5.5/10)
    • This is an okay level. I like the idea and the music is fine (even though the underground music is as generic as yuo can get), however there are questionable graphic choices (such as an SMB2 cave tileset being used with a YI background). Having a vine lead to a pipe on an isolated platform that goes underground makes no sense, likewise this underground section having hard and easy paths that, while a nice idea are a bit too long and get boring. If they were in their own section, you would hae had a but more freedom as what to include. Maybe an idea for next time? Also, the P-Switch in the first underground secton is a bit redundant, considering as you have to firstly go to the pipe to remove the way to the Ace Coin, then to the coins above the pipe to free the path, and then back to the Ace Coin when the switch expires. In my opnion, one of those coin barriers should be removed. Otherwise this is a decent shot :)
    Quill (4.2/10)
    • I mean, this level just seemed really samey. There's not enough variety. Sure, there's the underground section, but those sections felt the same too. Add a lot more variety to this!
    Shinbison-Kof (4.4/10)
    • I don't know if this level is a rock/space level or something else. The level design is ok. There are some interesting elements like secret rooms, but the level is so short. I like the atmosphere. The graphics are simple but it's still cool. The level is very well decorated, but I saw some cut-off. Some things are smw styled, but the level leans more to the smb3 style. Maybe recolor some Smw graphics to smb3. The level lacks somthing to make it interesting. It's short and there isn't much to do. The npc palcement is ok.
    Valtteri (4.0/10)
    • There was no reason for that one vine to be so tall. The section that followed was total madness as well. The easy path was just jumping up for like a minute because it had no enemies. Don't have useless parts like this. I like how you used the SMB2 cave tileset in the underground section, even if it's just because you never see that used together with lava.
55. ShoulderBreakDown - Mountain Place (4.94/10)
  • Chad (4.5/10)
    • Nice little mountain level. I like the attention to detail in the layout and it's got decent enemy placements and jumps. It's one of those levels that's pretty standard and doesn't really have a lot outside the box, but the design is pretty solid. I wish a bit more was done with it though, because it really doesn't last very long before it just ends very suddenly.
    ElTipsta (6.0/10)
    • This level is about as original as the name. Graphics and music are fine, but the level was a bit too short and had no halfway point. What is here is pretty decent, if this is your first attempt, it's pretty good though, mind.
    Quill (4.7/10)
    • This level was alright, it felt like it was starting to go somewhere, then it just ended.
    Shinbison-Kof (5.5/10)
    • The level design is good. I like the variety in decoration. Almost everything in this level is good: npc placement, coin placement, power-up placement. I don't have much else to say about this level because it's so short. There's nothing special in it. Overall it's a fun level, but disappointingly short.
    Valtteri (4.0/10)
    • That was short... It was decent while it lasted. Just an overworld level, with some athletic influences.
54. Meepingturtle - Fake Bowser's Castle (5.04/10)
  • Chad (5.5/10)
    • A reasonably short SMB1 castle. It does a nice job with tricky enemy placements and clever bullet-tunnel runs that test the player's caution well, and it ends with a False Bowser. That's pretty much it, but even though it doesn't offer a lot of uniqueness or variety, this was still a fun little level. However, some of the early Bowser statues are a little too difficult to get past. They're paired up with things like Thwomps and Hammer Bros, which means the fact that you can't move while crouching can be punishing in itself. But at the same time, the powerups are distributed nicely enough that they feel rewarding to get while not making the level too easy, which makes the aforementioned issue small. Overall, it's basic, but with a good eye for construction and offers some enjoyment.
    ElTipsta (6.0/10)
    • This is a pretty decent attempt at a Bowser's Castle level with good usage of Sednaiur's graphics and vanilla music. It cna sort of be a little cluttered in places, such as the Bullet Bill sections. It's also somewhat hard to predict the positions of the fireballs. Powerups were good in the second half, though the first half had one too many in my opinion.
    Quill (4.5/10)
    • This was a pretty bland castle. It didn't really have all too many interesting ideas, it was just really basic. There are foundations for a good level here, you just need to really polish everything up and add some cool concepts.
    Shinbison-Kof (4.2/10)
    • A cliche bowser castle. I like the challenges in the level, like dodging bullet bills in varying ways. The npc placement is good. Your level design is too flat. The level seems empty. It's missing bgos and variety and it's short too. The boss fight isn't anything special. It's only a cliche bowser battle. This level is like a first castle in an episode.
    Valtteri (5.0/10)
    • I like the things you did with the Bullet Bills! Other than that it was a pretty classic castle level.
53. molybdochalkos - Borough Wood Forest (5.06/10)
  • Chad (4.0/10)
    • The design of this level is really impressive. There's a huge variety of imaginative gimmicks and themes throughout, and each one is given a ton of focus and done super well. The open sliding and optional flight section make a nice and simple but pleasant intro, the series of Mouser replacements guarding the red switch are strategically placed for unique miniature boss fights, the sliding puzzle-piece nature of the castle area protecting the green switch is brilliant, the Peach-specific log raft performs well, and the Urchin/Torpedo sections leading to the blue switch are cunningly designed. The switch sections are pretty difficult, but for the most part the efforts put into the design and detail of the level are incredible. However, a few major issues are present in this level, mainly that there's just a massive amount of each idea. It's certainly playable if you have the patience, and I really appreciate the anatomy of the level overall, but everything is given an enormous amount of focus. Multiple midpoints are offered, but they don't seem to work, because they just respawn you at the top-left corner of whatever section comes after the last midpoint you touched. In a few cases, this puts you outside of the structural frame of the area and gets you stuck and unable to continue. In others, it is possible to return yourself to the level, but the switches reset either way and you're back to square one. This gargantuan level must be completed in one shot because the checkpoints are effectively superfluous. That's asking a lot because each switch challenge is rather difficult and long. They're fair on their own, but it's not as simple in this case. I also didn't bother with the second star, because even though the Dragon Coin hints next to the main exit are thoughtful, I already spent more than enough time just reaching the main exit, and searching massive open sections for collectibles via flight or invisible blocks does not sound appealing. This level has a lot of redeeming qualities aside from this, but it will be very difficult to complete legitimately except by only the most patient and determined of players. Pretty much all of these issues would have been avoided if you simply had all of the same ideas but way less of everything.
    ElTipsta (6.5/10)
    • I liked the idea of this level, and it's atmosphere. The events in the castle section were very well done and it's clear that a lot of effort was put into it, so kudos to you. However This level's midpoints are buggy. It also lags the hell out of my computer which greatly reduced the enjoyment of this level for me. This level was far too long (particularly Peach Creek), and the usage of switch blocks is cliche. I do like what you treid to do by making a sprawling world though, so it definitely had that going for it. The graphics were also pretty neat too, and the Donkey Kong music fitted in very well.
    Quill (5.3/10)
    • hey dude loving that 228mb of music :) Anyway, the actual level is a bit weird. At the start, I got super lost as it isn't really clear where you have to go when you hit the yellow switch block. As far as I'm clear, progression requires the use of the leaf, so if the player loses that it seems they're screwed unless I'm missing something. The design is pretty basic overall too and the only real interesting design is in the castle section with the moving layers but even that gets pretty repetitive. Collecting all 5 Dragon Coins for the secret star can be a pain if you die. You've used Lua for midpoints, see if you can use it to save progression. Also, this level is super lengthy when it kinda doesn't need to be. The midpoints do help this a lot, but things can get tiring.
    Shinbison-Kof (3.5/10)
    • This level is so confusing. The level design is bad. There's no logic. The player doesn't know where to go. The graphics are good, but the orange background is strange to me. I don't like the npc placement, especially the piranha bomb spam. That's a bad idea because it's very hard dodge them and this level has so many other annoying npcs. This level has many parts with hard jumps. This isn't a good element for the gameplay, especially with the npcs that are hard to dodge and causes unfair deaths. The boss is an annoying Mouser battle. Overall it's a strange and stressful level.
    Valtteri (6.0/10)
    • I must say I appreciate the spaciousness of this level. It's a casual level with a switch puzzle. Slides are always fun, too.
Tier 4
Spoiler: show
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.
    ElTipsta (5.0/10)
    • 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.
    Quill (5.9/10)
    • 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.
    Shinbison-Kof (3.5/10)
    • 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 anything interesting. 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.
    Valtteri (6.0/10)
    • 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.
51. AeroMatter - Don't Touch Anything (5.22/10)
  • 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.
    ElTipsta (6.5/10)
    • 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.
    Quill (4.1/10)
    • 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.
    Shinbison-Kof (4.5/10)
    • 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.
    Valtteri (6.0/10)
    • 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.
50. Cloth pocket - Lake of Ice (5.32/10)
  • 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.
    ElTipsta (6.0/10)
    • 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.
    Quill (5.1/10)
    • 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.
    Shinbison-Kof (4.5/10)
    • 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.
    Valtteri (6.0/10)
    • 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!
49. diamantico21 - Plain Ol' Canion Star (5.35/10)
  • 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.
    ElTipsta (6.25/10)
    • 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.
    Quill (6.1/10)
    • 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.
    Shinbison-Kof (4.9/10)
    • 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.
    Valtteri (4.0/10)
    • 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.
48. Yoshi021 - A World without Color (5.36/10)
  • 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.
    ElTipsta (5.0/10)
    • 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 :)
    Quill (6.8/10)
    • 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.
    Shinbison-Kof (2.0/10)
    • 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 there's nothing interesting. 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.
    Valtteri (5.0/10)
    • 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.
47. Sewpah - Chuck Caverns (5.64/10)
  • 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.
    ElTipsta (6.5/10)
    • 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
    Quill (5.9/10)
    • 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.
    Shinbison-Kof (5.8/10)
    • 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.
    Valtteri (5.0/10)
    • 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.
46. Spinda - Rinkas;Tale (5.72/10)
  • 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.
    ElTipsta (5.0/10)
    • 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 :)
    Quill (5.0/10)
    • 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
    Shinbison-Kof (6.0/10)
    • 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!
    Valtteri (6.6/10)
    • AMAZING concepts and some incredible technical feats, but I didn't find it to actually be that enjoyable for some reason. YMMV.
45. Gameinsky - Shipwreck Cove (5.74/10)
  • 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.
    ElTipsta (6.0/10)
    • 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.
    Quill (6.2/10)
    • 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.
    Shinbison-Kof (7.0/10)
    • 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.
    Valtteri (5.0/10)
    • 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.
44. glitch4 - dipsht's Cave of Hell (5.74/10)
  • 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.
    ElTipsta (5.5/10)
    • 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? ^^
    Quill (5.1/10)
    • i mean, hey, it's not that bad! Have some more confidence in your level design, dude!
    Shinbison-Kof (4.6/10)
    • 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.
    Valtteri (6.0/10)
    • "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.
Tier 5
Spoiler: show
43. PixelPest - Firestorm Ruins (5.75/10)
  • 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.
    ElTipsta (6.75/10)
    • 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.
    Quill (6.7/10)
    • 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.
    Shinbison-Kof (5.8/10)
    • 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.
    Valtteri (5.0/10)
    • "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.
42. The0x539 - Nimbus Castle (5.9/10)
  • Chad (6.0/10)
    • A reasonably short and pretty interesting level. The section transitions are cool, and I love the design of the sky castle and the tricky platforming it has you do. Enemies are effectively placed and make it rather fun, and the vertical section's just as good. The Lakitu boss is really creative, and not too long or difficult. The midpoint's right before it, so deaths aren't a huge punishment. However, the lightning bolt attack can be weirdly unpredictable when Lakitu uses it from a really low position, especially when it sometimes stops shooting them at all but the cloud platforms flash with electricity anyway for seemingly no reason. This can result in unanticipated hits and deaths, but the boss isn't so hard that it can't be beaten within a few tries. But overall, I had fun. It's a well-built small adventure, and the boss functions pretty well besides its little electricity quirk.
    ElTipsta (6.0/10)
    • You have the makings of a great evel - nice usage of LunaDLL for the shooting and the boss, fitting graphics and music (mostly, the SMB2 vines are out of place) and well done design. The only issue is that there isn't enough of it. Literally, the Koopa Coins closeness to each other speaks volumes about the level's length. Shame.
    Quill (7.0/10)
    • Kinda wish the level was a bit lengthier. The level had such a cool opening and the boss was literally a minute away. The boss is super cool though. I'm a big fan of the attacks, I just wish the actual level had more meat to it, y'know?
    Shinbison-Kof (4.5/10)
    • That's a powerful springboard ( I like the luna in this level!). The level is short and simple. The level design is good. I like the way you used the smw castle bricks. The level design reminds me of the old 8 bit style with the short sections and the music. The npc placement is good, too, but the boss is hard, especially when the Lakitus throw spinys. It's hard hitting the Lakitus when he occasionally flies into the ground.
    Valtteri (6.0/10)
    • This level is very nice. The design is fluid and interesting. It's just relatively short. I like the way it looks very much. You did a good job varying the brick structure. The blue Note Blocks were a neat touch.
41. Sux - Desert of Angels (6.06/10)
  • Chad (3.5/10)
    • I'm sorry, but I really didn't enjoy this one. The visuals are so intense and blend in together so well that it's extremely difficult just to figure out how the level wants me to perform. This issue is coupled with design so randomly complex and inconsistent that even the simplest of obstacles becomes extremely difficult to maneuver past, and there are a lot of projectile enemies in addition to all that. This is an extremely long level and these problems are present for almost the entirety. Even if you remove the graphical and layout issues, you'd still have a pretty challenging level, but at least that way it'd be challenging in a way that would actually be fun. It's really a shame because this level puts so much effort into constructing a big Heaven/Hell story, and it could have had the potential to be really cool and interesting if you scaled everything way back and didn't do way more than necessary. The Hell section was all right, because it wasn't overly complicated or time-consuming and I could see what was going on around me. The rest of the level should have been like that.
    ElTipsta (5.0/10)
    • Well, out of what I was able to play I quite enjoyed. This level is very atmoshperic, if a bit lengthy. It's a cemetery set to Castlevania music and SMB2 graphics (mostly). A very nice blend. Section 2 was interesting, though we could have done without the switch blocks and instead replaced it with something else (no doubt Quill has scored this level badly). Then we get to the section with the white warp...And it dsoen't work. I jump into the angels as requested and then nothing happens. Erm, what? It's such a shame as the level had a lot going for it and I don't want to cheat and mess it up, so I'm not going to score this.
    Quill (6.8/10)
    • Oh boy, talk about an overload of custom graphics here. Kinda a bit too much if you ask me, there were segments where I got confused over what was foreground and what wasn't. The level design was fairly good with some decent variety. I found myself losing a bit of interest over the course of the level though. Also gotta have that religion in my marios
    Shinbison-Kof (9.0/10)
    • Jesus Christ, what happened in this level? I like the contrast, sky and hell. This level has a nice and creative story. The level design is good. The gimmicks are incredible. Everything is very creative, it's really fun! I think the second section is confusing, especially because the player doesn't know where the correct path is, and the switches are confusing, too. In the first section it isn't a good idea to put 3 red coins for the player collect, especially because the first seems secret. The gimmicks are great and creative. I love the participation of the angels in the level and the possibility to fly. That was clever. The temple falls are nice, but I think the last temple needs to give the player more time to escape, because it's a bit fast. The hell and sky concept is fun, especially because the player needs to choose a path. Inside the temple some parts are cramped. I suggest you fix this. The graphics are strange. I think the castlevania graphics are very different from the Smb2 graphics, but I got used to it after a while. I think it would be better if you chose other graphics for the temple. The npc placement is good. There's lots variety and this is very good for the gameplay, but the ghost birds are annoying, especially because it's impossible to kill them and also it isn't necessary put cobrats in all vases. The power-ups are very similar to vegetables, sometimes the player might miss them because of this similarity. Overall it's a creative level. Good job!
    Valtteri (6.0/10)
    • This level is a high concentration of many, many tilesets and it's making it hard to focus. Some of the custom sprites need work. The halo among other things such as the Jesus uses clashing 1x1 pixels. The Grim Reaper shakes. The angel powerup was pretty cool. Overall it's a decent level.
40. RoundPiplup - Poisonous Castle (6.12/10)
  • Chad (7.5/10)
    • I really dig the construction of this level. It's definitely one that caters well to those who like super duper hard levels, but it's mercifully short about it. A bit much for me, but I can still see plenty of merit in the particular way this level demands a lot of you and how you're expected to perform. A lot of care is clearly put into the placement of every enemy and obstacle, and it offers a decent amount of powerup assistance if you can persevere. However, the amount of safe space is minimal, especially in terms of sometimes-omnipresent lava and moving fences. These wouldn't be problems inherently because the safe spots are communicated well, but SMBX is very absolute about its hitboxes. I don't feel that the fences' natural weirdness is accomodated very well either, and enemies are also rather numerous for the amount of space provided. It's still very possible for determined, patient, and precise players despite the difficulty, and I feel that the designer understands that a huge amount of very hard all at once isn't fun, so the level length and pace work well.
    ElTipsta (7.0/10)
    • I really liked what you tried to do with this level. The graphics and music are perfect and the length is good, however this level is a bit too difficult, namely the NPC placements - for example, the Firebar on the lava ride in Section 3 makes that area too hard and it should, in all honesty, be taken out as the player has to be very careful and quick with how they move. There is no room for error. Likewise, the Bob-omb that appears at the end. There are simply too many enemies for this little shaft. This is a recurring theme for the whole level, where it's too densely packed with too many NPCs. I'm all for chalenging levels but this is unfair. At least it's beatable, I heresy.
    Quill (7.1/10)
    • This was a pretty neat concept for a level and I enjoyed it a lot. Its main flaw is enemy placement, as a lot of them are placed unfairly and almost mindlessly at times. It's a shame, since the level has some neat design features that I really enjoyed. Polish it up and you'll have yourself a pretty cool level.
    Shinbison-Kof (4.0/10)
    • This level has an interesting atmosphere. It's a purple chaotic castle. The graphics were very well selected and I like the mix of the tilesets, nothing to complain about here. About gameplay, this level disappointed me with the unnecessary npc spam especially in the tight parts. This causes stress. I like the moving layers, but you put them in the wrong part. They don't mix well with the lava and npc spam and it's very difficult platforming in these parts. (PS: I love this music)
    Valtteri (5.0/10)
    • Behind the numerous purple recolors this is a decent castle level.
39. MosaicMario - Reptile Starlight (6.16/10)
  • Chad (5.5/10)
    • A pretty pleasant level. I like the night-time grassy/mountain landscape, and the thematic consistency between enemy variations is a nice touch. The construction is solid and enjoyably explorative, and searching for different items is made simpler by giving the level overall a tame difficulty. The cave sections are more direct, but are built with an entertaining complexity. The blue bricks for dealing with faster enemies are thoughtful provisions, but having several quick enemies in the same general space can result in really awkward interactions at times. I also found the level to run on longer than necessary. If the level ended after you talked to the Cobrat that activated the green switch platforms and adjust the midpoint accordingly, that would have been a reasonable length. Alternatively, the level could have started and ended with the switch/key hunt and that would have worked too, but it didn't need both. It wasn't intolerable to experience both, and I still had fun, but it did drag on somewhat. The boss definitely wasn't needed though, as I found it to be excessively difficult and poorly devised. The arrangement of sizables looks nice, but the pipes and generators down below combined with a faster SMB1 Bowser AI basically mean you're going to be spending nearly all of your time on the upper levels. But even then, you're not really safe from the fireballs twice the size of his body because of the low ceiling and one-way nature of sizables. Some gaps between them as well as a proper weapon to attack with would have been considerably improvements, because the only powerups you get are two non-replenishable Fire Flowers and whatever you kept from before. It's even worse if you die, because then you only get one Flower and taking a single hit ruins your attempt. Overall, good level, but overstays its welcome a bit, and the boss needs serious work.
    ElTipsta (6.5/10)
    • This level drags out a bit to be honest. The music is good (though the underground OST is generic), and the graphics fit perfectly, however the level is artificially lengthened by the key/switch hunt, which is a bit needless to be honest. The Rex challenge alone would have been fine. The boss is a bit hard, it's hard to make the jumps to the blue brick without jumping on the higher platforms or taking damage from another enemy.
    Quill (5.8/10)
    • This started off decently, with some interesting examples of level design. The first half was pretty basic, but kept me entertained. I especially liked revisiting the guy who was sleeping to activate the green switch. I thought that was super neat. The cave sections were a little cramped though. I disliked the second half in comparison. Finding two keys and then having to go on a fetch quest to activate the red switch was a bit of a chore and killed the level's mood a bit for me. The boss wasn't too great either as it was especially annoying to deal with the boss with the sizables in the way. Overall, this level has some great potential, it just needs some notable flaws addressed.
    Shinbison-Kof (6.0/10)
    • I like this level. The level design is good. The exploratory things are good and so are the mini quests and transition of grass and cave. The graphics are good. I like the blue blocks in the level because they're so helpful in killing the npcs. The npc placement is good and there's good variety in the npcs. About the section after the checkpoint, you should add the key or switch for the player so they don't have to go back and forth 3 times, because that's exhaustive. Maybe you could add some warps back here. The cave section is cramped which is not good. In the boss battle it's very hard catching the item while dodging stuff. Overall a good level except for the boss.
    Valtteri (7.0/10)
    • This is a good nighttime level. I'm maybe a little overwhelmed by the variety of BGOs in the overworld section. But the level varies very well in platforming hazards and enemy placement.
38. Rawr - Woody Passage (6.28/10)
  • Chad (5.0/10)
    • A pretty polished forest level. It's designed rather well and presents itself nicely, but it's also one of those where you're mainly just doing normal exploring and enemy evasion. The switch rooms add a little bit of variety in the form of swimming and lava sections, but you still have to completely retrace your route once you've hit them. Not a bad level, but it is more on the ordinary side and could be shorter.
    ElTipsta (7.0/10)
    • This level relies a lot on switch blocks and simple events in it's gameplay. Plus you have to do a lot of backtracking, and both of these artificially extedn to reply value of this good-looking level. It's ashame as the frist half was rather run and was a great prelude to as cliche finish. You've shown that you're a capable designer, less reliance o switch-based gimmicks and you'd be on to a really good level. ^^
    Quill (6.2/10)
    • This was a decent level up until the random switch block hunt, which was totally unneeded and was just an excuse to prolong the level, especially since it involved lots of backtracking. The end was pretty rushed too, as there wasn't a final segment before the star. It was just "hit the 2 switches and you're done" which was uh, kinda lazy, I guess?
    Shinbison-Kof (7.2/10)
    • A forest/cave level. I like how detailed this is. The atmosphere is good and the decoration is great. I like the graphics. The level design is good, in the first half. The cave section has some problems: Some parts are cramped and it's hard to dodge npcs. In the lava section, when the player needs to catch the bomb, he will lose the propeller block and needs to go back to the beginning if he wants it back. The water section is a bit long. It isn't a good idea to have to go back and forth for the blue switch. This is a good example of bad use of switches. In the same section there are some high walls that are hard to jump on. The npc placement is good, except in the cramped parts. Overall it's a good level.
    Valtteri (6.0/10)
    • This is a decent level. The design is consistent throughout the level. The enemy placement is good. I just found it a little boring. You end up roaming the same areas over and over looking for whatever you've activated in other areas.
37. von Boltz - Prevent the Inevitable (6.28/10)
  • Chad (7.0/10)
    • I enjoyed this level. The story is amusing and, even for a parody, serves well as its own self-contained adventure. It takes you through a series of logically-connected themes that each have their own unique design mentality provided to them, which work nicely for each of their purposes. The outer wall is visually convincing and simple (albeit with some minor blending in), the sewer has simple design but looks and acts really nice (but deserved expansion), the dungeon is a moderately difficult enemy run, and I especially liked the propeller block ascension because it's not done that way very often. Each area has really good enemy placements that required a fun level of caution, and a great amount of space for dealing with them. It hadn't even occurred to me that the level uses 20 sections until I was done with it, because each one is pleasantly small and makes the level feel a lot shorter than that. However, there are a few things towards the end that could have either been done better or weren't needed at all. For instance, the boss's "trap" goes on a bit too long, and despite being clever at first, the novelty sort of wears off halfway through and would need to be sat through again if you died after it. The latter could have been prevented either by using a mandatory SMW star (since the level only has an exit one) that permanently swaps out the warps so you can skip that room in the future, or an extra checkpoint with Lua. I also found the falling tiles following the actual boss to be impossible to anticipate, and a few moving layer applications are slightly sloppy. The cinematic lava dragon thing was pretty cool, though. Overall, nice adventure and story. A few odd design choices here and there, but nothing too serious and the level still offers plenty of fun and variety.
    ElTipsta (8.0/10)
    • Heh, pretty nice level you have here. This is a fortress with a custom boss with very atmospheric grpaihcs and music. Deign was well done, no real faults to say apart from the asection with the propeller block was too hard. Also, the water cuts off in the rising section which made me laugh. So did the jokes in this level, really helped with lightening the tone. I quite liked this level.
    Quill (7.0/10)
    • This was a weird little level. It was super meta, then the meta got really weird and annoying. But hey, the level's pretty decent. There's some nice variety in the sections, the atmosphere is pretty interesting too. The boss was pretty meh, just your generic SMB3 boss, without anything there to spice things up. The escape part was kinda pointless since it was just a straight run without anything else really happening.
    Shinbison-Kof (5.4/10)
    • I like this level. It reminds me of old rpg games. The level has cool lore, and it adds to the atmosphere! The details are very good. The castle looks great. The level design is simple, but there are some neat things, like the water in the sewers and the escape sequence. I don't like the npc placement. There are so many npcs in one place. This is unnecessary and causes unfair deaths. The propeller section is very stressful when you need dodge fire and at the same time jump on the skull platforms. This is hard and stressful. Why does the checkpoint not work? The boss is a generic smb3 bowser battle. There are Big Boos in some very cramped areas. I suggest you remove them. Overall this level has a nice concept, but it can be really stressful.
    Valtteri (4.0/10)
    • This is a castle type of level with lots of flat ground and so many empty rooms that you have to run through it feels too much like a waste of time. The text goes over the border of the dialog box at one point. Why didn't you fix that? The part where you had to wait like 30 seconds for the ceiling to just fall down and then suddenly a Toad appeared and you could just exit the room was totally unnecessary. There was no challenge. Just waiting. The level had lots of other similar parts where you had to wait. Don't do that. I get it's supposed to set a "haunting" atmosphere but at such high amounts it just came out very boring and frustrating.
36. PROX - Kamek's Castle (6.34/10)
  • Chad (3.5/10)
    • There's clearly a lot going on in this level in terms of events and clever enemy variations, but this is barely playable due to the intense visuals. Everything has the same amount of detail regardless of significance, making the entire level blend together. It uses several tilesets and puts multiple decorations in almost every open space, making an explosion of random colors so heavy that it's actually difficult to navigate through the level and identify what you can interact with. It looks like careful attention was paid to creating an interesting level structure and unique atmosphere, but it's harder to appreciate like this, especially when the enemy placements and obstacles are already pretty difficult on their own. I also had little sense of which path was correct, like I was just entering random doors until I eventually wound up at the exit, so I can't say I found a lot of enjoyment in this. The Kamek variants were kinda neat, but were tough on their own and would work much better in a level that's easier to look at and less difficult to play.
    ElTipsta (8.0/10)
    • I really like this level! It's very clear that a lot of effort was put into making the graphics and events in this level and it works all the better for it. For example, there are multiple kinds of Magikoopa that do different things, from summon thunder to shoot projectiles. When you know the editor well, you can owkr out what each replaces (ie there's an Iggy koopa replacement) but it's really well made and I commend you for it. Shame about the lack of the boss though, though I will say that the checkpoint should have been moved much later in the level because it appears far too early. Minor quibble, but they this level rocks! ;)
    Quill (6.7/10)
    • Damn, those mixture of tilesets and all that background was just so confusing. There's blocks that look like they should be background and background that look like they should be blocks. This is this level's main flaw, it's just so hard to tell where things are. As for the level, it was pretty good, albeit it was pretty similar to a past CC level, but I'll let that slide. The different magikoopas kept things pretty fresh but the design could have used more variation.
    Shinbison-Kof (8.5/10)
    • A mystic castle. The graphics add to the atmosphere. The level design is good. There are lots of fun things and variety but some parts are cramped. The graphics are good, but confusing sometimes because I don't know where I can jump; the tileset and backgrounds are much alike. I saw some cut-off too. The special npcs are a very nice addition. I like how each kamek has a special power. The star coin sections have interesting concepts and challenges, but some of them are long. I didn't see a check-point in this level and the level is pretty long. The gimmicks are very well done, like the moving layers, the lightnings and other things. The timing of the lightning is well calculated. The end of the level seems random though. Overall it's a strange but very nice level.
    Valtteri (5.0/10)
    • This level is such a visual mess that it's almost impossible to tell interactable objects from scenery! I got lost too. I have to appreciate the accuracy of the name though. Kamek is all over the place. I actually liked the blocks turning into enemies. That's a nice homage to Magikoopa from the original SMW.
35. Pivot40Channel - Mystery Desert (6.36/10)
  • Chad (7.5/10)
    • Pretty good level. The desert's pretty normal in overall scope, but the layout feels polished and nicely constructed to make each enemy and jump feel purposeful, while occasionally including sharp blocks and enemies to keep you on your toes a bit. In this first half of the level, the only thing I'd really complain about would be the quicksand traps. They're unnecessary and don't add anything to the level, but otherwise the desert's pretty fun. The castle section impressed me more though, because while it has the same good design as before, it picks up the difficulty in a fair fashion by making clever use of spacing and Thwomps to require entertainingly cautious movements, making the whole area feel really planned out and by extension a lot of fun. It's possible to hit an unexpected invisible block while attempting to spin-jump on the last Thwomp, but other than that, the castle section's pretty well built. The idea behind the bosses is interesting, where they each hide in their own little enclosed area until a wall reveals them, but Mouser's bombs ricochet off the ceiling and return to him. Other than that, the bosses aren't too unique, but the use of limited space is sort of neat and they're not too difficult or long. Overall, pretty well-made level. It's got a few odd quirks, but nothing too serious.
    ElTipsta (7.0/10)
    • Good job here! This level feels like two levels in one, one desert level and one fortress. For that reason, I feel that you could have pskit tihs into two levels and still do a good job. Unfortnuately the side effect of that is that both 'levels' drag on a bit for me. The Mouser fight was also flwed as due to his narrow space, the bombs often bunced off the wall onto Mouser, doing dmaage to himself. It's entirely possible to win that phase of the battle without picking up a bomb. Also what is up with that coin trap? There is no need for that especially as that traps the player, forcing them to die. Graphics and music fit fine.
    Quill (6.3/10)
    • This was pretty cool. It was a simple desert level, but it had some nice bits. Wasn't as big as a fan of the fortress section, especially the bosses which seem to be designed to be even more worthless than before, especially Mouser who pretty much kills himself. Overall though, decent job.
    Shinbison-Kof (6.0/10)
    • Nice desert level! The tileset mix is very good. I like the temple which is kind of a mishmash of desert and castle levels. The level design is simple, not because it isn't linear but because it has nothing special. The level is very well detailed and beautiful. The npc placement is ok but there's a bit of piranha plant and thwomp spam. It's not necessary to put a piranha plant in every pipe. Sometimes the first section seems repetitive. I recommend you apply speed=0 to the mushroom because if it falls in the lava, it may cause a run time error in the vanilla SMBX. The boss fight is just a cliche wart and birdo battle. Overall it's a good desert level.
    Valtteri (5.0/10)
    • The invisible block trap was unfair and the warnings do not justify it. One does not simply have invisible block traps in a level. The Mouser isn't very well placed in the boss battle as the bombs will just ricochet back onto him and he'll get blown up on his own. Overall it was an okay NSMB-spirited desert level, although it dragged on a little too long.
34. Tinkerbell - SMW Masterrace Lova Catsle (6.42/10)
  • Chad (5.5/10)
    • A pretty standard SMW castle with a classic and reminiscent design style. It uses a pretty good variation of moving platforms, falling platforms, and a bunch of different castle enemies. Difficulty picks up a bit at points where the larger Hotheads are involved, but other than that, it's a fine level. Fairly ordinary, but as far as that goes, well-built. I like the attention to detail as well. The Ludwig boss is a generic fight, but while it doesn't really add anything to the level, it doesn't really hurt anything either and is a good way to end off a level like this.
    ElTipsta (6.0/10)
    • A pretty nice and villa SMW lava castle with some pretty neat original edits on the vanilla graphics. The music was fine. The only real issues I have are that having Yoshis in the level makes it too easy and the boss room is too big and the boss itself is too short. Pretty nice job otherwise though.
    Quill (7.1/10)
    • This was a nice little castle level. I liked the faithfulness to traditional Mario World castles. There were a few issues I had with the level that were mostly with the platforms. Some of them should have been set to move only when the player lands on them and I didn't really like how they would be submerged in lava for a bit at times. Overall though, this was a pretty good level.
    Shinbison-Kof (6.5/10)
    • A classic smw level. I really like how you used the grinders and others obstacles. The level design is nice and classic. I like your ideas for the obstacles, but sometimes I felt that it was cramped and some of the jumps were hard. The level has a good length and the platforms were a good addition. The intro is cool. It's like the smw castle intro. The boss is a cliche ludwig fight, like the last message said. Overall it's a good smw castle level.
    Valtteri (7.0/10)
    • This is a really nice classic SMW castle level. The design is consistent and the challenge is well handled. It's very loyal to SMW, even with the custom BGOs.
Tier 6
Spoiler: show
33. Nightmayor - Super Bonus Round (6.5/10)
  • Chad (9.0/10)
    • This is an incredible level! It's impressively convoluted, but also easy to learn how to navigate. Enemies are unusually good at being really in your way in just the right placements, but also not too difficult to get past (the flying and projectile enemies especially excel at this). After introducing the player to the level smoothly with basic but cleverly-arranged pits and pipes, it offers a ton of variety. Different rooms are dedicated to Munchers, lava and donut block climbing, a very well put together P-switch run, and finishes it off with a switch block puzzle that can actually be called a switch block "puzzle". It's not just "oh here's a wall find the button that opens it", but each one directly influences the path and you have to explore how it changed and piece it together. The warp to the secret star is cunningly placed and logical to figure out, and the Purple Coin challenge within is pretty fun. It's an underused gimmick and the hunt was pretty well organized. I feel like the room didn't need to be symmetrical because that way you basically have two repeating halves, but that's a minor gripe. The level's also on the long side somewhat and could have possibly ended where the midpoint is, but the core construction and pace of the level are so smoothly done to the point that the extra length didn't feel too bothersome. Great work on this, this is really well made.
    ElTipsta (6.0/10)
    • This is a flawed, but good attempt at making a bonus style level with enemies and challenges. Graphics are almost exclusively vanilla and it works all the better for it. Muisc is fine, however there are issues with the graphics and that while they themselves are fine, the SMB3 Palm tree/bush BGOs are out of place. So are the firebar and lava graphics. The Birdos were unnessecary minibosses that just killed time and served no real purpose for me personally. Usage of switch blocks is a bit uninspiring, tohugh what you did with the puzzle was pretty good considering it's limitations. Good effort :)
    Quill (5.8/10)
    • This was an alright level. The aesthetics were neat and the rooms you had to venture through to progress through had some variety and were fairly fun. A last section was a little odd and I found it a bit tedious to find all the switch blocks, but it didn't take too long.
    Shinbison-Kof (5.7/10)
    • Well, this is a simple level. I like how this level has so many different obstacles, like puzzles, p-switches and green shoes. The level design is ok. There's a lot of variety but some parts are cramped, especially in the lava section. The key was a good addition, but the switches are unnecessary in this level. The graphics are good. I like the colorful pipes and the decorations, but perhaps the palm tree isn't a good choice of decoration in this theme. The npc placement is ok. I like the variety in the npcs in this level, but sometimes the hammer brothers are annoying, especially when there are 2 or 3 in the same place. The fire bars are a problem especially in the cramped areas. The checkpoint placement isn't good. It's uneven. I think this level is a bit long. Overall it's a decent level.
    Valtteri (6.0/10)
    • Please don't place background that looks like floor (literally the same tiles, just darkened a little) above chasms. It will kill people. This is kind of like the SMB3 bonus areas made into a level. It's pretty good actually. The P-Switch graphic is broken. You forgot the mask and the effect in its entirety. The level is pretty decent. You have to look for keys to spice things up a bit.
32. Cedrik - Sky Ruins (6.53/10)
  • Chad (5.0/10)
    • A fun little level with entertaining construction and enemy placements, and a pleasant joyful atmosphere. I like the idea of having the daytime change as you progress, but once you fully enter the ruins, the visuals and design seem rather random. It's not too hard to navigate, but the BGOs in the sunset area closely resemble the solid tileset somewhat, and the platforming and hazards seem much more ordinary. The night section is sort of the same way, but the cloud tileset blends in with the sky and the ruins tileset blends into the identical versions of that in the background. It's a reasonably short level and it's not too hard to play, but it's a bit weird on the eyes and doesn't really offer much in the way of uniqueness or variation.
    ElTipsta (7.25/10)
    • Yeah, you've ripped off zlakergirl here. It's a pretty good clone, the design is fine and the level is sohrter than what you ripped off, so that's a plus. But I feel like I've played this before. And that sucks, because your level isn't as unique now. To me, and probsbyl others, it is the "rip-off/clone of zlakergirl's level." Unless it's actually designed by you zlakergirl, then I apologise.
    Quill (6.2/10)
    • This level was pretty decent. I'm really, really questioning the decision for that switch block at the end. It's a complete waste of the time to show the star hidden by active switch blocks, only for the player to have to go left a few screens to deactivate them. It was really pointless and left a bad taste in my mouth.
    Shinbison-Kof (8.2/10)
    • I think i've seen this level before, with these graphics and design. The level design is good. There are many helpful elements like the purple block that helped kill some npcs. I like the day and night transitions in the level, but this the second level with this element in this contest. The level is very well decorated and beautiful and the mix of tilesets is great. I don't understand why this level only has 1 moving block. Would be cool if you added more. The npc placement is good. The level lacks anything that would make it unique. Despite of the extraordinary atmosphere, the level is decent. Overall it's an ok level!
    Valtteri (6.0/10)
    • Sky ruins is a genre at this point. There are so many sky ruins levels. This one's average. The design is consistent and the enemy placement is good but it's nothing special. I feel like there's too much going on with the tileset. Maybe leave out the mushroom platforms. Or maybe I just hate that castle tileset. The texture is so pillow shaded.
31. ap3jmpt - Bowser's Hideout Castle (6.58/10)
  • Chad (7.5/10)
    • A pretty solid level. It does well at both recreating and revamping the classic SMB1 castle feel, both visually and structurally. The first half is a hunt for three switch blocks, but the separate areas are nice and small so it won't take ages to hit them all, and each section is distinctly defined by a different set of obstacles. The second half also provides some great variety in the form of an underwater firebar section and exterior cannon section, and ends with small and ordinary bosses that are decent and justifiable given their distance from the midpoint. I also really like the key section, because while it's pretty tiny and rather intense, it conveys the difficulty and required maneuvers clearly. Overall, this level demonstrates a good eye for clever spacing, as well as a reasonable length and pace. It's just the right difficulty and knows when to stop. Most of the issues I found are minor, like unexpected no-cliffturn enemies from above in the red switch section, or walking SMB2 bombs that aren't obvious as such until you try and step on them because they resemble the SMB3 versions. I also felt that the shark enemies don't need to be there, as they take up a lot of space considering the environment they're placed in and they're only used in one spot. But as a whole, this is a pretty enjoyable level. It's a retro experience that does a lot of good in terms of being really well built and organized.
    ElTipsta (7.5/10)
    • Nice level. This is an SMB styled castle set to be the 'final boss' so to speak. It's very simplistic and a little slow to start (switch blocks again), however is pretty well executed in what it sets out to achieve. Graphic combinations are perfect, and so is the music for the second half. (A couple of pointers - The underwater section has too many Sharks placed too close together and makes the firebar passage proceeding it very difficult to get through. Also, when placing mushrooms in a level with always, always make a text file for the NPC containng the code "speed=0". Otherwise, a run-time error will occur if the mushroom lands in the lava.)
    Quill (6.3/10)
    • The first half was alright, nothing too special. I wasn't a big fan of having to activate all four switch blocks, but the sections were mildly interesting. I much preferred the second section which had some interesting variety. The boss battles were pretty basic though. Overall, it's a fairly standard SMB1 castle, though beefed up a bit with some SMBX features.
    Shinbison-Kof (5.6/10)
    • A nostalgic smb1 themed level. I like some of the elements that you put here like the puzzles and some items. The design is simple, almost classic. In the water section there's cramped design with fire bars which is a problem. The green and red bullet bills were a cool addition. The level has good npc placement, but you forgot to put in some coins. In the last sections, I recommend alerting the player that he needs to go back if he wants to defeat the bosses. Overall it's a pretty normal smb1 level.
    Valtteri (6.0/10)
    • That was a switch puzzle. It's a decent level. There were a couple of tricks I liked such as the green Bullet Bills that would first shoot vertically, slow down to a halt and then shoot horizontally. Unfortunately they were limited to a single bonus room.
30. The Thwomp King - Bramble Canyon (6.72/10)
  • Chad (8.5/10)
    • This is a super well done bramble level, possibly one of the best uses I've seen! I really like the design choice here when it comes to incorporating both bramble blocks and a standard tileset roughly equally, whether it's to give the player a short reprieve from the spikes or to compliment the theme visually. The designer clearly had a lot of ideas when it comes to cleverly spacing different jumps and enemy placements. You constantly have to rely on correctly timing different duck-jump maneuvers and sometimes figure out just how much momentum you need, but space is never excessively restricted and it never gets insanely difficult. Plenty of room is given for the player to make a solid judgment between one obstacle and the next, which is excellent for a level like this. I especially thought the section with three parallel line platforms you have to jump between was particularly clever. It's a slight increase in difficulty, but within reason and it's right after the midpoint, so that was handled very thoughtfully. The length is surprisingly reasonable as well for a level containing this many resources. It's definitely a level that needs frameskip disabled, but it's really worth it. However, one persistent issue I encountered is that the visuals constantly blend together. They're distinguishable if you keep your eyes peeled, but it'd be very easy not to notice a particular bramble because it blends in with the background if you don't take it in before acting, and the same applies to the DKC Necky enemies because sometimes I'd notice the projectiles before I actually noticed their source. It's certainly manageable without a ton of difficulty, but this is very much a level where you have to carefully examine your surroundings before moving forward.
    ElTipsta (6.5/10)
    • This is a SMW bramble level with one of the most limiting bramble tilesets in SMBX. Considering this, this level is pretty well put together with a steady challenge throughout. A couple of the NPC placements are a little unfair like the Croc following the first platofrm drop. The platform section was interesting and a nice idea, however it is possible for the player to lose the platform and have to wait a long time. Layers and events using blocks would fix the issue. Also, if you're going to have quicksand the player can't recover from, why place quicksand in it, rather than just the BGOs? It means the player has to sink to their death when it is unnessecary. Minor complaints, but overall this is pretty nice :)
    Quill (6.8/10)
    • Surely, if B.K was poked up the butt with a vine, they would explode. I find it strange that B.K is talking about how they have been spiked before. How are they possibly living? Oh, the level’s cool too. I especially like the part near the end where the three platforms are rising and you have to switch between them. It could have been expanded on but it was neat regardless.
    Shinbison-Kof (4.8/10)
    • Look, an interesting concept! Bramble in a canyon isn't common to see in smbx. The two tilesets don't go well together, especially with these colors. It's ugly. The level design is good and dynamic. I like the way how you used the platforms, but there are many parts with difficult jumps and blind jumps which mess the gameplay. The npc placement is ok, but I miss some coins. The level seems empty also..
    Valtteri (7.0/10)
    • I love the vulture. It doesn't get more creative than that. This level isn't the only one of its kind (spiky vine fest) but certainly one of the better ones I've played. I would personally use a different tileset for the ground. The SMW grass tileset doesn't do justice to the rest of the graphics.
29. Zipper - Rinkas; Youmu Konpaku 3 (6.79/10)
  • Chad (7.5/10)
    • This was a pretty cool level. I like how the vanilla Metroid tiles are used to create a factory setting, I wouldn't think that to normally look nice but this sort of works in its own intriguingly unique way. The tile choices seem a bit random at points, but that also makes the factory feel like it's meant to come off as a twisted and unstable setting which is interesting in itself, so my feelings on the presentation are sort of mixed. However, the level construction is pretty good. It's pretty straightforward, and uses enemy placements and spacing in an enjoyable and entertaining fashion. The elevator is especially intense, but impressively handled to not be too insane. A new high-jump ability is introduced too, and it's fun to toy around with! I expected it to be needed a lot more than it was, but it was still interesting to use where necessary. The conveyor section is pretty basic, but well-placed and a good lead-in to the highly unique boss. This fight was honestly super fun and just the right difficulty, especially with a midpoint directly preceding it. The variation of attack patterns is impressive, and do a good job at making you watch and analyze for the right moments to attack. There's an effective balance between waiting and striking, where the pace of the fight changes just often enough and neither combatant is given too much power. The only things I didn't care for are how sudden some of the attacks are, particularly the stomps and dashes. They're a little weird to work around especially with Link physics, but they're still pretty learnable. Overall, clever level. Unique design, innovative boss.
    ElTipsta (7.75/10)
    • This level is really cool! Graphical issues aside (the graphics are all vanilla except the playable and boss, and could have been much better had there been custom grpahics), this level is neat. You use a custom playable in LunaDLL and go through the level. It's well done and the music fits perfectly. I epsecially like the boss - LunaLua is a wrk because you cannot predict what she does, which does make it harder. I really enjoyed this level :)
    Quill (6.8/10)
    • This level was a weird one. The custom character was okay, but sometimes her jump was a little glitchy, especially on moving platforms and conveyor belts. I did like the level design and how the level is generally structured. The vanilla graphics used actually looked pretty great. The boss was super neat, although I found it a little easy to get hit by her.
    Shinbison-Kof (5.9/10)
    • Nice playable here! This level is very exciting. The player's new powers are utilized well. I like the high jump feature, the moving layers and other things. The level looks kind of ugly though. The graphics aren't too great, and while they aren't the most important aspect in levels, they make a more attractive level. The white sizable with the metroid graphics for example. It's so ugly and full of cut-off. The npc placement is ok. There's no spam or something. I think the boss is strange. I don't know how to defeat it. I assume it's just that long which isn't very good considering all you need to do is dodge attacks. Some power-ups around the boss would be nice. It's a fun level though.
    Valtteri (6.0/10)
    • Try to talk to an NPC. "HHAAANGH" Okay so the custom playable is okay. You get different types of attacks, although the one that makes the character go "HHAAANGH" conflicts with when you want to run at an NPC and talk to them. The level is some sort of dungeon setting. There was an elevator part at one point which spiced things up a bit. The boss was good. It had a pattern and different phases much like bosses you see in real games. The level mixes Super Metroid with Super Mario World and Super Mario Bros. 3 and it looks messy honestly. The custom sprites mix 1x1 pixels with 2x2 pixels which adds to the messy feel. I don't think replacing the Mother Brain explosion effect with small mushroom clouds is a good idea. Overall it's an interesting level.
28. Catastrophe - Up to Brightstar Base (6.86/10)
  • Chad (6.0/10)
    • A pretty cool airship. I admire the detail and construction, and the half-mechanical nature of it, as well as how well it conveys a feeling of immensity to the level without being too much. It's a pretty straightforward level and uses a nice amount of robotic hazards, but that's also sort of all there is to it. What's here is rather well-made and definitely fun with a fairly moderate difficulty, but it is a tiny bit repetitive. A little variety is introduced such as the occasional moving layer, the switch platform navigating around spikes, and the endurance room, but it's a small amount and every room felt otherwise like the same type of tunnel. The level's certainly not unpleasant by any means, but some ideas are brought to the table and not really fleshed out thoroughly. I also find the endurance room to be unnecessary, as you can avoid everything by staying in between the Roto-discs and moving very slightly left and right to dodge the Rinkas. The second checkpoint doesn't even work, so dying after the second one brought me back to the first which made me have to do that room again, but honestly it's so slow that I turned on speeddemon and it still felt possible (albeit much more difficult). You probably could have just removed Section 3's checkpoint and Section 4 entirely and still had two clean halves of the level.
    ElTipsta (9.0/10)
    • This level is really cool! It's an airship level with some pretty neat albiet simplistic layers and events. It's quite simple really, but fun. The music fitted perfectly, and I have no real complaints about the design except the section with the Rinkas and Roto-discs gets a bit repetitive after a whiile. Still, nice job! ^^
    Quill (6.8/10)
    • This was pretty neat. It had some relatively simple gimmicks in terms of modern community design, but I found it pretty enjoyable. The survival room was a bit of a mood killer, simply because it lasted so long and it wasn't challenging or fun. The rest of the level was fairly good though. I didn't really have any major complaints other than that, maybe aside from there being a sign when the fire or electricity was being hurt. Overall though, it's a decent one.
    Shinbison-Kof (6.5/10)
    • Oh, a spaceship. Nice atmosphere. The level design is good. The lasers and platforms are interesting. The checkpoints are a good addition. The graphics are great. I like how you mix the airship with space factory things. It's like a spaceship and it's very beautiful. I like the great attention to detail. The platforms are very well calculated. They aren't unfair or anything. The ladders are a bit weird with the spikes though. Some parts are cramped. The npc placement is good and so is the variety. I like the lasers. They go very well with this theme. I think it would be better if you put more npcs in some parts. Some parts are a bit empty. The section with the boss ( I don't know if this is a boss) isn't too good. It's just dodging rings for a long time and it's tedious. I like the clouds at the end. Overall it's a good level.
    Valtteri (6.0/10)
    • This is a simple yet visually very detailed inside airship themed level. The design is good for the most part. It's fluid and moderately interesting, except for the the Rinka "boss" near the beginning. That was totally unnecessary. It wasn't challenging in the slightest and it just went on and on. Haha, what's that photo of some random guy about at the end? Is that you?
27. Lunatic_Quark - Blue Light Orange Light (6.9/10)
  • Chad (7.5/10)
    • I really enjoyed the gimmick of this level. So simple, but has a clever variety of applications. It's explained nice and clear to the player that blue lasers hurt moving things and orange lasers hurt nonmoving things, and both are used effectively. It's tricky, but not too hard to work around. I also like how forgiving the orange lasers are, because I expected them to hurt you if you slowed down and turned around like you often need to, but as long as you're moving even the tiniest bit then you're fine. However, one persistent issue I've found is that it's not always clear where some blue lasers will stop. I might have some solid idea of one stopping point before going into it, but enough focus is required on the changes in terrain and precise movements that it's really easy to lose track of. Powerups are provided in pairs so there's a good chance the player will be fine, but most of the hits I took were from that. Another issue is that the fields of orange lasers result in a lot of lag that could have been reduced if there was a little space between them, because they don't need to take up every single column of an area to get the job done. Still, this was fun. Good design, nice usage and introduction of the gimmick, and fair difficulty.
    ElTipsta (7.0/10)
    • A nice and simple level that focuses on an innovative laser based mechanic, with the'Blue' light damaging players that are moving and the 'Orange' light doing the opposite. It's really nice and simple, and fun to play and the puzzles get progressively more challenging as the level goes on. The length is perfect. Only downside is that there is lag when there are lots of lasers on screen, the visuals are bit unappealing and there aren't many BGOs in this level, but they this level has done well for itself. Nice one. :)
    Quill (7.3/10)
    • Oh man, Undertale music in the contest, that one was unexpected. I didn't expect to see a gimmick from that game in SMBX though, which was a nice surprise. The gimmick was used fairly creatively too, though I would have liked to see further sections exploring this gimmick further, perhaps on a platform ride or something to spice things up a bit. Overall, what you have is a very good start.
    Shinbison-Kof (5.7/10)
    • Well, I saw interesting mechanics. I guess you have used luna. The player gets damage if he moves in the blue laser and the opposite in the orange laser. This gimmick is very nice, and the level is built around it. The level design is good, but it's missing something, like more coins, bgos and npcs. The background is so strange, maybe it has 1x1 pixels? Try coming up with something even more interesting and further exploiting of the lasers, because sometimes it becomes repetitive..
    Valtteri (7.0/10)
    • The lasers work really well. However the level seems barren and the SMW enemies don't seem to belong there. Some sort of texture in the tileset would have helped a lot, and also some additional scenery.
26. as303298 - Templum Ridiculum Aquea (6.92/10)
  • Chad (4.5/10)
    • I didn't care for this one all that much. I sort of admire the complexity of the layout, but at the same time, it felt incredibly random. There's obviously some sort of tricky puzzle going on here, but the first area consisted of what felt like a lot of wandering and dead-ends with no sense of direction or objective, and a minor case of difficulty distinguishing background and foreground. Eventually I found myself a springboard and had to backtrack with it so I could throw it up with me as I climbed a vine, but that didn't feel right. The floating platform layers are interesting but there wasn't a clear sense of what position they were supposed to be in, and the wrong one can almost get you stuck. It becomes better once you complete that room because it's much more direct and provides a sense of what direction needs to be traveled, although there's still that lingering sense of awkwardly random design. You have some cool ideas when it comes to line platforms and water levels though, especially when it comes to the more creative uses of Grinders.
    ElTipsta (8.5/10)
    • This level is awesome! This is basically a slighly more linear Water Temple which has quite vast expansive design and was overall a bit of a tricky one to solve. The secret star was well hidden, even though having the player warp out of nowhere to the checkpoint is kinda weird. A pipe would make more sense. Length was perfect. The platform ride effects were really cool and the level flowed logically. The beginning was a little confusing though, at least at first.
    Quill (7.4/10)
    • I really enjoyed this level. Controlling the water tide wasn't tedious and added some interesting gameplay and I especially liked seeing the immobile mechanisms then later in the level activating them. There are a few minor flaws that I think can hurt this level for someone playing it, such as a weird precise running jump needed at the start and the key being hidden in a green switch. Those were some weird decisions and the first one threw me off for a while. The key was a lucky guess by myself, but I can see people getting stuck there. The end was kinda abrupt too. It's a shame this issues are kinda sucky as it did hurt the level.
    Shinbison-Kof (6.2/10)
    • This is an annoying temple level. It's confusing. The level design is good. I like the puzzles and how the water interacts with things, but it's so annoying running back and forth for the water switch and catching the spring-board. It's stressful especially in the first section because it's cramped. Some sort of guidance regarding the correct path and the puzzles would be nice and also some warps between locations that are far apart that you have to run between a lot. The water gimmick is creative, but sometimes the player gets stuck. In the first section when the water raises the platforms it becomes impossible jumping onto them. The npc placement is ok, but the bullet bills and torpedo teds in cramped areas are a problem. The platforms are very creative, but some of them cause glitches. Overall this level has creative ideas, but it's very confusing and annoying.
    Valtteri (8.0/10)
    • This level is influenced by the Water Temple from Ocarina of Time and it's wonderful! The puzzles are simple enough. The ones that would move floating structures along with the water surface barely played a role which I thought was a shame as I liked those. The level looks great as well. Good job!
25. h2643 - SMW Masterrace Odd (6.94/10)
  • Chad (8.0/10)
    • This is a super neat idea for a level. It's communicated nicely, the design is kept simple enough that it can be reasonably navigated, and it still gets a little trickier as it goes on without being overkill. It strikes an excellent balance. Sometimes it seemed like there was less vertical space than there was, but other than that it's pretty well done and the appearing coins are a nice touch. The cave section is an interesting variation, too. It probably didn't need the lengthy explanation, as I feel it's pretty self-explanatory, but it's a nice change of pace while keeping with the theme. The boss being a few waves of enemies is a good idea, but I don't think Ludwig Mole was necessary especially with that room's darkness gimmick being introduced very suddenly. Other than that, this is very cool idea and I highly enjoyed it.
    ElTipsta (6.0/10)
    • This level is basically a SMW take on Mirror Tower, and it's a pretty nice level. The concept is expanded so it's both vertical and horizontal sections, which is great though I think it's execution would better have been served for a fortress or ghost house as having a visible grassland on one side of the screen and the invisible terrian on the other side looks a bit weird. Just me though. The challenge is fair and very fun if a bit easy at times, however I had issues getting the music for the cave and boss to play as my editor couldn't find them. Might be me though, so no point deductions.
    Quill (7.2/10)
    • I actually kinda wish you kept with the initial gimmick. I felt like there's plenty more potential there. The level being covered in darkness and then revealing itself briefly was fine, but the highlight of this level was the initial sections.
    Shinbison-Kof (6.5/10)
    • The mirror gimmic is a cool idea, but perhaps better used in only some sections. The level design is good. I like the idea of the divided sections where the other side serves as a guide the player, but it gets cramped sometimes. The cave section has a creative gimmick. The blackout was very well made. The npc placement is good. The boss is only decent though. Overall it's a very different level!
    Valtteri (7.0/10)
    • That's an odd gimmick indeed. I have to say while it can be very disorienting it's executed about as well as imaginable. Maybe the concept just isn't that perfect. The boss room going blank every couple of seconds was totally inexcusable though. That was plain unfair and rendered the boss near impossible.
24. ShadowStarX - Rinkas;Grassy Caverns with Flowery Meadows and Stuff (6.99/10)
  • Chad (6.5/10)
    • A nicely-designed level with a clever mechanical/sky theme. There's a lot of attention to detail and focus on exploration, with good platforming and enemy placements to make it pretty fun. It's rewarding to look around and hunt for secrets, but at the same time, this level has a minor problem with being unclear about whether you're going the right way as well as being a tiny bit repetitive. What you see at the start is what you get by the end. Still, while a clearer sense of direction and variety would have benefitted the level, what's here is still rather good.
    ElTipsta (8.25/10)
    • What an accurate name, dood ^^ Either way, this level is well made. Graphics and music are fine (though it gets old) and there is an interesting hybrid of tilesets used, from clouds to airships, all within a pallette. It makes for a good atmosphere. The level itself is well designed, a bit easy and because of that I feel the level is a little too long. If you were o cut out one section each before and after the checkpoint, length would have been perfect :)
    Quill (6.3/10)
    • This was a good level, but something about it didn't click with me. It was just going from Point A to Point B in every section, jumping around and avoiding enemies. Like, there wasn't any variety throughout the sections? A lot of the sections felt very samey to me.
    Shinbison-Kof (6.9/10)
    • An angry sky level. I like the atmosphere. It's like a polluted factory in the sky. The level design is good, but confusing sometimes. There are maybe a little too many secret things. I like the tileset mix. The tilesets go very well together. The dragon coins were placed well. The graphics choices are good. The factory tileset fused with the clouds is cool and the level is very detailed too. Design-wise though the level is nothing special. The npc placement is good for the most part. I feel that this level needs more power-ups. The end of this level seems random. Overall it's a good level.
    Valtteri (7.0/10)
    • Good name. Describes the level very well. So it looks like some sort of factory... in the sky I think? Some sort of oldschool black-and-white movie filter has been applied to everything. Everything is brown. It's pretty great. The path is not obvious. I had to look for the exit for quite some time. The enemy placement is well thought out. The level looks consistent from the beginning to the end. The SMB1 airship tiles add well to the mix.
Tier 7
Spoiler: show
23. HenryRichard - Super Awesome Water Bubble Time (7.03/10)
  • Chad (6.5/10)
    • A fascinating level. The new bubble powerup is pretty easy to use and the level difficulty is kept pretty low at first so the player can practice with it. The laser blocks replacing lava are explained subtly but clearly, and are aligned cleverly to test out different maneuvers. Honestly though, I wish the second half would have expanded upon this further. Instead, you have an outdoor section that encourages exploration, but does nothing to reward it. The area's filled with a large number of chasing, projectile-based, unpredictably-moving, or blending-in enemies that just make the section nothing but a mad dash to be anywhere else. This doesn't bode well for the powerup especially, because if you're swimming, you're not outrunning some of that, and not swimming results in blind or careful jumping that you don't have time to perform wisely. It's an interesting challenge, I'll give it that, but I didn't always feel in control of my survival. At least that's just one area of a short level, but that also makes this half of the experience. Still, the powerup was fun to toy around with and useful as a gimmick, and it would have been great to see it put to more thorough use.
    ElTipsta (7.75/10)
    • The powerups in this level was awesome, likewise it's setting. I liked the mix of Emral's lab tileset, outer space and Terraria enemies and NPCs. The design was well done and taught me how to use the bubble gimmick, however the chasing AI in the checkpoint section made the level a bit hard. The ending was disappointing, you could have expanded on the gimmick more. This level was too short.
    Quill (7.0/10)
    • The gimmick here is super awesome. Albeit a little overpowered, but the level was designed nicely around it, especially that outdoor section with the different paths to progress through. It's a shame the level ended so soon, the new powerup could have seen some further great use by introducing more gimmicks that could compliment it. This level seemed to be more of a tech demo than anything, but I still thought it was pretty cool.
    Shinbison-Kof (6.9/10)
    • An exotic level. The use of luna is impressive. It's like space with corruption from terraria. I like it. The level design is ok. The power-up was great and all and was used brilliantly but it got annoying in the section after the checkpoint with the soul eaters and rinka spam. The level is short too. I don't like the npc placement, especially in the third section where it gets spammy. I saw some cut-off in the level. The parallax of the space background is magical and amazing. I want to see more of this in levels. The end seems random. Overall it's an exotic and strange level.
    Valtteri (7.0/10)
    • That is honestly excellent playable design. It works flawlessly and looks amazing, too. The level was short and not too special, though. All you did was swim past obstacles. Some sort of boss fight designed around the new playable would have been cool. More work probably went into the playable instead. It had great potential, though. The planet scripts in the background were a nice touch.
22. Nat The Porcupine - Slide Lift Heights (7.1/10)
  • Chad (4.0/10)
    • This is a pretty standard level, and the moving blocks are implemented pretty well, but... that's it. It's about the length of an SMB3 level, and all it really does is alternate between those blocks and solid ground in the same way each time and you're done. You could have offered trickier level construction in places around some of them to create more difficult or varied interactions, or even so much as adding a vertical section including them would have changed the experience a little. The level is certainly a solid foundation, but it definitely has a lot of room to flesh out the gimmick more.
    ElTipsta (7.5/10)
    • This level definitely feels like a level that would appear in a 2D Mario title by Nintendo. The level is short but sweet, with a simple gimmick and execution. The Red Coin challenge was a nice addition, and the addition of the banners at the top was really nice. Really nice level that won't break a sweat :)
    Quill (7.0/10)
    • There was something about the simplicity of this level that I really liked. It felt like a true Mario level, despite being a bit short-lived. It got a bit repetitive towards the end and I would have liked to see the main gimmick be spiced up a bit more, such as maybe more platforms moving around or a larger perimeter for them to move around on. Overall though, this is a nice little level.
    Shinbison-Kof (7.0/10)
    • This level has a nice concept. The big square blocks's movement is perfectly calculated. The level design is ok. The gimmick is carried out such that it isn't exhaustive and is fun. This level reminds me of nsmb and other games like it. The graphics are good. I like the scenery , especially the curtains. The npc placement is good but you need to put more coins in the level. The level seems short too. Overall it's a fun and nice level.
    Valtteri (10.0/10)
    • Although relatively simple, this level has a very professional feel to it. These cube lifts are a recurring feature and therefore the level lives up to its title! The level design is consistent and beautiful and the enemy placement is good, too. The curtains from the SMB3 intro screen are a very nice touch. Overall, a fantastic level for what it is.
21. Natsu - Puzzlin' Passage (7.14/10)
  • Chad (6.5/10)
    • A super long, but also super intriguing level. The foliage cave setting is very pretty, both visually and structurally. The difficulty's pretty simple for the most part, but the layout of the level feels smooth and polished and that made it fun to explore. Some of the design is especially tricky in the bonus areas. The Goomba statues are very cool and I like the events associated with them, but they could have been sped up a bit, and the warning about killing them should have been placed earlier than it was. The pipes that take you back to the start of a section are kinda neat ideas, but they don't really add much to the level and make redoing the big section a needless chore, especially when luck decides whether or not it's correct (as far as the player understands). You also have to go back for the propeller block on occasion if you're hunting for Ace Coins because at least one of the warps doesn't allow NPCs, so that can be a pain. Other than that, I did enjoy the explorative aspect of this level and I'm impressed with how well it's made overall. The bosses are incredibly cool. Both phases of the Mouser-AI Sumo Bro have fantastic and effective arenas with fair difficulty, with even the simplicity of the first creating a unique challenge. The event/layer usage of that entire section was very smooth and cinematic, too. The idea of the SMBX cursor itself coming after you as a boss afterwards is silly but original, and offers interesting difficulty and variation. Both were challenging and a lot of fun, but you really only needed the two Mouser phases. Since a single Mouser dies fairly quickly, two consecutive ones in the ways you used them would have been just enough to wrap up the level. Instead, you offered an even more difficult and even longer fight afterwards and no powerups in between, some of which involves waiting and projectile spam. The note blocks suddenly disappearing on you when Spinies are below aren't really nice either, and dying to this fight gives you quite the content to redo. Apparently you also have a secret for killing all of the statues in a specific order, but that doesn't really sound worth the time. A good portion of them are required for progression, and the specific order would be hard to determine in places where the route splits, or where the ones in side rooms fall into the order. The level's long enough and that sounds like a hugely time-consuming guessing game.
    ElTipsta (8.5/10)
    • Why is this also known as Rinka;Purgatory? Either way, this level is among the best in the competition until the end. It's a very expansive nonlinear level with lots of places to explore and nooks and crannys to discover things in. The graphics are great and the music is good. I really liked the multiple Goomba statues. That was really nice. I do feel that the first boss is a bit unfitting for the level, both in terms of the enemy itself and the fact that it is way too difficult compared to the rest of the level. Having four note blocks instead of two I felt would have solved this problem somewhat. The second boss is funny, but it's also too hard, not helped by the fact there are no powerups given to the player, or a second midpoint. It's such a shame as this level as this level could have won easy if the bosses were more balanced. Also ,you may want to try to fix the Rinka spawn spa when the star appears. That's an extra life sauna right there.
    Quill (6.4/10)
    • The decision to have a random pipe be the exit was kinda dumb. I disliked entering what I thought could be the right pipe only to end up at the start of the section. There's no indication and it's just dumb. It's a shame because generally the level is fairly good. The sections were designed nicely and there's neat variation. The mouser replacement boss was neat, but got a bit too chaotic towards the end. The actual final fight is really dumb and ends up not being that funny when it becomes rinka spam towards the end. No Mario villain should say "DIE YOU DRUG-ADDICT!!"
    Shinbison-Kof (8.3/10)
    • This is a very nice level. The jungle/cave atmosphere is very good. I really like the tileset and all the graphic. The level is very detailed. The design is great; I like the exploratory sections and the labyrinth and the secrets are good too. The statues gimmick is creative! I like the jumping and walking elements with the statues, that was pretty good. You should probably indicate more where the dragon coins or even the correct path is, because it's confusing. Npc and coin placement is fine. The boss is very stressful and hard. The first boss replaces mouser. It's very hard to catch the bombs, especially when the bombs are in the moving layers. The second boss is stressful too. It's hard hit it , especially when the hand spreads some npcs. It could be shorter, too. Overall it's a very good level. The boss just wasn't so great.
    Valtteri (6.0/10)
    • Having to figure the correct path from the different statues is an interesting concept. The level is well constructed. The level has a consistent theme and set of hazards. It looks really nice and is fun to play.
20. andregemeo23 - Sunset Beach (7.16/10)
  • Chad (7.0/10)
    • Surprisingly atmospheric and complex for a beach, but it's welcomed! I like how the main path is pretty direct and obvious, but the exploration is also plentiful so either type of player can get what they want. The construction and gameplay are standard but polished, and the level makes great use of wooden platforms and Grinders, even making them thematically fitting by having them appear to be digging through background sand. Moving layers and pathways are synchronized very well, obstacles are spaced excellently, and the bridge-breaking gimmick is a fun little surprise. However, I found the bridge idea to be poorly introduced, because all Toad tells you is that "there will be notifications", which can mean absolutely anything and manifest itself in any number of ways. He says to "wait for them to disappear", which meant maybe I should wait and see what happens on its own, but nothing did. I progressed onward only to find the actual warning symbol, which resulted in a deer-in-headlights reaction of deciding whether or not to go back to the previous bridge or keep going. Once I saw what happened, I understood and the rest of it was fun... until I got to the already-cracked bridge where the same notification randomly meant the platform would just give way and leave me trapped. Great ideas, but the player is not taught what to expect properly. I enjoyed the boss, though. Having to rely only on spring-mushrooms as a surface is unique and the projectiles are balanced out well to give you room to adjust, so this was introduced really well. It's a little bit long, but not too difficult, and the fight felt different and fun.
    ElTipsta (6.8/10)
    • A pretty decent beach level that's a bit unremarkable. The second half of the level was more interesting, mind, with the warning blocks, even tohugh it's been done before. The boss was a bit too long, and it was also possible for the player to take damage after being hit by the blue brick bouncing back at them. A solid effort, good job :)
    Quill (6.8/10)
    • This level was neat. I really liked the platform gimmick, where the player could control whether it was active or inactive. The level design complimented this nicely, with pipes falling temporarily to force the player to stop. It was pretty neat. That toad's warning kinda backfired towards the end of the bridge section, since I waited and then realized the bridge was falling... The boss was a neat concept, but got pretty repetitive after a while.
    Shinbison-Kof (8.2/10)
    • A different kind of beach level. This level is so fun. I love the gimmicks. The level design is good. I like dragon coin placement, the waves and the moving platforms. The waves are creative. I like the effect in the bridge after the attack of the waves. That was really well executed. The platform gimmick is fun and unique. The graphics are nice and beautiful. The beach tileset is very well made, but the sky in the background is strange for me. Also the palm tree is ugly. This level is very well decorated, although the wave section feels empty. You could add more Bgos in this part. The npc placement is nice. Overall it's a nice and fun level!
    Valtteri (7.0/10)
    • I love the switch platforms in this level. It makes great use of them. The paths are creative and have fitting hazards. The boss was cool, too. The Lakitu throwing bricks was pretty creative. The waterfalls that destroyed bridges neither made sense or looked good. I would have been okay with anything else really. Giant Chain Chomps like in Yoshi's Island?
19. Willhart - Rinkas;Cats Closer to Nature (7.24/10)
  • Chad (7.5/10)
    • This level is... certainly something very different. The layout is gorgeous, with impressively convoluted and jagged details very fitting for ancient ruins, which make cunning and tricky use of platforming and Peach's hover and provide a lot of exploration. The Lotus usage is unique and a lot of fun to plan around especially given how carefully the blocks are constructed around them, but it can sometimes be difficult to read where their projectiles will go until it's too late, and I think they could have been slowed down a bit. The boss is really imaginative with a great graphical presentation and it's fun to try and fly around all of the projectiles. It could have been nicer on the amount of Rinkas and could have indicated that going through the big stem is actually safe, but it does offer some nice generosity for the amount of hits you can take. Overall, very cool. Deserves some minor adjustments for difficulty here and there, but still a great level.
    ElTipsta (7.0/10)
    • Firstly, I LOVE the atmosphere in this level and it's music .The graphics and music fit well, but unfortunately I can't say thr same about it's NPC placmeent. There are too many Volcano Lotuses placed in this level, meaning that if the player isn't quick, they are likely to get stuck. There are also some tricky jumps added too, such as in the section just to the right of the halfway point. It makes the level much harder than it needs to be and it's really disappointing. I will say that the Volcano Lotuses are custo mand have never been done from what I can recall, so well done on that. Also that boss is really difficult and out of place for the level.
    Quill (8.3/10)
    • I actually really enjoyed this level. The entire layout of the level really appealed to me and the whole theme of plants was great too. The boss was interesting as dealing damage tore it apart which was pretty neat, though the boss didn't have much else other than the obligatory rinka spam. Regardless though, it had a nice length and some interesting ideas.
    Shinbison-Kof (5.4/10)
    • Wow, like a royal temple in the desert. This level is exotic and interesting. The design is unusual. I like the exploration in the level; the player needs to find the correct path. The level a bit cramped but I like how the level was made for Peach. Although it's hard to dodge everything, especially the powerful volcano lotus. The graphics are exotic. I like the details. This level has a stressful npc, the powerful volcano lotus, and there are many in the level. This isn't good because it's hard to dodge them in cramped areas, especially with Peach. Fortunately the saw in some parts helped the player. This level is so confusing. Sometimes the player doesn't know where to go at all. The boss is so random. Peach's bombs are the least effective out of all the characters' hammer powers. Fortunately there were some little npcs that helped using your hammers, but the boss is still kind of annoying with the rinka spam. Overall it's a unique level.
    Valtteri (8.0/10)
    • The tiles weirdly cutting off in the water and invisible talking NPCs kind of made me think the level is a bit broken? But after that it was pretty normal. It kind of felt like an ancient styled maze. I thought it was great. The hazards kept consistent throughout the level and the enemy placement was good. The custom Volcano Lotus was a nice touch. The boss was quite impressive. I did not expect it to turn into a flower. That would tell me to smile.
18. witchking666 - Rinkas;Apocalypse (7.28/10)
  • Chad (7.0/10)
    • A really ambitious and sort of graphically heavy level, but also well-constructed with a lot of clever gimmicks. The difficulty's pretty fun, requiring considerable caution without being brutal and most of the maneuvers are cunningly oriented around that. Even the simplest of enemies can be challenging at times given the layout of the level, but not excessively so. The Rinkas are used pretty creatively as well, like spawning from Magikoopas or from deactivated lava, but the ones from their default NPC spawners I didn't care for so much. They blend in with the surrounding tileset too much, but at least the other uses stick out nicely against the black sky and are easy to see. The midpoint section with the horizontal moving lava is especially impressive, because while it's such a simple gimmick, it really uses just the right amount of space and included just the right level of intensity with other hazards. The level in general has a very suitable difficulty and length and a great attention for detail, making it a lot of fun to play. However, I didn't care too much for the other gimmicks that are included, because they introduce themselves rather awkwardly or in an unclear fashion. The lightning bolts seemed to appear out of thin air before I even knew they were present, and the tiny lightning bolt BGO didn't do justice to draw my attention to it. Generally the bolts would appear while I'm already focusing my attention on another threat, which resulted in a lot of unanticipated close calls. My only death was due to the one following the third Star Coin, so I'd earned the secret star but had it taken from me by something I didn't know was there. The first one is also a pain due to the aforementioned hard-to-see Rinkas, but they're at least few and far between. The rising lava and falling platforms could have been introduced better as well, because I had no idea how fast the lava sections wanted me to go due to them alternating between starting/stopping, and knowing which magic platforms fall is learned only by jumping for them and hoping for the best. None of these ruin the level and it was still fun, but they made a few points awkward.
    ElTipsta (7.5/10)
    • A pretty neat atmospheric space level that has lava based gimmicks (ie. moving lava). The section with the checkpoint in was best, really wish that was expanded upon. Desighn itself was occasionally a bit too flat, but otherwsie nice job. The length was also appropriate too, likewise the music.
    Quill (7.2/10)
    • This was kinda neat. I wish you did more with the section where lava was surrounding the player and it moved forward. It barely lasted and it could have been used pretty creatively. The rest of the level was good, nothing really bad at all, but it felt like it didn't go anywhere really? The end was pretty anti-climatic too.
    Shinbison-Kof (7.7/10)
    • A mystic level. The atmosphere is very good. It feels like an apocalypse in the sky. The level design is pretty good. The level was interesting. I don't like the color of the temples. They look bad with the white clouds. This level is very well decorated. Some parts have long jumps. I suggest you get rid of some of these as they can be pretty unfair with the poison. The npc placement is good, except in the poison chase section where it gets kind of spammy. I like the gimmicks here, but the lightning seems random and ugly and not on par with the overall visuals. Overall it's a good level though!
    Valtteri (7.0/10)
    • I saw the "cheese = life" message in the editor. This is a pretty great "ruins in the clouds" type of level. There's varying platforming and enemy placement and the path kind of meanders around the level in an interesting way. Maybe tone down a bit with the different tilesets. There's bricks, clouds, grass, mushrooms and lava. They're used equally and consistently throughout the level but it still looks kind of messy.
17. Reign - Blockbuster Bastion (7.34/10)
  • Chad (8.5/10)
    • Okay, this is a seriously good level. The Goomba blocks are an incredibly useful gimmick. They appeared to be nothing more than visual flare at first, but soon enough they turn out to be really fleshed out and create a wide variety of puzzles out of a simple enemy and block. They introduce themselves very smoothly, take a little bit of thought to solve, and function great! The skull blocks are similarly nice, because they're easy to read but present a fair challenge. I expected them to be instakill but was pleasantly surprised that they aren't. I also admire the tricky use of line platforms, generators, and creative grabbable NPCs for progression. The level does well on relying on these consistent gimmicks and giving them full and imaginative purpose. Every area is clearly built with a strong sense of effective placement in mind, as well as a solid idea of how much space each spot needs. Obstacles that require a lot of room are given it, and hazards that work better with smart use of narrow spacing do exactly that. The second star is intelligently placed as well, because getting to the section isn't difficult and neither is the puzzle, but it does require some thought! The execution of nearly everything is really impressive, and are often unique tests of the player's timing. It's a fairly difficult level, but good warning is given to everything. The only things that I didn't care for much would be the Rotodisc skull blocks and the really fast stop-and-go platform. The blocks aren't really included too consistently, and when they are they're either mostly insignificant or excessively in the way and tough to get around (especially underwater). As for the platform, the gimmick in itself is great, but it's the speed that I don't care for. Even when you know it's coming, the inertia is so sudden and extreme that you might still die anyways, and the movements needed don't come intuitively.
    ElTipsta (7.5/10)
    • Considering that there is a Readme file included that lists the designer's name as "Reign," I am going to review this on the assumption that you won't get disqualified. Now, firstly how the hell do the green spike blocks work in the first section? Because I couldn't get through without cheating myself a Lakitu's shoe. This occurs within the first 30 seconds of you entering the level, and the fact that you explained almost everything else mkaes the absense of an explanation seem bizarre. Which is a shame as the level is graphically and audially perfect, and there are multiple challenges throughout which are fair and designed in a nonlinear fashion. The only issues I had with the other parts of the level is that the secret star challenge is perhaps a bit hard, considering that if the player gets the order wrong, they will have to restart the level. Also the Bullet Bill spawner in the penultimate section should be removed as it's extremely hard to dodge.
    Quill (9.0/10)
    • Man, this was super neat. The gimmicks present here were really, really cool. I loved this level a lot. The only real downside is that its pretty lengthy, but every section is kept fresh so I never really got bored. Overall though, fantastic job!
    Shinbison-Kof (5.7/10)
    • I guess this level is designed in a puzzle style. It's interesting. When you kill an npc and active the switch the level continues. This sometimes causes a glitch and the player needs to commit suicide if they want finish the level. For the red blocks that disappear and appear, it would be cool if you could display a warning when they change because these parts are dangerous. The graphics were well selected. The shade of brown mixes well with the level, especially with the goomba switch. The level comes to be repetitive sometimes, because several parts are based on killing an npc and activating a switch, but the level has cool items like the floating block.
    Valtteri (6.0/10)
    • This level was okay. Every enemy acting as switches is something I haven't seen before. The level was maybe a little too long.
16. Bomber57 - Rinkas;Necropolis (7.37/10)
  • Chad (6.5/10)
    • I admire the construction and detail of this level, especially for how tricky and clever the obstacles and enemies are set up to be. While the level's primary purpose does basically amount to "hunt for the four colored switches", it does provide a nice amount of exploration without it being excessive, and each path has its own completely different variation of hazards. I especially like the incorporation of the Podoboo's Shoe, as it's a rarely utilized ability that's put to good use. However, one persistent issue is that several types of obstacles are really difficult to see because they blend in really well, with the biggest offender being the Rinkas. Their spawner doesn't stand out, and neither do they, making pretty much every place that involves them considerably more difficult than it should have been. To a lesser extent but still noteworthy as such, the falling spikes and vines gave me a similar type of trouble, particularly with the narrow vine jumps that involved spikes that seemed needlessly tough. I also found that backtracking after unlocking each switch was awkward to do at times, especially in vertical scenarios which resulted in minor blind jumps. Still a pretty good level other than those, it's not too long or difficult and it's pretty well-made for the most part.
    ElTipsta (8.75/10)
    • This level is excellent. I can't fault the graphics (bar one) and music, the atmosphere made is unique and it's nice to see a spin placed on the various ruin tilesets that have been used many times before. Designwise is a little cliche due to the usage of switch blocks, but how it's been designed is very well done. The paths aren't too long and each offer their own challenge, which makes the level very fun to play. There are also a plethora of secrets to find in the level. Not going to make you down for that, but a more original premise would have been much better. Only real issue is that it's hard to spot the Rinkas as they are too dark a shade a red.
    Quill (7.1/10)
    • This was pretty neat. There's a great atmosphere in this level and despite it being all switch hunts, the sections had enough variety and interesting platforming to keep me entertained. Switch blocks aren't my favorite thing in the world, but this was okay. My only other complaint is that the level kinda just ended. It was really abrupt.
    Shinbison-Kof (7.5/10)
    • Oh, looks like a sunset at a burned temple. It's a very beautiful level. I really like this atmosphere, it's unique. The level design is good, I like the shape of the temples in the level. The dragon coin placement is good, too. The red shoe segment was fun. Some parts in this level are annoying, like the cramped sections with the Rinkas. They appear and hurt the player and it's hard to see it. Otherwise the npc placement in the level was good. The spikes in the temples are annoying. The switches in the level aren't much of a problem, but it would be better if you put some warps, because it's tiring to go back and forth for the switches. I like how this level is decorated. Overall it's a very beautiful but simple level.
    Valtteri (7.0/10)
    • This is well designed level. There are various types of platforming used and the enemy placement is well thought out. It's a ruin type of setting with different shades of red and orange and gray and it's very beautiful really.
15. snoruntpyro - Rinkas;Conquest (7.41/10)
  • bossedit8 (8.5/10)
    • A strongly Rinka based level. As for the level itself, it was very nice and structured. It has a lot of variety going on in the Rinkas and not only in the Rinkas but the design as well. If you want a greater challenge, try to collect all of the Rinkas that say "HELP!" and then once you get to the end of the level with all of them collected, you get 2 3UP Moons that are in generators meaning you'll get 99 1UPs quickly. Now in the level, there are multiple paths to choose from with different obstacles and such like in Bowser Castle's Front Door in SMW. All of the different rooms that you have to pick from are nice and all but there's one room where I legitimately have no idea what I should do or what it does. I kept failing and losing 1UPs. It's physically impossible for me to beat that specific section. So this means you can't get to one of the Rinkas that says "HELP!" on your way and also means that this room is a death trap. I'm not sure what happened there. Did something go wrong in the Luascript or something? Anyway, at the midboss you have to play like if you were Dancing but in SMBX format. Pretty cool and not too hard since you just basically press specific arrow keys once the icons reach their own icons at the top. Be aware that it does get faster though! After that there are some Rinkas that are incredibly quick so you have to react quickly or else you most likely gain a hit. Later on more multiple sections to pick from which defines the difficulty and after that you fly on a plane, shooting Rinkas to Rinka-based enemies and during that you get more power ups. I absolutely love it. Then you fight a giant colorless Rinka which has a fair amount of health. After this is done you have to escape. At least there are multiple midpoints throughout the level so you don't have to play through a lot if you die somewhere. After the escape sequence the level ends. There were areas that lagged the level though. Overall, a very nice tower based level with variety going on but 1 room keeps me from going further no matter what I do.
    Chad (5.0/10)
    • This level has an absolute plethora of creativity and numerous innovative Rinka-based gimmicks and unique enemies, many of which work impressively and have great section designs to accomodate them. Almost every room has something new and different that clearly has a lot of attention given to its presentation and functionality. But at the same time... there is such a thing as too much. The first few areas and midpoint sections are fine on length and difficulty, and everywhere else brings something new to the table. Each room is fun for a while, but soon overstays its welcome and I'm ready for the next area long before it's done. The worst length offenders are the bosses and ship section, but every main section has this to some degree. The escape sections are unnecessary too because it's just backtracking through messier versions of places you've already been. The variety is incredible and so much of it is well done, but there's such a major problem with knowing when to stop that I was almost surprised that there even was an end at all. All of this comes with omnipresent slowdown, making the entire level even longer than it was intended to be due to the sheer amount of content that had to be included. It's also not worth redoing the whole level, likely repeatedly, just to complete the Rinka counter. Even though each one you grab is permanent, it's still a massive amount of ground to cover again.
    ElTipsta (9.25/10)
    • This level is one of the most creative and original levels I have ever played! This level's NPCs are Rinkas and various kinds of Rinkas, all custom made and nothing else! You have Rinkas acting as Volcano Lotuses, Rippers, Grinders among other things. Both of the boss fights are awesome and are really creative and innovative for SMBX. I won't spoil the former as it needs to be seen to be believed, but the latter is a working sisde scrolling shooter section, and it's awesome and fair! ^^ This level is really well put together. A few pointers - I felt that the various gimmicks could have been signposted better for the players, likewise the Large Rinkers be graphically better and not pixelated. Would have also preferred a moe original escpae sequence music as that has been used before. Excellent work! Hope this goes far!
    Quill (7.3/10)
    • Oh boy, this is a huge level. But thankfully, it uses the magical power of multipoints, so that's all well and good. I enjoyed most of the sections, but I disliked that auto scroll one at the start, since it was long and very samey throughout. The same could be said about the space invaders-esque section. It was super fun, but dragged a lot. Even with multipoints, I thought this level dragged on a little too long.
    Valtteri (7.0/10)
    • That autoscrolling corridor with Rinkas that you had to dodge was about 500% too long. The space shooter part was a lot of fun though! You could see Mario growing in the ship when powered up at one point in the shooter segment. I liked that there were multiple paths to choose from. The actual level design was pretty meh. There were a lot of different kind of Rinkas which I guess does justice to the title. The escape sequence was a nice touch.
14. SuperMario7 - Magic Carpet Mayhem (7.47/10)
  • Chad (7.5/10)
    • A cleverly designed Subcon desert. The spacing is excellent, the carpets and enemies are cunningly placed (especially projectile Cobrats), the difficulty is intriguingly tricky, and the level's reasonably short. I like the use of large cacti as hazards, but I think they could have stood out a bit more. They're extremely typical in SMBX as BGOs so it's easy to register them in your mind as such, especially when the smaller ones are still used like that. This is a minor issue, as you can still get by just fine. Powerups could have been a tiny bit more plentiful as well (there's only two, one for each half), but otherwise this is pretty good. Secret star's simply but nicely hidden, too.
    ElTipsta (8.25/10)
    • This is a really atmospheric level made using Sednaiur's graphics (second one in this contest) and was fu to play. It revolved around the SMB2 magic carpet and the pots. The design was almost flawless, and the secret star was pretty well hidden. A couple of pointers though - you put your midpoint within a sizable. Never do that as you will spawn above the sizable, which in this case is inside the tileset. Secondly, in the last section there is lava on the overworld, which to be honest dosen't make much sense.
    Quill (7.1/10)
    • That was a cute little gimmick. I honestly expected with a gimmick like that for things to be super cramped to rank up the difficulty, but you found a pretty nice balance. The gimmick did kinda get a little old, but the level had a suitable length and I thought it was fairly enjoyable.
    Shinbison-Kof (7.5/10)
    • I like this desert level. Smb2 graphics are always intresting and make a nice atmosphere. The level design is good. There's a lot of variety; vegetables, big cacti and carpets. The graphics are great. They fit for a desert level, but sometimes the decoration feels overwhelming. The level is filled with decoration. The big cacti and the carpets are a nice addition. I like the chasing phanto. It's a good hazard for the section. The npc placement is okay, but every jar doesn't necessarily need to have a Cobrat. The powerup is fairly easy to miss as it's pretty similar to the normal vegetables. The checkpoint is glitched. Overall it's a good level.
    Valtteri (7.0/10)
    • This level is heavy on the visuals and quite fun to play too. The gimmick is rather simple, you use Magic Carpets that fly on fixed paths to cross prickly cacti and whatever. It's simple and working.
Tier 8
Spoiler: show
13. bulletbill43 - Cloudspheres Kingdom (7.52/10)
  • Chad (8.0/10)
    • This is a really well-made sky/cliff level. The design and detail are excellent with great obstacle placements, and the day/afternoon/storm sections add a nice variety to the experience. I like that the day sections are more mountainous, afternoon is much more purely sky themed with a lot of pipes and places to fall, and the lightning bolts of the storm areas are great timed hazards, so each setting has its own design approach and all of them work great. The wrapping section is a nice inclusion as well. The only minor issue I have with this one is that the Dragon Coins (and those worth 5 or 20) aren't really worthwhile rewards for how elaborate and well-placed the secrets are. Any one of the bonus sections would be more fitting for a secret star or a few powerups, so I'm not just taking a detour that feels important but isn't. Otherwise, great level! Aside from the weather-related differences, most of the gameplay is pretty standard, but the construction and enemy placements are great the whole way through.
    ElTipsta (8.0/10)
    • This resembles Darkonious's levels and it's pravelent by the NPC choices and design. Either way, this level is very simplistic, with a sky mountain theme with alternating settings from day to night. The graphics fit, even though the mountain tileset is overused. No complaints about NPC placmeent, though minor gripe is that the level wrap section was too tall and that I felt it was a little too easy (in the storm section at least, considering you have to play two thirds of the level to get to it). Still, excellent job :)
    Quill (6.6/10)
    • Those transistions between the sections were super adorable. Overall, this was a pretty alright level. Nothing too bad about it, aside from a lenghty section that's dedicated to a single Dragon Coin. The different segments helped to keep things pretty fresh and I found it pretty fun. Polish it up and this will be a cool little level.
    Shinbison-Kof (8.0/10)
    • It's a nice level. In the first section you enter normal day, and finally after a sunset sky section, a thunder storm section. I like the things that appear on surprise. The level design is good. The tileset mix is very good and the decoration is beautiful. The atmosphere gimmick is nice. I didn't find many issues but I think you can add more involvement of the climate gimmick in the level design, because it is only a "scenery gimmick", except the thunder. In the last section it added new things in the gameplay, like the lightnings. The Npcs and coins were very well placed.
    Valtteri (7.0/10)
    • The signs saying "Afternoon Section", "Storm Section" etc felt pointless. It was kind of like how children draw a cow or something on a paper and then an arrow pointing to it and write "COW" next to it. It was a good, polished level that kept a consistent feel through the various "sections".
12. RudeGuy07 - SMW Masterrace uh swers (7.7/10)
  • Chad (6.5/10)
    • This level's kinda fun, but kinda aggravating too. It incorporates solid design, clever platforming over lava, and tricky shell mechanics. The layout and enemies are cunningly devised and work excellently with their surroundings, including the moving lava tunnel. The timing of everything there is especially well-planned and would be a lot more difficult to set up properly, but you pulled it off. The main problem with this level would be shells, though. Using them to hit specific switch placements is a nice idea, but sort of falls flat when it treats the top of a custom slope like a wall, meaning the only way to hit it is to do a midair upward angular throw and have it bounce back and hit you. The lava tunnel includes these too, which makes something otherwise challenging but fair on its own into something wildly unpredictable at times. I also feel that the level could have just ended before Section 3, as that was suitably tough and long enough with the parts after just being more of the same (except with wide intervals and waiting). The checkpoint's in a good spot though, otherwise the lava tunnel would be tough to redo.
    ElTipsta (7.5/10)
    • #section2ishilarioussomewhat Now, this is an interesting level that progressively gets harder the further in you go in the first section, which is a little inconsistent in all honesty. The checkpoint was placed too soon. The third section has a really interesting lava timigs, which I really enjoyed playing through. Graphics and music are fine and the length is good. Checkpoint and difficulty if first lava section aside, this is pretty good. And no, I don't think that guy made this level. I think it's you Marina.
    Quill (6.9/10)
    • The precise switch block hits with the shell at the start being kinda weird. I didn't really like that aspect all too much. I really did like the general gimmick of lava rising and lowering present later in the level though. It forced the player to time their movements and watch their surroundings which I found fun.
    Shinbison-Kof (7.6/10)
    • "Make Marina a contest judge!! #2k16". Yeah, I found it! This level has a good atmosphere. I like the cave and factory and how detailed the level is. The level design is good. There are lots of gimmicks, but sometimes it feels cramped. The shell cannons are cool, but in the part where lava chases there are too many of them and it's too hard to dodge them. Also the way you have to hit the switches by aiming and throwing shells at them is pretty hard especially since they're inside the wall. The graphics are good. The npc placement is good but the enemies that appear and disappear are dangerous. Overall it's a nice level.
    Valtteri (10.0/10)
    • The Turn Blocks blocking the Blue Beach Koopas' shells the first time around is clever! The lava beginning to rise upon hitting the ON/OFF switch caught me off guard. Perhaps make the lava begin lower? I also got unfairly hit by the red and yellow shell cannons. The design in this level is fantastic. The lava rise and fall segments with the gradually lowering platforms made it really interesting. The style was near professional and it kept consistent throughout the level.
11. MECHDRAGON777 - Nuclear Facility (7.76/10)
  • Chad (9.0/10)
    • This is an amazing level. The radiation/health system is wonderfully implemented and clearly explained, and it's actually not too difficult to work with. The added focus of keeping an eye on that balances really well with the difficulty of the level itself to create an overall moderately-hard and fair experience, with some generous accomodation for mistakes. You do have to babysit the meter a lot, but not so much that it felt invasive, although the high readings can creep up on you suddenly especially in more tense areas. In general, the construction of the level is beautiful and complex, but also pretty easy to navigate. Enemies are clever and events are brilliant, with an excellent length and pace. It's especially impressive how even entire sections repurpose themselves. However, I find the decoration to be a bit too heavy on the eyes. I think the level would have benefitted a lot visually from not being filled with BGO tilesets, or at least darken them to about the extent as the background. It made it a little hard to see what was going on at points, especially where projectiles are concerned, but it wasn't unbearable. Another thing I found to be needlessly obscuring was the glow just above the radiation-lava, which made it hard to see and trust enemies and sometimes-required platforms. The moon coins were fun to hunt for, especially given their inventory permanence, but the switch pertaining to the second one didn't explain itself well and going down to where the actual coin was felt like a leap of faith where not much appeared to have changed.
    ElTipsta (8.0/10)
    • This is a really impressive, well decorated nuclear facility level that is distinctively Sednaiur. I really liked how you had to return to rpevious areas after the nuclear waste had been lowered therefore making the repetition enjoyable. I liked the idea of the radioactive gimmick and with some refinement it could be excellent, however the bar takes too long to deplete if you wait in the safe zones, plus it is hard to identify where these 'safe zones' are in the level, so it becomes very much trial and error where the waiting points are. It's a shame as this level loses a lot of it's enjoyability. Still, it's good to see that another veteran designer is trying something with LunaLua and it's commendable.
    Quill (5.5/10)
    • Oh, MECHDRAGON777, what are we going to do with you? :P Firstly, this is a BIG improvement over Sanctuary Fortress 2, so props for that. However, there are some pretty major flaws. I think the concept of radiation is super neat, but the way it is executed is... strange. It's weird that you have to be next to a wall for it to refill and it refills super slowly too. Another issue is that even with the arrows guiding the player, it's still pretty easy to get lost. At one point, the arrows just stopped and I ended up going into circles. It wasn't always that clear. The fact that the arrows are present shows that the level is simply too big. Overall though, this is a good improvement. Just keep working on it.
    Shinbison-Kof (8.3/10)
    • Oh no, a radioactive place, I'll get cancer! This level is very creative. The battery meter is very creative and kind of stressful. I like the use of lunalua. You collect batteries to keep the shield up. If the radioactivity meter goes all the way up, the player dies instantly. At first the meter going up was scary because it wasn't clear where you'd be safe from the radiation. The level design is good. I like the secrets and the way you have to deactivate radioactive substance from the path but some parts are annoying and cramped which isn't good especially for this level because you need to avoid the radioactive stuff. The npc/powerup placement is good. The end part is unnecessary. You walk on the platform and touch the radioactive substance and the radiation bar fills so fast. The graphics look great but are very confusing. You don't know where you can jump. There should be some color differences between the solid blocks and the BGOs. Overall it's a creative and challenging level. Good job!
    Valtteri (8.0/10)
    • I like this concept! You navigate through a radioactive facility and use some sort of battery-powered radioactivity shield. It's unique. A notable issue with this level though is that the diffence between BGOs and solid blocks is so slight in appearance (the BGOs are only a tiny bit darker) that you will end up falling in the glowing thing at the bottom many times because you can't tell the floor from the decoration.
10. Marina - Rinkas;Hell (7.85/10)
  • Chad (7.5/10)
    • I really love the ideas used in this level. The atmosphere is incredibly sinister and involves unique obstacles and gimmicks. The vertical wrapping and darkness auras are put to excellent use, and require a fascinating level of thought when it comes to dealing with enemies. The sections are thoughtfully constructed around the unusual challenges in cunning ways that really convey their purpose in optimal fashions. The push-block puzzles are intriguing as well, except for one instance requiring an unindicated invisible block bridge that I found to be rather lame. The looping sections are creative and fun, but can be awkward to maneuver at times due to a very limited ability to avoid obstacles while falling. The platform arrangements are really good, but the creepy Piranha Plant hands and pursuing green Rinkas are rather unforgiving. They aren't too bad at first, but do become more troublesome the longer you deal with them. Aside from the merciless chasing of said Rinkas and the visual ambiguity of the hands though, they're pretty well-placed. The rainbow coins however, while entirely optional, felt like a lousy addition because those just amounted to "do everything again, multiple times." Six of them are in obvious places and are just there to see if you've explored every optional path, but the seventh remaining one was a huge pain. It required a few hours of meticulous searching on my part only to find via editor viewing that you had to take the paths in a specific yet entirely unindicated order to invisibly switch out the warps. Wasn't a big fan of that. No complaints on Omega Rinka, though. It's amazingly executed, introduced really well, provides just the right level of danger and challenge, and places a midpoint just before it. It's a super impressive fight that I don't have any gripes with, and it's legitimately hard and fun. It's a perfect place to end the level.
    ElTipsta (9.25/10)
    • Now this level is cool. It's the polar opposite to Rinkas;Heaven, but it's unique in it's own way and the design is fantastic. The level is very nonlinear, and in the first half splits into three seperate paths, each with theri own well designed gimmicks such as the darkness torch (FINALLY someone refined it) and level wrap in and out of darkness (without instant warps, so yeah). The way the level taught these gimmicks to the player was well done. Graphics and music are perfect. The boss was really awesome though I felt it was a little too random how much damage you did to it with the vegetables, perhaps if it was definite (ie. 25 points per veg) it would have been much better. Also it's easy to miss the vegetables and mushrooms too, which is annoying for suckish players like me. Still, a very impressive level you've got here ^^
    Quill (6.5/10)
    • Oh boy, I had a love/hate relationship with this level. There’s aspects of it I adore, such as the crate section, especially when that combines with the vertical loop. That was super interesting. I liked the alternate paths too, though I personally thought there was a bit of imbalance in terms of difficulty between the different paths. The boss, conceptually, is brilliant. However, I think it suffers from several flaws. The whole battle is too luck based for me. There are cases where it’s very difficult to avoid attacks, especially with the rinkas that home on you several times. The platforms sometimes spawn in awkward positions and whenever the boss shoots out onions for the player to pick up and hit the boss with, they often just fall into the abyss as there aren’t any platforms nearby. It got a little frustrating at times. Some runs I deal a lot of damage to the boss while others I would do none at all to him due to weird RNG. Overall though, the things this level does right really impresses me. It’s a shame I didn’t enjoy the rest of it.
    Shinbison-Kof (9.0/10)
    • There are awesome things in this level. The lore is great. I really like the way it affects the level. The level design is good. I really like of the multiple paths, but it may need something indicating where you're supposed to go as it's possible to get lost. The creepy flashlight section is very creative, but sometimes it's hard to tell true holes from fake ones. The graphics are great; the purple temple with the shadow details is very creative, but I think the smb1 blocks look weird with the rest of the graphics. The rinka npcs are great. I like the variety. The shadow hands are great too, but they get annoying sometimes, especially in the shadowy part. The final part is very creative. The player needs to defeat the rinka while falling endlessly. The falling blocks are great! Overall it's a fantastic level! Great job!
    Valtteri (7.0/10)
    • This level has a lot of cool special effects. The actual level design is also very nice. I like the hands. The corridor where you would be teleported to the top when you fell into the pit was pretty cool although not entirely original. I felt it did not make as much use of the gimmick as it could have.
9. Harvey36Dice - Rinkas;Daredevil Chillycloud (7.86/10)
  • Chad (8.0/10)
    • I really adore the design in this level. The jagged construction makes the level seem like it was all cut from one big glacier, and the use of detail is excellent. The slope-based platforming is intriguingly tricky, exploration is heavy but not excessive, enemies are nicely arranged, and there are a lot creative cinematic events that happen on the fly to make the level change around you. Launching arrows and floating water are implemented cleverly as well, as well as occasional switch that's not too out of the way.' However, I didn't care much for how the difficulty just before the midpoint was handled. The Toothy segment is made excessively difficult by the overabundance of unbreakable blocks, which make it difficult to move and predict not only when exactly some enemies will be freed, but how they will interact with the surrounding solid blocks especially when all this is within range of a fire Piranha. The Springboard/Muncher section is also an unnecessary difficulty increase that doesn't even remain for the rest of the level, it just gives me an unexpected death due to precision failure in a spot where the midpoint is practically within sight. Other than that, great level. Runs on a tiny bit long, but not too much.
    ElTipsta (8.5/10)
    • This is a really atmospheric ice level that has clearly had a lot of work put unto it, judging by the multiple tilesets and BGOs. It helps to make the level really fun to play thanks to it's mostly easy difficulty. There are overworld and underground sections each with their own gimmicks giving each part it's own feel. I wasn't a fan of the usage of switch blocks when removing the green one would hacve been fine as well as changing the other ones to events. It's all about psychology, see? (and not getting heavily marked down by Quill) Nice level otherwise though.
    Quill (7.8/10)
    • I enjoyed the variety in this level. The different parts of the water rising and descending was especially interesting. Most of these cool little gimmicks were kinda underused though. Once you saw them once, that was kinda it. The variety in design overall helped keep this level fresh and it was entertaining.
    Shinbison-Kof (8.0/10)
    • It's so cold...This level has a nice atmosphere with a nice transition from the cave to the exterior. The level design is pretty interesting. There are exploratory elements and I like the secrets. Sometimes the running back and forth for the switches gets exhausting. Some short cuts would be nice. The gimmicks were very well done. I like the way the moving blocks and water appear. Some parts are cramped, especially in the cave. I don't like the red coins because when you catch one water appears in one place and disappears elsewhere and I die because of the crampedness. Some other parts are annoying annoying too with the water platforms and npcs that are difficult to dodge. The npc placement is ok except for the Venus Fire Traps which were annoying as you couldn't kill them. This level was a bit long. Overall, a good ice level.
    Valtteri (7.0/10)
    • This is a cool ice level. It's exciting and pretty to watch too, although the decorations go maybe a little over the top. The path goes all over the level which brings great variation and the enemy placement is well thought out. The level is really busy with moving layers and flying water. The paths that appear upon approaching are a nice touch although they're getting pretty common among levels these days. I find the "balanced" water pillars fascinating. You know, the ones where one pillar would fall and another would rise simultaneously. They served no purpose at all but they looked really cool despite the clunkiness. The background ice blocks are kind of weird. They're just black ice.
8. Shinbison-Kof - Rinkas;Valhalla (7.89/10)
  • bossedit8 (8.0/10)
    • Grass, clouds and wood, enemies, and items. The level design is alright although I find some of the NPC placements kinda tricky and also if you fall at certain spots in the level you have to go back up again. Not too bad but eh. I find your power-up placements kinda cruel for this kind of level. I suppose because of the joke in the level name, there's one section with a random Rinka statue with a bunch of regular rinkas around it. The rest of the level was alright. There are some random red coins around in the level that do nothing but give you one coin. Dragon coins were... decently placed... all of them weren't too spectacular especially those that took longer to get. Also one thing, the moving platforms that get close get glitchy if you ride one platform and get in contact with another platform that moves as well. Overall, a nice level even with the things that are questionable.
    Chad (8.0/10)
    • This is a really fun level. The detail and atmosphere are gorgeous, the layout is complex and twisted for a tricky challenge, and it's pretty direct and straightforward while having minor exploration. I like the inclusions of bubble enemies and moving layers as well. The level's a bit on the long side and could use a few more powerups, but neither of those are too bad. It doesn't really have any sort of central gimmick, but it does have an entertaining variety of hazards. Good job, this was fun.
    ElTipsta (9.25/10)
    • I got Shinbison vibes from the name alone and I was right! This is a jungle level with a gorgeous atmosphere and a VERY nonlinear design, which I loved. The first section is one massive ascending section which is really neat. The background is excellent, but I noticed that there is an error with it, might be a good idea if you fix that. Play it ingame and you'll see what I mean. The level also drags out a bit, but that's to be expected with your levels so I don't mind. Excellent job! ^^
    Quill (7.2/10)
    • Oh boy, talk about an overload of aesthetics. The level's fairly good, though a little switch-heavy in some cases. There are times where I feel using a switch block just isn't needed. Generally though, the level was pretty cool. Parts were a bit cliche, but overall it was enjoyable and that's what counts.
    Valtteri (7.0/10)
    • This is a grand and visually intense level. There's nothing to complain about with the gameplay. It's fluid and consistent in both gameplay and visuals, with a small twist added by the meandering path and flying water.
7. Darkonius Mavakar - Rinkas;Purgatory (7.99/10)
  • Chad (9.0/10)
    • This is a really nice level. The exploration is pretty thorough and complex while offering a lot in terms of winding paths and alternate routes, but it never feels excessive or straying from the main route. This gives the whole level a great sense of depth while also keeping it straightforward. The difficulty is overall on the easy/medium side, but sometimes the well-placed caped Koopas offer a bit of minor challenge. The cracked platforms are implemented and explained really well, and move at the perfect speed. They're fast enough to provide the needed sense of urgency and require you to keep moving, but also slow enough that you still have control over the situation and can afford the slightest missteps. I also really enjoyed the Parabeetle section, because while it is basically pure gimmick, it's cleverly organized and paced while still being logical for the surrounding. The boss is super impressive because it acts cinematically and gives the player all the warning and ability needed at the start, but replicating the necessary maneuvers remains a fair challenge. The only thing that bothered me was how immediately the clouds give way after you hit the boss the second time, because the upper cloud is directly above one of the holes. If the cloud was on a moving layer that scrolled off the screen at a reasonable speed, that would have been easier to react to. But otherwise, I highly enjoyed this level. It has enough variation, consistency and great design to keep things really fun.
    ElTipsta (8.5/10)
    • Another sky level! This is a really ncie sky level with nonlinear design where the player goes in all directions at different times. The Para-Beetle ride section can be a little tricky so it's a little out of place compared to how relatively easy the rest of the level is. If the Para-Beetle was a little bigger this wouldn't be as big of an issue. The boss was also well done and was what made me realsie this is a Darkonious level. Nice job ^^
    Quill (7.2/10)
    • Oh jeez, I wonder who made this level. The level's pretty cool, though parts felt a little expected. Spice up your level design, you silly onion! :P I did like the part where you rode the parabeetle, that was pretty unique. The boss was super adorable despite the fact the floor I was standing on broke and killed me at some point, which was super rude.
    Shinbison-Kof (8.25/10)
    • I never imagined that purgatory would be so beautiful and peaceful. The level design is interesting. The mix of the tilesets is good. The level is very well detailed. I like how colorful the level is. About the graphics, they're very good too, but the statue is strange because it's very detailed in comparison with the rest of the graphics. The falling temple is very good. The effect is nice. The npc placement is good. In the last section the difference between the spike platforms and Parabeetles' speeds is disorienting and it'd hard to dodge them. Maybe remove some of the spikes. The boss battle is creative and very well done. The difficulty is very well handled too. Overall it's a good level!
    Valtteri (7.0/10)
    • The gimmick in this level seems to be collapsing structures. Simple stuff. I liked the bricks that would be flung in the air as the ruins collapsed. Then there was the boss fight that was fun with the little cinematic elements, although it was pretty slow-paced and pretty easy. Overall it was a pretty simple level, yet quite fun.
6. Valtteri - Nighttime Wasteland (8.04/10)
  • bossedit8 (8.75/10)
    • Here's a lovely SMB3 World 8 Level 2 Desert going on with the Angry Sun and the fire chomp on top of that. About the design of the level, the obstacles and such were very nice and added up to the variety of challenges. The fire chomp enemy, although it's neat to have that guy in the level, sometimes can be too much with the other enemies since he's so fast and his spawnrate is so fast as well. You mostly have to take care of the fire chomp rather than most of the other guys around here. Also I find it kind of strange that inside one of the quicksands there is a block with a vine in it which is unnoticeable unless you actually hold up at the vine. Because when I first played it I thought there would be a power up or a 1UP but no, it's a vine which is hard to indicate because it's behind the quicksand. Other than these things I said, I really like it and I also love the music choice.
    Chad (8.0/10)
    • A clear inspiration to SMB3 8-2, and wow is it well done. The construction is incredibly reminiscent of its source with really effective enemy placements and terrain deviations. The perfectly replicated Angry Sun adds a layer of tension to the already moderately-challenging level without making it feel excessive. The Fire Chomps are remade pretty smoothly too, but I feel they could stand to be a bit slower and a bit less frequent. Still, they're really good and are within the realm of fairness. They even work well in the same presence as tougher enemies like Fire Piranhas and jumping Paratroopas, so I really admire the difficulty handling in this level. The overall mixture doesn't even require you to move constantly fast or be super precise, you just have to not get too careless. The length is relatively short and powerups are distributed at excellent intervals, so there's still room for error and you won't be dealing with these things for a long period of time, so I'm really impressed with how this level is made.
    ElTipsta (7.5/10)
    • This level is pretty neat. It's a very vanilla SMB3 wasteland level complete with working Angry Suns and Fire Chomps. It's a nicely designed level with no real issues to point out (apart from the bonus area being easily missable but I guess that's the point), but it takes some time to get use to how the Fire Chomps and Angry Sun work considering the LunaLua behind it. Good job.
    Quill (8.3/10)
    • Oh man, this was super neat. It’s a shame it kinda just ended, because I was really enjoying it. The level complimented the new enemies well and I really liked how the level itself was structured. Falling through the quicksand into that blocky area was super cool and it reminded me a lot of a traditional Mario level. It was great, it’s a shame it ended so soon.
    Shinbison-Kof (7.75/10)
    • Wow, a very nice adaptation of the original smb3 angry sun. The power of luna here is apparent! The level design is nice. I like going up and down the hills like dunes of a desert, and the level is very well decorated. My only complaint would be the npcs. When the player will dodge the angry sun or the strange npcs with fire power, many npcs appear and add to the already overwhelming number of enemies. It would be better if you removed some them. The level is fun and strongly reminds me of the angry sun levels in smb3. Overall it's a very good level!
5. FrozenQuills - Rinkas;Toad Stories (8.45/10)
  • bossedit8 (9.0/10)
    • Hey, it's Knytt Stories in SMBX format! You play as Toad, walking and jumping through the level with SMB2 enemies and later on moving landmasses and more spikes for increased difficulty. I love the concept of the ability to walljump after you obtained an item that lets you do that and later on another ability that let's you double jump. A very nice ability in this level that's actually required to get further and to beat it. I find it weird that the red Shy Guys don't fall in this level since usually you have 2 variations of Shy Guys rather than 1. I do like your power up, coin and ace coin placements though. They're very reasonable in this level after you gain the abilities and such. There are 3 checkpoints in this level and one thing, after you obtain the double jump item you have to go back and navigate the previous areas to advance further which I do like. It's a very good sign of a good Knytt Story based level in SMBX. One thing that always gets me is the disability to spinjump in this level since I always thought that Toad has the spinjump ability but this level physically disallows it. There's even a SMW Turn block at the beginning of the level. I'm not sure what's up with that. maybe it's because of where I actually came from into this place? All I can tell is that this single turn block has no real purpose... it's just there. There are some tileplacements in this level that create cutoff since there are no outlines. At the end, I legitimately thought that a randomly placed Rinka would destroy me but no, it's a friendly NPC that can talk for an unknown reason. Overall, a very good Knytt Story based level in SMBX.
    Chad (8.5/10)
    • I absolutely adore the virtual blocky design and atmosphere of this level, as well as how well it includes Toad's new wall-jump and double jump abilities and the various ways they're put to the test. It's really fun to plan out each maneuver as well as learn how the double jump makes you approach previous areas differently. The challenge implemented is incredible, with midpoints spaced apart just enough while keeping the level at a reasonable length and rate of difficulty increase. I also really love the moving setup of Section 2, but that area in particular is really hard on the processor. However, I feel as though the new abilities are a little unstable at times. They take some practice and can work well when done just right, but it's really easy to accidentally fall off the wall, get stuck on a wall you didn't intend to, lose your double jump due to a poor sense of what counts and what doesn't during a tricky multi-step maneuver, and such like that. The double jump being added by itself makes the wall jump easier and safer, but I feel like the level didn't need to require overly precise maneuvers, especially above pits. For instance, I would classify the Fire Flower at the upper-right of Section 1 to be overly finicky, but I wouldn't complain about anything else in the whole section. Some places in the final area can also be really difficult in this regard. Still, the layout of the entire level is amazing and has really impressive attention to detail and exact placement of surfaces. The whole challenge is pretty legit if you give it a lot of caution and patience, but I do think a little more room for error would have been helpful.
    ElTipsta (8.75/10)
    • This level is really unique. Firstly, it uses unique LunaLua coding that allows for wall and double jumps. It's used really well and helped taught to the player, even though it does get really hard in the last section, with various platform jumps ingeninously to test the skills of the player. The level is split into grass, water and snow areas using a unique graphical style and it's excellent. Excellent job ^^
    Quill (9.0/10)
    • This was super neat. You took some fairly simple gimmicks like a double jump and wall jumping (though technically that one is super advanced) and made a level featuring them. I liked returning to the first section after gaining my double jump and seeing what areas I could now access. It had a Metroidvania-esque feel to the level but it still felt like a true Mario level too. Great job!
    Valtteri (7.0/10)
    • The wall jump feature was pretty nice and it was utilized decently. The level was okay. Maybe a bit barren. It was pretty much just ground and enemies. The visuals were extraordinary. Looked like something you could see in a NES game.
4. Enjl - Rinkas;Heaven (8.52/10)
  • Chad (8.5/10)
    • What an atmospheric level. The construction is entirely logical and impressively expansive, and I really like the way the level tells the story as it progresses just by the places you visit. The transitional effects like the pipe cannons and the room flipping over are excellent too. I especially love the spacing of the interior sections and how well the obstacles are placed throughout. The Kracko boss is amazing too, having been replicated exactly and with such a thorough attention to detail and effective timing. The only things that really bothered me would be purple clouds, overall powerup deficit, and those enemies that ordinarily give Kirby the Burning ability. Their initial movement is extremely fast and triggers at an unpredictable instant, which is an unavoidable hit if you're in that range at the time. The clouds don't have an obvious purpose at first and are a leap of faith risking death to test out, especially since purple normally indicates something like poison, and they have a problem blending in with the darker sky background too. Other than that, this level was quite the experience. Really nice work.
    ElTipsta (9.5/10)
    • Hi Emral, nice level you've got here. Understatement short, this level is awesome. It is a nonlinear level that starts off vanilla before going to Heaven...literally. The world felt vast and expansive, the custom enemies were fair and easy to figure out. The pipe cannon effect was really cool and it was a great idea to use them to go through the level. The temple itself is great, and while the level flipping mechanic is not original, was well executed here. The boss was brilliant and well done. Really impressed with this, wouldn't surprise me if it won :)
    Quill (8.2/10)
    • I loved the great variety of design and gimmicks present in this level. The alternate paths early into the level were a nice touch, though it wasn't too obvious that the alternate paths existed, but that's not really that big of a deal. There's all sorts of neat surprises here too such as the introduction and the boss. The Lua in this level is used very well and compliments the gameplay without things being too gimmicky, such as the room spinning upside down. It's a shame that gimmick was kind of short lived. I liked the neat touches in this level such as the boss following the player with his eye. My only other complaint is that early level design felt a tad repetitive. Overall, it was pretty enjoyable.
    Shinbison-Kof (8.4/10)
    • This is a very good level. The Luna things are very well done; the canyon pipes, the clouds effect, everything is great. The level design is very nice. I like how the player has to climb in the sky and exploratore. Some parts are a bit confusing, because you don't know where to go. Maybe guide the player a little more. The first section is cliche but then you falling in a pit and everything's different! You'll know when you play it. I like how the section rotates when you press the special switch. The level has lots of special stuff. It's very detailed. The brick star helped the player kill npcs. The boss is great. The attacks and dodges are very well made. I really like this. Overall it's a very unique level.
    Valtteri (8.0/10)
    • I can see a lot of work was put into this. There are numerous new enemies scripted to act like some enemies from Kirby and the boss is near immaculate. The new graphics for pipes and doors didn't look like what they were supposed to be sometimes but the NPCs helped identifying them. The rotating sections were impressive to say the least. Overall it's a very neat mix of good level design, surprises, humour and LunaLua scripts.
Top 3
Spoiler: show
3. zlakergirl357 - SMW Masterrace Rinkas;Gost Cotsle (8.6/10)
  • Chad (7.0/10)
    • This is a pretty great castle. The atmosphere and construction are pretty intense and it's filled with a wide variety of tricky enemy placements and clever gimmicks. The mirror room is cunningly made, and while I think it could have introduced itself to the player a bit more simply, it's pretty learnable. The rooms with different spaces darkened are an interesting visual challenge too, and I really enjoy timed gimmicks like those fences. It can be possible for the fence timing and enemy placements to align themselves poorly sometimes, but it's almost always passable. It was also pretty cool how the Boos occasionally interacted with things to change or move them. I would have wanted to see more of that, but that probably would have made the gimmicky sections more difficult to interact with, so they were interesting while they lasted. However, the main negative point in this level for me would be the false-ground section. It's a bit hard to grasp because of how similar it looks to everything else, and if you try to proceed forward while the sky is dark, there's virtually no sense of what's real and what's not. Most players aren't going to want to wait several seconds multiple times just for the background to change so they can move, and I think the room would have done fine without the switching. Also, while I imagine the first Ninji was perhaps meant to demonstrate the gimmick, it doesn't really stand out as such, and instead my introduction came in the form of hitting a ? block obscured by fog in the precise place that a person would jump which knocked me into that first pit. Really hard to register that block when it's completely covered. I also thought I needed the propeller block to complete the last part of the section because mandatory invisible blocks are never expected things, so I ended up having it taken from me in the Dragon Coin room and having to go back for it for nothing. That's really the only part I found to be really bad though, and the rest of the level still holds up pretty impressively. I still admire the layout and imagination of everything else as a whole, so great job!
    ElTipsta (8.5/10)
    • This is a really clever level that makes use of a wide variety of gimmicks such as darkness, key hunt, graphical effects (the section just after the checkpoint has a neat graphic-based mechanic which I love, tohugh seriosuly that ? Block in the fog just to the right of the pipe needs to be removed as it's possible to die if yuo don't know its there!). The Red Coin hunt is also a fine way to end the level. Graphics and music are perfect. And judging by a certain section I glanced at in the editor, I think zlaker made this.
    Quill (9.0/10)
    • Wow, this was super good! I loved the huge variety of gimmicks in this level. They're all so incredibly unique yet really add a lot. It's so much fun. My favourite is probably the section where you can see the layout of the land above you and upside down, but what you're standing on is invisible. That one took me by surprise and when I figured it out I was amazed. The other gimmicks such as the darkness and the climbing net switching were great too. My only real complaint is that the level kinda came to an abrupt end!
    Shinbison-Kof (8.5/10)
    • A very nice level! The various gimmicks go well with the atmosphere. The fog mixes well with the background. The first section is great. I love the creepy ghost, they appear and disappear along some blocks like in some ghost castle. Some hints could be added in the second section as to how to progress as it took a while to figure out. I like the shadow gimmick in the third section. It's creative. The section after the checkpoint has interesting concepts, like the ghost block which requires the player to pay extra attention. In the same section there's a very high place that is impossible to reach unless that the player finds the secret propeller block. I found that a little too cryptic. The fence section is creative too, but it gets kinda annoying with the red coins. The remix is great! Overall it's a very creative level.
    Valtteri (10.0/10)
    • This level has some really interesting gimmicks. Stuff keeps disappearing when you least expect it and it feels like a combination of SMW castles and NSMB ghost houses. It's really great! The part where you had to figure that the ceiling mirrors an invisible floor was cool. However the room where some bricks would be fake and the light would go off for some moments so you wouldn't see which ones you can stand on wasn't so good. It just forced me to stop and wait it out every few seconds. It didn't feel very intuitive. The timed fences thing that came after I liked though! The design is consistent and polished and the enemy placement is great. Overall it's a really fun and creative level!
2. FireLink - Spectral Arcane Machine (8.89/10)
  • Chad (8.0/10)
    • This is a super nice level. The design is very simple when you're outside, but the inside is a bit more explorative and complex, and I like that contrast. It tells a nice story more with its progression and atmosphere than with dialogue, and the level is generally kept pretty easy so you can just enjoy what's going on around you. Moving parts like pistons and crushers are put to clever use and even cinematically when they break through the floor, and often require creative reaction from the player. I didn't care too much for the introduction of the skull crushers, though. It's explained pretty clearly, but it does nothing to prepare you for the number of times or rate at which they will press the ground. At least this is only the first instance, but the others are a lot easier to grasp. There's a clear indication of when it'll happen, and that it'll only happen once for each one you encounter. The first one should have been handled this way too, with a white marking and a single stomp. I also found the moving spikes to be a pain, because they're identical to the stationary ones and react very suddenly. These aren't huge issues, but they're certainly troublesome. The boss is pretty clever, though. Not too difficult, but it keeps you on your toes and it's pretty easy to learn what you have to do, and the health bar is nicely implemented. I have mixed feelings on having a boss this far away from the midpoint, but it's a fun fight and nice ending to the level.
    ElTipsta (9.5/10)
    • Now this is how you make an atmosphere! This level has a really unique hybrid of jungle/factory/ghost and it's very engrossing, and the music is a perfect match. The design itself is very nonlinear with a variety of challenges from water pools to crushers that damage the player if they are on the floor when it lands via clever usage of layers and events, it altogether blends to make a very unique experience and one of the best in this contest. The length is good too, though usage of LunaLua to make a second checkpoint before the boss would have been grand. Also, the boss dosen't always take damage when you throw a star at it, which would have probably got this level an even higher score from me if this wasn't the ccase. I think Bomber57 made this.
    Quill (7.2/10)
    • This was pretty cool. The general setting of this level was pretty unique and allowed for some unique design. The majority of the unique design is only featured in the second half though with the active machines. Aside from these elements, the general design was pretty decent though a lot of it was holding left/right and jumping occassionally. That's alright, but it got a little boring at times. Thankfully, the better second half helped spice things up. The boss was pretty basic. The attacks were annoying to deal with especially as the projectile was vulnerable to everything. Speeding up the projectile spawn time could help here. The boss could have more variation in the attacks too.
    Shinbison-Kof (9.75/10)
    • This is an amazing level! I love the atmosphere, it's unique and very beautiful. Factory in a mystic land is a perfect mix! The level design is great, I like the transition between the forest and the factories. I love the smash blocks and the secrets. The gimmick is very well executed and the effect of the smash block is new to me. I like how some ghosts interfere with the scenery. The moving layers are a nice addition too, especially in the factory parts. The factory section feels cramped sometimes, but it isn't much of a problem because the npc placement is still fair. The special effects and gimmicks are great in this level, but they seem to only come in after the checkpoint. The level intro is weird, too. The boss is great. It's simple but very well made. You handled the difficulty very well. I loved the music! The level design was just great. The level was fun and amazing overall!
    Valtteri (10.0/10)
    • Impressive special effects in this level. The smashers are really cool. The design is near professional. It's fluid and interesting throughout the level. The boss was good, although it seemed like Boo only got hurt if he was in a specific position. The level looks gorgeous, too!
1. Chad - Sherbert Skywaves (9.03/10)
  • bossedit8 (9.25/10)
    • A very nice water based stage where you have to not only be in water but also move along with it to survive and to get further. I like the multicolored coins, enemies, tileset and even specific effects so graphics wise it's very good. The gameplay of this level is also very nice with the challenges but some of your enemy placement can be tricky in certain situations. It wasn't all too bad though. Power-up placement was alright. There were no secrets but oh well. Overall, a very nice water based level with nice challenging gameplay and the water movements. I also like the music choice there.
    ElTipsta (9.0/10)
    • I think I found Chad's level ^^ This level is pretty simplistic, but is well designed with a nice new set of sandy graphics and other SMW graphics. The fish look great. The level itself focuses on moving water, which is cool. Length is perfect. The only real issue is that the Urchins look wierd if they aren't in water, which is true moreso in the last section. I had fun most importantly and if this is Chad's return to level designing, then you're off to a good start.
    Quill (9.0/10)
    • Oh wow, this is super neat! The gimmick present here is super neat and it works really well, adding plenty of depth and challenge to this level. The aesthetics are colourful and help add to a pleasant atmosphere which helped make this level feel like a true Mario level too. The enemy replacements helped to add in that extra flavour and I really appreciate that the level didn't overstay its welcome. It showed what it could do and ended without dragging it along. Fantastic job!
    Shinbison-Kof (7.9/10)
    • Here's a nice and colorful level. The colors are so cheery. The level design is good. I like the variety in the level like the moving water. The mix of tilesets is well done. The graphics are good. I like the recolors. They all contribute to the "happy beach" atmosphere. The second section is a bit cramped and the npcs are hard to dodge with all the flying water around, especially the Venus Fire Trap fireballs. There's great variety in the npcs but there are too many fish considering the space the level gives to dodge them. The moving water gimmick is used creatively but their somewhat glitchy nature became frustrating in the third section with the blind jumps. Overall it's a fun and beautiful level.
    Valtteri (10.0/10)
    • The moving water gimmick together with the special color scheme and quite creative Goomba-Cheep Cheep mash-ups make a quite original level. The gimmicks are carried consistently through the whole level. It breaks the boundaries of a casual Mario level but doesn't go overboard.

Ness-Wednesday
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Ness-Wednesday » Sun Mar 06, 2016 10:43 am

MECHDRAGON777 wrote:
Natsu wrote:Really? Didn't ToB X have a tier for the final 3 levels? Anyways, my bad. Still I believe there will be a final Tier 9.
I do not know about ToB4, but I doubt it will happen. (2000th post on the thread)
Same, but there was a special Tier in CC5, with the last 3 levels.
No other contest had that yet.

diamantico21
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Re: Community Contest 12 - RESULTS! TIER 6

Postby diamantico21 » Sun Mar 06, 2016 10:44 am

This is the 100th page... I'm so exited (-*.*-)
So I'll just shitpost to end the shitposting life of this cc

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Re: Community Contest 12 - RESULTS! TIER 6

Postby Zipper » Sun Mar 06, 2016 10:45 am

maybe if we hit the post count for this one fast enough the shitposts won't spread

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Re: Community Contest 12 - RESULTS! TIER 6

Postby MECHDRAGON777 » Sun Mar 06, 2016 10:45 am

Ness-Wednesday wrote:
MECHDRAGON777 wrote:
Natsu wrote:Really? Didn't ToB X have a tier for the final 3 levels? Anyways, my bad. Still I believe there will be a final Tier 9.
I do not know about ToB4, but I doubt it will happen. (2000th post on the thread)
Same, but there was a special Tier in CC5, with the last 3 levels.
No other contest had that yet.
It happened in cc11, but they still went to tier 10.

Fuyu
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Fuyu » Sun Mar 06, 2016 10:47 am

Shitpost post is shitpost, so shitpost all you shitpost, beg the shitpost will shitpost, so to shitpost you'll shitpost.

~ Shitpost - 6th March 2016

aero
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Re: Community Contest 12 - RESULTS! TIER 6

Postby aero » Sun Mar 06, 2016 10:48 am

what the fuck is going on

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Re: Community Contest 12 - RESULTS! TIER 6

Postby Ness-Wednesday » Sun Mar 06, 2016 10:48 am

AeroMatter wrote:what the fuck is going on
Shit posting... that's what happened. :P

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Re: Community Contest 12 - RESULTS! TIER 6

Postby ShadowStarX » Sun Mar 06, 2016 10:48 am

AeroMatter wrote:what the fuck is going on
shitposting

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Re: Community Contest 12 - RESULTS! TIER 6

Postby MECHDRAGON777 » Sun Mar 06, 2016 10:49 am

AeroMatter wrote:what the fuck is going on
Half of us are wondering if tier 8 will have 12 levels ir 10 levels while the others are making useless posts.

Ness-Wednesday
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Ness-Wednesday » Sun Mar 06, 2016 10:50 am

MECHDRAGON777 wrote:
AeroMatter wrote:what the fuck is going on
Half of us are wondering if tier 8 will have 12 levels ir 10 levels while the others are making useless posts.
Except it went right down the shit post line, and beyond 100 pages will destroy this topic, pls Valtteri.

The Thwomp King
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Re: Community Contest 12 - RESULTS! TIER 6

Postby The Thwomp King » Sun Mar 06, 2016 10:51 am

I'm happy with 30th place. The fact I got that far really helps, and I know I can definitely place higher in the future. XP hahaha
Good luck to the remaining!!!
Last edited by The Thwomp King on Sun Mar 06, 2016 5:09 pm, edited 1 time in total.

CopyLeft
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Re: Community Contest 12 - RESULTS! TIER 6

Postby CopyLeft » Sun Mar 06, 2016 10:52 am

woah boy its everyone
Image

Wind
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Wind » Sun Mar 06, 2016 10:52 am

zipper's level should have placed way higher imo

contest's rigged af

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Re: Community Contest 12 - RESULTS! TIER 6

Postby underFlo » Sun Mar 06, 2016 10:52 am

#riot

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Re: Community Contest 12 - RESULTS! TIER 6

Postby MECHDRAGON777 » Sun Mar 06, 2016 10:54 am

The Thwomp King wrote:I'm happy with 30th place. The fact I got that far really helps, and I know I can definitely place higher in the future. XP hahaha
Good luck to the remaining!!!
One place more and you would of made my best place, howndoes a bad level get past tier 6?

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Re: Community Contest 12 - RESULTS! TIER 6

Postby Ness-Wednesday » Sun Mar 06, 2016 10:56 am

MECHDRAGON777 wrote:
The Thwomp King wrote:I'm happy with 30th place. The fact I got that far really helps, and I know I can definitely place higher in the future. XP hahaha
Good luck to the remaining!!!
One place more and you would of made my best place, howndoes a bad level get past tier 6?
The way some people would think a bad level is good and a way a person think is/her level is good dosen't think about it's placement of objects.

aero
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Re: Community Contest 12 - RESULTS! TIER 6

Postby aero » Sun Mar 06, 2016 10:59 am

Aesthetics is what led to the rise of mechdragon. fml

Marina
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Marina » Sun Mar 06, 2016 11:00 am

me: *is the bees knees*

you: *the cockroaches ankles*

Ness-Wednesday
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Re: Community Contest 12 - RESULTS! TIER 6

Postby Ness-Wednesday » Sun Mar 06, 2016 11:01 am

New forum history: This is the first topic to pass 100 pages.
I think it's best for it to end now since we've passed the page limit.


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