


https://www.mediafire.com/?gg55dmqqwm5ip6o
EDIT: I MADE THE TILESET, SO GIVE CREDIT IF YOU'RE GONNA USE IT
and the reviews:
Spoiler: show
7. Darkonius Mavakar - Clockwork Ruins (8.74/10)
castlewars: 9.1/10
This level is just so excellent. Attaching clock tiles to certain NPCs such as the Roto-Discs allowed for special gimmicks to be carried out and performed, and sure that's OK, but in this level this gimmick is stretched to its limits, and this idea is unique to SMBX. There could have been a bit more variety in the gimmicks used but the idea of time is still a focal part of this level, and the use of the green P-Switch that freezes time is almost near-perfect because the player is required to do some forward thinking before hitting the switch because one false hit can result in a jump too far, or a clock tile rendering the player from being unable to cross over, and the use of the P-Switch Start and P-Switch End events has been masterfully executed in that hitting the switch can show blocks in frozen time, but at one point in section 7 the player will get pushed out of a corner if they hit the green P-Switch as it is bricked up. The bossfight in this level was excellent as well, and is reminiscent of the final boss in Mario Classic in that it takes on various forms depending on how much damage it has taken. The idea of having to catch the eggs and throw them before they hatch is a nice idea for a boss battle, and turning off the playerblocktop attribute to the SMB2 Bob-omb is an interesting gimmick used. Also, Hoenn confirmed.
Chad: 9.6/10
This level impressed me quite a lot! It's filled to the brim with originality and creativity, and all of the clock-based gimmicks are executed extremely well. I'm amazed by just how many gimmicks are included, and you have hint arrows and messages at the start to help players along with what wouldn't be obvious initially. The boss is excellent too, with each phase being just a little harder than the last and it even has a visible health counter that resembles a clock. There are a few issues, like how frozen time can break the vine and despawn red/blue clocks occasionally, one time switch pushes you through blocks as you step on it, the eggs should probably hatch Goombas or Spinies because not being able to step on the Bob-ombs is odd, the pendulum appears very suddenly, and there's no reason or indication for the little bird to not be killed by a normal jump. Other than those, you've got a pretty well made and innovative level here! It isn't lacking or excessive in any regard, and is a fulfilling and enjoyable gameplay experience.
Firespike33: 9.5/10
This level had everything: a good graphical theme, good music, well-placed NPCs, replay value and unique gimmicks. While some of the level was typical in design, the enemy placement is really good and made it hard, especially with the Bullet Bills (I am not good at avoiding them). There was some backtracking--thankfully not tedious--and ace coins, as well as a split path near the end, all adding to the replay value. The gimmicks involving the freezing of time and jumping on blocks were also very good and fit with the level’s theme. The graphics weren’t outstanding, but still fitting and not clashy. The background could have been better, and I don’t like the look of tufts of grass growing on stone (with no grass on it) here. The music fit pretty well. The Ace Coins are somewhat hard to find, which is a good thing, but the part where you have to land on a Bullet Bill was just annoying.
The boss was good, too. It was difficult to grab the eggs while they fell, especially while he moved, but it never seemed unfair (except for when the yellow hammer thing got a cheap hit on me when it first appeared). I’d add spikes to the Bob-ombs to make it obvious that you aren’t supposed to jump on them. Also, sometimes the floating blocks with clocks on them despawned if you moved offscreen and came back. Overall, it had flaws, but was an amazing level otherwise.
Quill: 7/10
This level was neat! What a creative use of the time switch! It's really clever, but at times it can be glitchy as stuff despawns when you need them to progress and running out of time causing blocks to sometimes block your path can be annoying. The backtracking in the first part was also a little boring and could have been changed more. Overall, it was pretty cool and done generally well. The boss however, needs a lot of work. It takes a while to figure out what to do at first but when you do, it starts okay. When he starts moving around, it gets frustrating just trying to pick up the egg as the timing is annoying. To make things worse, a thwomp is attached the boss in the final phase and that causes the egg to glitch and make it unable to be picked up. The only way to fix this is to make the thwomp fall, but it's annoying trying to keep an eye on it and on the egg spawner at the same time. Overall, good level, bad boss.
Valtteri: 8.5/10
This level is strong in aesthetics and gimmicks. This has to be the most creative way of using the Stop Switch I've seen. The boss is really cool with the different phases and skillful use of different features in SMBX, although the sprite isn't exactly impressive. As I said first, the level looks really good overall. The different graphics used go well together. I love the parallax cloud background. I think the idea of using clocks in the ground is pretty stupid, though. It's not the least bit creative (the level has to do with time, let's put pictures of clocks everywhere!) and doesn't make much sense, even if the level does make use of the time stopping feature. I'd also like to add that the background walls, while looking okay, are pretty cheap darkened foreground tiles with windows attached that don't really look like they belong there since they're lacking the black outlines.
castlewars: 9.1/10
This level is just so excellent. Attaching clock tiles to certain NPCs such as the Roto-Discs allowed for special gimmicks to be carried out and performed, and sure that's OK, but in this level this gimmick is stretched to its limits, and this idea is unique to SMBX. There could have been a bit more variety in the gimmicks used but the idea of time is still a focal part of this level, and the use of the green P-Switch that freezes time is almost near-perfect because the player is required to do some forward thinking before hitting the switch because one false hit can result in a jump too far, or a clock tile rendering the player from being unable to cross over, and the use of the P-Switch Start and P-Switch End events has been masterfully executed in that hitting the switch can show blocks in frozen time, but at one point in section 7 the player will get pushed out of a corner if they hit the green P-Switch as it is bricked up. The bossfight in this level was excellent as well, and is reminiscent of the final boss in Mario Classic in that it takes on various forms depending on how much damage it has taken. The idea of having to catch the eggs and throw them before they hatch is a nice idea for a boss battle, and turning off the playerblocktop attribute to the SMB2 Bob-omb is an interesting gimmick used. Also, Hoenn confirmed.
Chad: 9.6/10
This level impressed me quite a lot! It's filled to the brim with originality and creativity, and all of the clock-based gimmicks are executed extremely well. I'm amazed by just how many gimmicks are included, and you have hint arrows and messages at the start to help players along with what wouldn't be obvious initially. The boss is excellent too, with each phase being just a little harder than the last and it even has a visible health counter that resembles a clock. There are a few issues, like how frozen time can break the vine and despawn red/blue clocks occasionally, one time switch pushes you through blocks as you step on it, the eggs should probably hatch Goombas or Spinies because not being able to step on the Bob-ombs is odd, the pendulum appears very suddenly, and there's no reason or indication for the little bird to not be killed by a normal jump. Other than those, you've got a pretty well made and innovative level here! It isn't lacking or excessive in any regard, and is a fulfilling and enjoyable gameplay experience.
Firespike33: 9.5/10
This level had everything: a good graphical theme, good music, well-placed NPCs, replay value and unique gimmicks. While some of the level was typical in design, the enemy placement is really good and made it hard, especially with the Bullet Bills (I am not good at avoiding them). There was some backtracking--thankfully not tedious--and ace coins, as well as a split path near the end, all adding to the replay value. The gimmicks involving the freezing of time and jumping on blocks were also very good and fit with the level’s theme. The graphics weren’t outstanding, but still fitting and not clashy. The background could have been better, and I don’t like the look of tufts of grass growing on stone (with no grass on it) here. The music fit pretty well. The Ace Coins are somewhat hard to find, which is a good thing, but the part where you have to land on a Bullet Bill was just annoying.
The boss was good, too. It was difficult to grab the eggs while they fell, especially while he moved, but it never seemed unfair (except for when the yellow hammer thing got a cheap hit on me when it first appeared). I’d add spikes to the Bob-ombs to make it obvious that you aren’t supposed to jump on them. Also, sometimes the floating blocks with clocks on them despawned if you moved offscreen and came back. Overall, it had flaws, but was an amazing level otherwise.
Quill: 7/10
This level was neat! What a creative use of the time switch! It's really clever, but at times it can be glitchy as stuff despawns when you need them to progress and running out of time causing blocks to sometimes block your path can be annoying. The backtracking in the first part was also a little boring and could have been changed more. Overall, it was pretty cool and done generally well. The boss however, needs a lot of work. It takes a while to figure out what to do at first but when you do, it starts okay. When he starts moving around, it gets frustrating just trying to pick up the egg as the timing is annoying. To make things worse, a thwomp is attached the boss in the final phase and that causes the egg to glitch and make it unable to be picked up. The only way to fix this is to make the thwomp fall, but it's annoying trying to keep an eye on it and on the egg spawner at the same time. Overall, good level, bad boss.
Valtteri: 8.5/10
This level is strong in aesthetics and gimmicks. This has to be the most creative way of using the Stop Switch I've seen. The boss is really cool with the different phases and skillful use of different features in SMBX, although the sprite isn't exactly impressive. As I said first, the level looks really good overall. The different graphics used go well together. I love the parallax cloud background. I think the idea of using clocks in the ground is pretty stupid, though. It's not the least bit creative (the level has to do with time, let's put pictures of clocks everywhere!) and doesn't make much sense, even if the level does make use of the time stopping feature. I'd also like to add that the background walls, while looking okay, are pretty cheap darkened foreground tiles with windows attached that don't really look like they belong there since they're lacking the black outlines.










