Level Contest 8: The Winner!

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

Level Contest 8: The Winner!

Postby Valtteri » Sat Jul 26, 2014 5:00 pm

Image

What do you mean too early. It's been three months since I launched Contest 7. And now is the perfect time to start the contest as most of us are on vacations!

Results at last! I've divided them into five tiers and I'm posting them one per day starting from the lowest scores. You know how we roll. Who will win??? You'll know soon enough!!!

Judges

Will bold those who have submitted their reviews.
  • bossedit8
  • Chad
  • Emral
  • Quill
  • TNTtimelord
Rules
  • You may only submit one level.
  • You must submit the level before the deadline.
  • It has to be made by you and you alone.
  • The level must be complete and completeable.
  • The level has to end with a Star (or the exit can be anything but a Star must be obtained in order to reach it). It can have an additional secret star but no more than two stars in total. This is for my convenience when I build Tower of Biased.
  • The level can't end the game.
  • Do not use music that goes beyond 6 minutes.
  • Please make sure none of the NPC codes have decimal values. They cause problems and slow down the judging/TOB progress significantly.
  • 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.
  • LunaDLL isn't allowed as it's still a bit too complicated to the majority and those who know how it works would be in an advantage.
  • By submitting a level you agree that it will be in Tower of Biased 7.
And yes, as long as the level meets these criteria, you may submit a level that you prepared earlier. Participants who fail to obey these rules will be disqualified.

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 0.00-10.00 and will be given a short review from all the judges. This time to make sure everyone gets the same amount of reviews, I will act as a back-up judge who will judge the levels that one of the judges can't review for some reason. The development for Tower of Bias 7, the episode that connects every submission, will also have started at this point. The prize? The same old fame and glory. I know previously individual users have promised the winners prizes but ultimately they never do.

How to submit a level
  • 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, credits etc. if you want.
    • 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.
    • 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.
  • Don't put your name on any of the files.
  • Send your level to me in a Private Message. I will direct them to the judges.
The deadline

July 12, 22:00 GMT/UTC.

Darkmatt will reward the winner(s)!

also wind will hand the winner a Landmark 1 Week Closed Beta key. landmark game site https://www.landmarkthegame.com/about-landmark

Participants

Those who submitted are bolded.

Valtteri
bossedit8
Emral
Quill
Murphmario
CaptainSyrup
Bomber57
LitDude
GLuigiX
Ignoritus
Raster
qig
Ragont
castlewars
Darkonius Mavakar
Frozen Rex
Chris900J
Christian07
Kep
zlakerboy357
bulletbill43
xtremegamer51
Little Boo
Wind
SuperMario7
Blueoak
Aeon Wisp
Dragonmaster146
DarkMatt
sezixor
Sux
SnifitGuy
moemoe02
beanluv
MECHDRAGON777
Nien
ElTipsa
Knux
deadfish
Pivot40Channel
Beyond
Shinbison-Kof
FireLink
SMBXxer
The8bitmushroom
Star
reghrhre
HealthyMario
RozajAlMubarak
DimitrisPowerSeven
SuperWingedYoshi
caiozk
Mudkip
8flight
Sednaiur
Getlucky12341
Kingbowser112
JangoFred
mariogeek2
MechaLxNiiur
Willhart
litchh
Kuribo
HenryRichard1234
alexdk1
Thetoxicminecrafter1
Zant
kchunming925364
schm2000
Shy-Guy
andregemeo23
pyroslasher
AirShip
Epoch
dark old x
Hawkeyeone
Gintoki
Imaynotbehere4long
RoundPiplup
Sakke
Bryux
Jarckius
SuperMarioBuider16
Kyo
fireflowerhour
Vanishing Bulborb
TNTtimelord
h2643
MidiGuyDP
crusher169
GameClip477
Dollarluigi
FanofSMBX
Vinyl

Tier 1

72. SMBXxer - One More Overless - 0.1/10
Spoiler: show
bossedit8: 0.5/10
  • What a weird Level. You just have to do nothing and wait out until you hit the Star that is completly invisible. Everything is Black, Blocks are invisible and you can even Exit from the Left and Right. This is probably the worthless Level in SMBX History (well, if you put the Exit right where the Startpoint is, THAT would of been the worthless Level of all time... maybe even death at the Start too but that is another case). Why? It was so pointless.
Chad: 0/10
  • The level is just a black screen, invisible floor, and some events that make sounds and move the floor around before carrying you offscreen to end the level. There's no point to this at all.
Emral: 0/10
  • What did I just watch?
    Guess: Mr. The Guy who had no time.
Quill: 0/10
  • i am frank, son of governor of lagos state of nig. i am looking for any bank manager over there to contact i want to have savice acconut over there i am coming over there soon to stay and invest my money be fore then i need a bank manager that i can have his acconut number let me transfer all my money to him for my savice accont over there before i come over there pls if ur a bank manager and you can do if for me pls contact me by mail or ph
TNTtimelord: 0/10
  • I don't really get the point of this level, at all. You completely wasted my time.
71. FanofSMBX - A Spongy Story - 0.87/10
Spoiler: show
bossedit8: 1.35/10
  • Uhhmmmm... is this supposed to behave like that? As far as I can tell, this Level is literally unfinished. I tecnically can't find the exit to this. So... I think the Level is supposed to play it by itself because it is a Intro or a Story but for whatever reason I can move freely and be even inside the cutscenes which is normally not possible on the regular cutscenes. After you are done watching the cutscene you literally can't move. I guess there should appear a Warp where the player originally spawns to get out of the cutscene but for some reason it isn't there. At least it is kind of entertaining to watch the cutscene. The music is a bit weird for my taste but meh, nothing too wrong. Overall it isn't beatable what so ever for some reason, just a cutscene shenanigans with a weird Music.
Chad: 2/10
  • It starts out with a cutscene, and while I'm not sure why SpongeBob is here, it has good layer/event usage to make the it work nicely. But then, it just stops. It reaches the end, and I thought that maybe there was an event missing that would transition it into the proper level. Nope, turns out that the cutscene is the level in its entirety, which is disappointing. The story is a bit nonsensical, jumping around to different points constantly, and the crossover is odd. I'm afraid the only thing I liked about this was how the events were executed. It is, at the very least, a functional cutscene. I feel it deserves a couple points for just that.
Emral: 0/10
  • This is a level contest, not a cutscene contest
    Guess: Hawkeyeone
Quill: 0/10
  • -.-
TNTtimelord: 1/10
  • LOL. Well, that was rather eventful. I truly would love to give this a good score, but I can't do anything in this level. All the level is is a cutscene and that's a major issue, considering I'd like to PLAY the level. Now if I could play this and have a lot of events go along with it, then this would be a lot cooler. I mean, the graphics and the music are great.

    I'll give a point for effort.
70. Vinyl - This level was approved by Mitt Romney - 1.56/10
Spoiler: show
bossedit8: 2/10
  • This Level was, just... bad. Another Joke Level. Seriously? Just... no. This never leads you to a high places... really. Anyway, at the beginning you see SMB Theme with Trees... on '?' Blocks? Way to go unlogical plants. If you are at the top after the Vine, going to the right is pointless because there are Invisible Blocks blocking your way (only visible seen once you turn into a Tanooki Statue). Going to the left there is a pipe you can enter and then you are in SMB2 Theme plus the Night side of it by the Potions which is neat at least for this Level and it even is necessary to make the Switch blue instead of yellow (well, both of them are necessary to hit them once to get further on). After that, after the necessary Switches where those Invisible Blocks are up above you are encounter a Toad that gives you a Hammer Suit right at the Pipe entrance which is nice but once you enter the Pipe, everything starts out what not supposed to do/make in your SMBX Levels. Messed up Music, messed up Message Boxes and NPCs. Also there is even a Trap on a specific spot. Just, bad. There is even a Shop later on which kinda like but another weird Music Choice which does not fit. It simply does not fit what so ever on a regular Mario Level even on SMBX. Even the Graphics were bad on specific sections. At least there is a way to end the Level with a star but... that level kills it anyway. Annoying Design in general. Only the SMB and SMB2 Part were good (but not completly though).
Chad: 2.5/10
  • It starts out okay. You go into the sky and hit switches, and there's a nice implementation of the dark world from SMB2. But then, it descends into nearly-unplayable joke level nonsense, with such fun aspects as invisible troll blocks, Cobrat spam, platforms I didn't feel like trusting, and just overall unenjoyable gameplay. Joke levels don't have to come at the cost of quality, and this is one that blatantly didn't try much in that department.
Emral: 1/10
  • Ridiculously hard for some reason. But free items! Just stop by the flea market and get yourself 2 leaves and a migrating yoshi! Then go to the steam sale and fly over everything! Also, TAOK. Points for effort.
    Guess: In another level I said Knux made it. DISREGARD THAT. THIS ONE IS HIS.
Quill: 0.5/10
  • The scooby snack teaches the tornado. Any lover can share a shower with the cloud formation inside the tomato, but it takes a real recliner to bury the moldy globule. A tape recorder seeks a sandwich. When you see the ski lodge, it means that the tattered customer goes to sleep. The underhandedly fractured mortician secretly plans an escape from a nearest industrial complex a fire hydrant, and the plaintiff from the cashier makes love to a care.
TNTtimelord: 1.8/10
  • Ok, you had me fooled for a second because the first half of the level is actually a legitimate level, but then it turns into a frightening joke level with TAOK enemies.

    Needless to say, I find the lack of seriousness in the second half disturbing.
69. Sakke - Pelottava talo - 2.375/10
Spoiler: show
bossedit8: 4.075/10
  • What a short Ghost House Level. When you enter, there is just a few rooms and that's pretty much it. There is just a few Puzzles but I do not really want to call them Puzzles because I figured it out on the first try. It wasn't hard and it was short. Not much going on there too. At the end there is your Star with a lot of 3UPs Moon for no reason. Short, Simple, Unpuzzlely. Good work Ghosts. You definetly deserved another Ghostly Cookie from our destinations.
Chad: 3.8/10
  • Well, this was a level of some kind. I enter the ghost house, I go through a door, I go through another door, I hit a switch, go through two more doors, and I'm out. Yay. I guess it's pretty standard fare for a ghost house, but it's by far the shortest one I've ever played, and there's hardly any feeling of effort.
Emral: 1/10
  • Probably the most simplistic ghost house level. Forgettable, not well designed, but brought a smile to my face.
    Guess: finnish name. Sakke.
Quill: 1.5/10
  • oh no i got stuck in some room because the p switch doesn't respawn oh man 3 up spam at the end this is seriouslevel
TNTtimelord: 1.5/10
  • For being a short ghost house level, the only thing I somewhat admired was the scenery. Little to no coins, 3up moon spam at the end, and a switch that you can only use once and you can't beat the level if you run out of P-switch time to get to a hidden door. That is some of the laziest ghost house work I have ever seen. Either make it possible to get another one by making the level larger or create a p-switch generator - your choice.
68. beanluv - Final Zone - 3.7/10
Spoiler: show
bossedit8: 5/10
  • Oh man. Instead of a regular Level, we have a Boss only Level. It was a Sonic Based Boss where you have to hit dr. Eggman 10 Times with your Bombs while he is not inside the Floors. It is a nice concept for a boss that you have to wait, dodge and attack but what I do not like is the hitbox from the Boss because once you throw a Bomb to him, it explodes not completly on a impact, which means you have to be a bit more away from it or else you gain a unespected hit. The other thing that makes it more difficult than it looks is the Bomb itself. He tecnically does not have a Flash Animation when it is gonna explode shortly. It has the same timer like the regular SMB2 Bombs however. After you defeat the boss you gain a Star while the Boss flies away. It was a decent boss overall despite those flaws but the actual Level seems to be not there which is normally the purpose on this Contest.
Chad: 5.5/10
  • Pretty cool boss! It definitely feels like a Robotnik-styled fight and it functions splendidly as one. The pattern between the projectiles and pillars is rather easy to pick up, but still keeps you on your toes during the fight. However, the boss is the entire level, so there isn't really anything else to give it credit for. Also, the cutscene at the end doesn't function as intended, based on the readme. When the section boundaries reset, it focuses more on the arena than on Robotnik flying off, so it's incredibly easy to miss. You should have had the boundaries focus on the right edge of the arena, so it'd essentially force the player to see that instead of being the sort of anticlimactic thing it is now. Overall, great boss, but the boss is all there is and doesn't feel complete as a full level.
Quill: 1.5/10
  • Uh, this isn't really good. The level is simply just a terribly executed boss. The only chance you get to hit him results in you having to deal damage to yourself or risk being crushed. There's no powerups outside or in the battle to help out players and it just drags on since it's Mother Brain.
TNTtimelord: 3/10
  • Thanks for giving me virtually no room to work in for this boss battle. Dodging giant pillars with one block of space WHILE dodging oversized rinka projectiles WHILE trying to hit a robotnik replacing mother brain with bombs in all this is barely possible. You should be so much more generous here. If you're going to make a boss battle as near impossible as this one, give me a mushroom generator somewhere. Because of the sheer difficulty coupled with horribly places obstacles makes this tons more annoying and barely enjoyable. I do however think the way everything looks graphically is fine.
Valtteri: 3.5/10
  • Since this is merely a boss fight I can't give this a very high score. The level looks awesome and the boss is all right but the fight is too slow-paced due to the fact that you don't get chances to hit Eggman without hurting yourself often at all.
67. Little Boo - Cursed Valley - 3.81/10
Spoiler: show
bossedit8: 6.25/10
  • A Ghost Level. This is a nice casual SMW Ghost Level but with serious Puzzles to figure out. Well, not exactly a Puzzle but more like searching for specific Items to get further on on the Level. It can be frustration later on especially at the Midpoint. I searched the Key for like Minutes until I just Glitched through the top on these Empty Blocks that are invisible before in order to get further on but instead there is a mean invisible block at the bottom where the Platform is with the background object that is holding it. That is a very tough guess. By the outside section, I tecnically do not understand of the purpose of these Skulls on the Floor. Maybe it is there for decoration but they are even an Obstacle because they are like half a Block high. Maybe they do have a reason. Oh and another one those levels where you have to use your spinjump in order to get further on on your level. At least the Level forces you to play as Luigi which is a good thing but spinjumps isn't always the best idea, honestly. There are nice little secrets like 1UPs which is good. The level itself however isn't all that easy. It is nicely designed but how narrow some of the places are can be leading into trouble. The boss is basically a Big Boo where you have to hit him 10 Times while avoiding Eeries. Good challenge.
Chad: 4.3/10
  • Designing little exterior ghost houses that rely heavily on keys is a fascinating concept, but it didn't turn out well in this level. The little houses not only have extremely narrow structures, but also an abundance of enemies that really don't work well in small passageways. There's also a large number of places in the level where you have to use the keys in specifically the correct order or you'll get completely stuck, and forced to die/quit. Sometimes you provide ones in invisible blocks in completely random spots, but those can only be found by guessing. However, the grassland parts are at least okay. They don't really stand out, but I have nothing to complain about regarding those. The boss is fairly enjoyable and well-made, too. The Eerie generators are placed quite nicely, and the difficulty is suitable for this level.
Emral: 2/10
  • This one shouts out "Hey I'm a first level". It's really simplistic but at the same time difficult. I got stuck multiple times because I ran out of keys. Very good level design. Just kidding.
    Once one despawned and I even got stuck near a shell generator. The boss is just a joke as you can hold the block next to him and get like 4 hits at once. I didn't really enjoy it.
    Guess: That guy who makes first time levels.
Quill: 3.5/10
  • I'm really not sure if this level is even beatable or not. It starts off okay, with some variety in design but nothing too special. There's also an area in the outdoors where there is swimmable water but no actual water bgo. Upon entering the ghost house itself, it starts to make little sense. You have to find a lot of keys and over half of them seem to be in random invisible blocks that you have to be lucky to even find. There's little indication to where any of the keys are and there is even an invisible block in the same position as an actual tile, which is really stupid.
TNTtimelord: 3/10
  • I'll say this now. I shouldn't have to jump around like a mad man in random spots just to find some damn keys. I can also say there's an unnecessary amount of levels in lots of places. One of the few interesting things about the level is the boss and the fact you used skull rafts as scenery (this is an interesting idea, and I'm once again surprised someone hasn't done this). The boss would be great if king boo was attached to an invisible lakitu that threw blue SMW flames replacing the rinka's projectiles, as that would have been a lot more interesting.
66. Murphmario - Not-At-All Lost Woods - 4.159/10
Spoiler: show
bossedit8: 6.495/10
  • Forest Level which isn't all that long. You can explore this Level a bit but all that it isn't long. It was a ok Level, another casual SMW Level with Enemies and Obstacles but a few of these Obstacles (or better yet, Gaps) are a bit too big, making some of the Jumps very hard to get over it. No Secret Rooms, no Coins, just 2 Mushrooms and that's it. Kind of low put into this Level. At the end there is a Ghost House with a Star and you can even fall to the very right and do the section all over again. There are even low amount of Sceneries. Also there is a background object missing at the up left side of the Section and you even can go over the Screen and also became Stuck if you fall down inside the Forest Tileset (as they are background objects inside the Tiles).
Chad: 5.8/10
  • Decent little level. It's a short climb, but with some interestingly tricky platforming along the way. The structures of the landforms are great for a moderately challenging environment. However, the two long jumps in the middle area are a bit demanding, and after the vine you can just run on top of the screen until the end. For a brief experience, though, I did somewhat enjoy it.
Emral: 2/10
  • Welp, a short ride. Felt kinda poorly designed, but I enjoyed it at first. Unfortunately, it's impossible to beat as Mario and Luigi, as there is a reallllllly long jump you can't make by 1 block. Sad pandas. So I switched to peach to find out that the level was almost over already. Ah well, happens. This is one of the more forgettable ones. It really has nothing to it other than bland design and zelda music.
    Guess: Murphmario didn't send me his level in a pm at all.
Quill: 3.5/10
  • Oh man, if you're gonna make a level, at least make sure it's completable with Mario and Luigi. There's a jump half way through that is impossible with everyone except Peach. I suggest fixing that. Aside from that, the level isn't really special and it's pretty short too. The ghost house at the end is also cut off and out of place.
TNTtimelord: 3/10
  • Oh my, I like that Saria's Song remix (I think it's from a different Zelda game). Now this is a widespread level and has a lot of potential, but one of the jumps is impossible and there's also a little bit of cutoff on the leaves in the far up right corner of the level. The enemy placement is ok, but there are no question blocks, no coins, and two mushrooms towards the beginning. This still has lots of potential and the music is lovely, but it really needs lots of work.
65. crusher169 - Casual Casino - 4.19/10
Spoiler: show
bossedit8: 4.75/10
  • Wow, this was a short Level. It takes place at the Casino with multiple Tilesets, Enemies and so on but not all that great to encounter sometimes especially at the place with a bunch of Roto Disks. Just too much for the player to handle. There are like a lot of Dragon Coins (normally gray Chips) throughout the Level, resulting in a lot of Lives if you are collecting at least the most of them. Can't tell a lot of things now due to having a Level being short.
Chad: 5.5/10
  • Decent effort. The design is okay, not bad but not remarkable either. Other than the big rolling chips sometimes turning around in places that they don't look like they're supposed to, the structure of the level serves its purpose fine. It is pretty short and I didn't care for the last section, though, as there are way too many Roto-discs and the last Rexes appear too quickly. The last section does show that development stopped partway through, as it's a lot smaller and has less design variation. The level as a whole is passable, but it does leave a feeling that more could have been done with it.
Emral: 2/10
  • Well that kind of happened. It does shout out "hey I'm a first level" like you said in the readme. It's really not bad for one. Generally, the level is a bit random at parts, especially the key section, and doesn't really have anything to it.
    Guess: A first-timer.
Quill: 6/10
  • Interesting level, it's a little on the short side but it pulled off some interesting ideas. I found it hilarious when the rolling ball knocked the star enemy away. The second with the roto disks was an interesting idea, but due to the large amount of them it was literally impossible.
TNTtimelord: 2.7/10
  • This level feels really rushed. It's somewhat well detailed and I always love to see Airship's tilesets in action, but I expected some Super Mario Sunshine music to go along with this instead of the default Waluigi theme. The black coins aren't meant to be used the way you did because they replace the SMW Dragon coin, so you end up unnecesarily giving the player a bunch of lives, and the key room is absolutely horrible as it's full of NPC spam which ended up lagging SMBX until I left the room. One of the few good things I have to say is that the NPC placement outside the room isn't too bad, minus the rolling poker chips.
64. DimitrisPowerSeven - Bowser's Newer Castle - 4.195/10
Spoiler: show
bossedit8: 4.975/10
  • This level was incredible difficult. I know it has to do with Bowser with his Castle but that was not even remotely greatful of difficulty challenges. The music was for some reason broken. It can't be even played on my Windows Media Player which really kills the background music in it (maybe it is too strong, not entirely sure why in general). Some of the Jumps were streched out which means if you are not quickly enough to run and jump you have a hard time to get over it. Sceneries, Coins and Secrets are incredible lacking but not the Power Ups. Power Ups were good placed. Not much to say until you hit the boss. It was tough to defeat him with all those enemy spawners. The second form is even harder to defeat because of those chasing Para Koopas and it is too narrow for Bowser to jump onto you which kills some of the fun of being a challenge.
Chad: 4.6/10
  • Sorry, but I didn't really enjoy this. Most of the level is unreasonably cramped and doesn't provide adequate room to avoid its hazards. The sliding wall section doesn't give a fair amount of space to avoid getting crushed, the boss is completely unfair. Frankly, it's nothing short of a spamfest. You have Spinies, chasing Koopas, and even Hammer Bros. generating every few seconds in a really tiny room with both kinds of Bowser AI, which are already difficult on their own. The fact that a Mushroom generates constantly is a testament to how overkill the boss is, because it basically comes down to winning by repeatedly taking damage and healing yourself. SMB3 Bowser hitting the ceiling is also a pain. That said, though, I did still find some enjoyment in the level. The precise movements required of the player still provide some entertaining challenge, and there's at least a decent variety of gameplay and ideas. The effort is there, it just didn't pay off as well as it could have.
Emral: 3/10
  • I don't know why I had so much trouble with this level. At some places, for example the key section, you can't get the key without taking a hit from the spikes. That's the only difficult part aside from the boss, actually. The boss is also only difficult because chasing paratroopas and hammer brothers keep spawning, not to mention the spinies. Sure, there are powerups. In the first part of the fight. But in the second one? Not so much.
    Also, the level feels kinda cramped. For example, you didn't utilize the upper half of section 1 at all, which lead to some really cheap deaths caused by touching the wall and losing all acceleration.
    Valtteri forgot the music file. (nope, it's there, it just doesn't work)
    Guess: I really don't know. I'm not familiar with people who make cramped levels with NPC spam.
Quill: 5/10
  • Rather average level. It's not bad in the slightest, but there's really nothing that makes it stand out from the rest. Everything is simply average. I'd suggest more variety in obstacles and level design to improve this level a lot.
TNTtimelord: 3.4/10
  • The level felt longer than it actually was, and it didn't help the rather irritating NPC placement in some points. The NPC placement was choppy since you chose to put waves of several different enemies all at once. In the basic castle areas, there's no coins and little to no scenery or question blocks. The boss is okay I guess, but it's easy to exploit the generators by covering them, especially the spiny one. In that regard, the first half of the boss fight. The second boss fight can quickly escalate to enemy spam with bowser, thanks to three different quickly generating NPC generators. In general, this level could easily have been a lot better and less cliched.
63. kchunming925364 - Planet of State - 4.41/10
Spoiler: show
bossedit8: 7.05/10
  • Space-like Level with gravity Water and frozen Waters. Very nice concept of a Level like that even with the Music but the whole Level is also kind of confusing. It is not noticeable at first that some particular Sections even Wraps around from left to right off the screen. I was very lost until I found out that one of the section is a wraping one for no reason at all and also no indication what so ever which is just... annoying. You have press 4 different Switches while hitting '?' Switches that turns to Water to Ice and vice Versa so you can hit a Switch that leads to your Goal destination but of course with no indication what so ever again. It is even more annoying that if you die only once no matter where you are you have to get through the Level all over again. Some of the Jumps from the Water to specific Areas are rather unclear if you can really make it or similar to that vashion. Tecnically you can make it but it is unlclear especially how enclosed the Level looks sometimes. Sceneries are lacking, although on a Cave Tileset it isn't completly necessary to have it anyway. Enemy and Powr Up placements where alright but sometimes those Koopas on regular Water don't really seem to be necessary to have them as they gain a bit of a pain at rare positions. Overall it was a decent Level but sadly issues were encountered.
Chad: 6.5/10
  • The concept of this level is really cool, as a freeze/thaw gimmick with free-floating water carries a lot of design potential. This level demonstrates it with its widely different and complex configurations for each area, and strategically placed switches. It's an idea that would fit really well in Galaxy. Unfortunately, there are a number of places in which the gimmick fails. You're frequently required to level wrap and blind jump, which are never indicated but constantly demanded. For the first switch or two, there's only one route to go so it's an interesting puzzle to figure out what the next step is. But once you get further in, you can choose to do multiple paths in whatever order you please, or so it appears. In actuality, if you don't do the rest of the level in a specific and correct order (which is entirely ambiguous), you're probably going to get stuck and be forced to suicide/quit. The ? switches are one-time-only, so hitting the wrong one at the wrong time will break the level, as you can't correct any mistakes. That completely ruins the imaginative, unique, and fun experience that the level initially held. One major culprit in particular is the red/blue switch room. I happened to enter through the upper pipe first, so the first thing I did was hit the ? switch to freeze the water below the red switch. I could still hit the red switch, but that was the last ? switch I had access to, so it was impossible for me to reach the blue switch. If you finally do reach the black switch, there's nothing telling you what it does, so that's a lot more pointless exploration right there, and a lot of waiting when you do reach the moving layer. In general, the level's completable if you do it right, but good luck getting there reasonably if you don't know it like the back of your hand, and not knowing where you can wrap or jump doesn't help.
Emral: 1/10
  • I searched. And searched. AND SEARCHED. AND CAME TO AN CONCLUSION! AFTER 45 MINUTES OF STARING AT THE EDITOR SCREEN I FINALLY FOUND OUT that there's absolutely nowhere to go after hitting the green switch. Which is sad. But ah well. Levels you can't beat. Happen. The 1 point is for "Hey this is nice".
    Guess: Beyond
Quill: 2.5/10
  • I appreciate the effort that went into this level. The icy/water gimmick in space is really cool. This level is really let down though as it feels like you haven't tested it at all. Landing near the four color block barrier (which totally makes you want to just exit the level right after seeing that) means you can't get back up. This applies to other areas too. Please test your level.
TNTtimelord: 5/10
  • Oh man, Space Junk Galaxy music mixed in with a fitting icy space tileset. I loved the gimmick where the water can be switched from liquid to solid, but the water is suspended in the air so it can get real obnoxious at points (I advise to everyone to just stop using floating water sources anyway). It's also impossible to beat your level considering one of the switches doesn't switch the water from solid to liquid and that's your fault and it shows that you didn't test your level well enough. That's a huge problem, since the level besides that is actually really good. I do think it needs some BGOs or scenery, though.
62. fireflowerhour - Deadlands - 4.445/10
Spoiler: show
bossedit8: 3.825/10
  • Another one of these level that are short. This level was ok. We are walking on a Dark Land with strange Music that kinda fits. Having like one real Power Up in that Level which kills the Power Up placements for me with decent amount of enemy placements. Background Objects that are quite fitting and even a background object that floats if you destroy a breakable block from underneeth at the beginning. No Coins, 1UPs and secrets what so ever. What a great night for Bowser, he must be very mean to our faces right now. Good job Bowser, you deserved a wonderful Chocolate Cake from my own Home.
Chad: 6.4/10
  • Nice little challenge. It wasn't very long and didn't have a lot of variety in its design, but there's a lot of tricky maneuvering and enemy placements that are interesting and fun. Aside from its strategic layout and hazard setup, though, the level is a basic run that doesn't have a lot of noteworthy aspects to it. It's incredibly short, so the enjoyment found in it is put to an end rather quickly. More than one powerup would have been nice, too.
Emral: 2/10
  • That happened. Far too short. Good in what it tries to do though, although it really is not much. Just some generic stuff actually. But I didn't encounter spam or anything. This review is longer than the level, so you get an idea.
    Guess: Someone who had no time to work on his level.
Quill: 5.5/10
  • This level was somewhat interesting. I liked where it was going, but it randomly ended which was a shame. I would suggest increasing the length and adding some more aesthetics to make this level more appealing. Some lava waterfalls wouldn't have hurt. It just needs... more.
TNTtimelord: 4.5/10
  • I've never played a level easier to speedrun. It's a well detailed level, but what really kills it is that it has one question block with a power-up and that's it for the level, and there are no coins at all. A good level should have plenty of both. Other than that, it's an interesting level, but there is hardly anything to it.
61. SuperMarioBuider16 - Just A Normal Old Grassylands Level - 4.57/10
Spoiler: show
bossedit8: 7.75/10
  • Misleading Starting Point. I put my Startpoint where Luigi is and I can now Start regularily. This Level was nice. Some Grassy Level with Water, Pipes and Lines. If I got a bit further, for some reason there are two Pillars with three blue glowing Balls and one yellow Star. No idea why they are there on a green Grass Area like this. Was there something happening or what? Also this Level has a lot 1UPs which is surprising but they are hidden anyway so it shouldn't all that of a problem. By the Midpoint you should not use SMW Fences with the Midpoint background as some of them is either at the foreground or at the background which is very weird. After that you jump on some of the Airships and then enter the Boss of the Airship and it is just a few big Goombas where you have to throw Bombs to the breakable Blocks. Not completly easy but also not that hard. After you destroyed one Boss Goomba the Shell Generator from the Top activates very suddendly which is a bit too surprising. If you defeat him again, real Koopas are spawning from the same pipe. If you defeat the third one you basically beat the entire "Game" instead of appearing a SMB3 Star (or something else that is related to the Star). So I was looking around searching for something different and I found another Section with a very loud Music up in the Skies at the Night. Then there are even more Sections that is very small and if you are going up to the Vine, there is your Star. Odd place to put a real Ending Star but whatever. Forgot to mention that there are multiple themes in one Level (SMB, SMB2, SMB3, SMW).
Chad: 4.6/10
  • The level starts out... okay. There's some good platforming, exploration, and potential to discover secrets. Some are even well-hidden, like the place that the vine leads to. The line platform area is an interesting challenge, too. However, some things felt too close together, like the item blocks and stuff around them, and the invisible 1up room being both really cramped and being in range of a venus trap. Generators are excessively fast, such as everything around the moving pipe layer, the Koopas on the line platform rides, and pretty much everything in the boss (except the required bombs, which were extremely rare and often killed by Goombas). The boss, even after its constant rapid-generator unfairness, doesn't even reward you with the star. It's in a completely different and unclear area of the level. Beating the boss destroys the floor and, if that doesn't kill you, the game ends entirely with a Bowser Defeat event. Bear in mind that this is going to be a single level out of more than 70 in a collective hub, so ending the game is yet another unnecessary and problematic element of the boss. Sorry, but a lot of things make the level not fun, and even aside from those it's mostly average.
Emral: 1/10
  • THAT'S A START POINT AT THE BOSS SECTION! WHOOPS!
    Well this level is a clusterfuck of almost everything in existence. Reminds me of the time when I used to make terrible levels myself. No offense. Not to mention the boss is actually kinda as annoying as mother brain since bob-ombs will be immediately taken out by goombas and even if you get one it's ridiculously hard to aim to destroy the wall. The level ends with Bowser Defeat instead of a star aswell. Rules misunderstood. Points for effort.
    Guess: Supermariobuilder16 makes the grassylands episodes.
Quill: 5.5/10
  • Oh no! You messed up the starting position! Anyway, this was a weird level. I like the variety with lots of different elements all together, but sometimes it's a little out of place, such as the net where the checkpoint is. The boss is kinda dumb and it's a little annoying that the bomb often dies due to being hit by a projectile goomba. I'm not sure what the purpose of the key was, either.
TNTtimelord: 4/10
  • The main grassland section is actually pretty nice with a lot, and I mean a LOT of extra side paths that really act as unfriendly bonus sections. There's also some pretty major issues with these bonus sections and that they contain the one star, which is WAY out of the way of the actual endpoint. I guarantee you about half of the members will skim over the pipe that takes you to the star. I would suggest replacing the star in the cave with a SMW star and instead of ending the game with the goomba boss, make the main star exit here. I like to see that Shikaternia tileset used, but it's BGOs are meant for that tileset, not for the SMW overworld tileset. The music in that section also is a bit straining on the ears. Now, to the boss, which is incredibly annoying and poorly laid out. It's nearly impossible since it requires PRECISE timing to throw the SMB3 bob-omb at the brick wall to destroy it for the first stage, and then the second stage has an annoyingly speedy giant koopa generator that gets faster as it progresses. Not a bad level, very poorly made boss.
60. HenryRichard1234 - Futuristicalish Land - 4.855/10
Spoiler: show
bossedit8: 7.175/10
  • A City Level. This was ok to nice but there are places where you can skip a bit on this Level. You have to destroy all of the colored Goombas in order to go further on on this Level which is kind of nice but one of them is at the very bottom that you need to throw a Shell to him because doing this with your own is not all that handy because getting back up, you either needed to be getting hurt yourself or jump on a Enemy. There is a Secret Star you can get but actually getting to it is very difficult. You need to destroy all 5 Hammer Brothers inside the Secret Room in order to obtain one but they are very tough to even reach due to Hammers and small Area. Also, Power Ups seems to be a bit lacking. The one place where the Dragon Coin is down there, you need to jump down in order to destroy another colored Goomba which isn't always 100% sure if there is something necessarily to get further on on this Level. After that there are simple Sections where you have to take the key to a Keyhole and also destroy the red Switchgoombas. Not all that Hard. There is a random Boss, Boom Boom and if you defeat him a Dragon Coin appears. After that you get to the Boss. Two of them at once of course to make it more harder. After that the Level is done. Overall it was a nice Level but issues encountered.
Chad: 4.6/10
  • This level is, frankly, obnoxious and irritating. Most of the enemies are unreasonable Pikoomba generators and Bullet Bill rinkas, which are annoying on their own but are often placed together, or in spaces where avoiding them just isn't happening. It also bugs me that the second star is just a room that drops you into the combined range of multiple Hammer Bros. where dying is nearly a guarantee, and that passing the green switch wall makes a requirement out of falling into what looks like a death pit. The design is fairly normal, and I do like the expansiveness of the first section, although putting gray blocks as grass tileset endings feels very lazy. The different rooms associated with the red Goombas are interesting and their layouts are generally fine, but the pipe maze is basically picking pipes at random until you guess right. Doing the buried hammer room twice is unnecessary, and the survival room is completely skippable (and good thing too because those enemies are not at all suited for how little space is given). The boss is no better, as the projectiles are much too quick, the space is minimal, and Rinkas are thrown in as well. Honestly, this level's a lot of bad and very little good, and it received the score it did from me because there are numerous things that made it not fun, with an overall very low sense of reasonable difficulty and enemy placement.
Emral: 3/10
  • The idea of stomping the goombas to deactivate a switch barrier is something I haven't seen in a while, so I was surprised I'd see it in this contest. However, this level is brutal. The player gets ambushed by the cat goomba and rinka shooters all the time, not to mention the impossible secret star which requires the player to kill 5 hammer brothers, which immediately take your powerup away. I'd have liked the checkpoint to be behind the green barrier, as having it just for the fight was a little overkill.
    So yeah. Decent idea, not-so-decent execution.
    Guess: Someone who hasn't made many levels yet and was trying the switch goombas out for once.
Quill: 7/10
  • Futureistalisthssh Land

    This level was interesting. The city concept is pretty rare. The hammer bro section was out of place and not a fitting end to the level in my opinion, even if it is for a bonus star. The rest of the level was interesting, focusing on smaller sections where you had to get keys and remembering to hit switch goombas too (bonus praise for using them since barely anyone does!). The Lucario boss was a little silly but it was cool how the projectiles were super fast. The bullet bill made this a little too difficult for me as I had to concentrate on multiple things at once. Overall though, good job.
TNTtimelord: 2.5/10
  • The tileset used in this level needs to be changed or improved, because it looks really bland. I do like the lamp post though. Although, as I explore the level, I see a large lack of consistancy in this being a futuristic level as it switches to both a colorful SMB3 bonus to also a grassland level in rain. One of the green goombas was hidden in a rather petty place (far inside a pit) and if I miss a red goomba, I can't pass on through the level, which signals a bad test on your side. On the plus side, you used the switch goombas pretty well, so good job on your part for taking up a gimmick rarely anyone uses.
59. Pivot40Channel - Bowser & Bowser Jr. Factory - 4.875/10
Spoiler: show
bossedit8: 6.375/10
  • This Level was ok to good and also very challenging, I give it that. It takes place inside a Factory but it kinda lacks details and background object a little bit. There are places that are kinda tedious by those Thomps and other indivitual Enemies because it is too narrow to avoid. At least the Power Ups where enough especially at the beginning because you get 2 Power Ups at once. The Midpoint should be a bit earlier on on your level and not at the final Boss because the level itself is a difficult one to get through. At least these bossed are fun to deal with but once you defeat them, Waluigi's Pinball Music plays at the background which I find it strange but also kinda funny to be honest. There is nothing wrong in this level despite those cramped (small) areas to avoid enemies and a bit lack of sceneries but oh well, it was ok anyway.
Chad: 7/10
  • Interesting level. The passageways are narrow, but in a comfortable sense that challenges your precision skills without being too restrictive. Well, except for the part after the red switch wall, that's a bit much. But other than that, I do like how the layout tests your ability to avoid enemies based on their specific AI. The first half of the level does get fairly long and repetitive, however, as there's little variation and lots of time between each switch. The midpoint's too far in as well, giving you much to redo if you die. The bosses are standard, but Bowser changes it up a bit by requiring you to throw things at him to differ from the usual setup of making him break the floor. The music played after a boss's defeat makes no sense, though. I'd say this level's fairly average overall, but I really enjoyed the setup, even though a few things could be ironed out.
Emral: 2/10
  • I really don't know what to think of this. My mind's lagging a bit due to all those frameskips (doesn't have anything to do with you).
    This level was actually rather meh. The concept was okay, but the execution was more than flawed. There is literally no decoration, the enemies were unfairly placed, everything was cramped and don't even get me started on the lack of powerups. The bowser boss was really out of place aswell.
    And what's the point of providing a powerup after the checkpoint just so you lose it to the enemies before getting to the boss? I really don't know. This level is just unfair.
    Guess: At first I was gonna say FanofSMBX because sections 1 and 2 reminded me of his CC7 entry, but as I went on I noticed I have virtually no idea who made this.
Quill: 5/10
  • The gameplay of this level is alright, but it needs a lot more variety. The 2nd half was a pain to get through as it was more of the same over and over again. The checkpoint was placed after 95% of the level was done, which was a little annoying. The level itself is also bland and it was a chore to get through it.
TNTtimelord: 4/10
  • Gee, I never hear this music at all! It sounds totally amazing and not overused in any way shape or form!

    With all due respect, this level plays off well as more of a castle theme and not a factory theme, considering the fact factories usually have pipes and crates and factory enemies, not a metallic tileset with thwomps and dry bones everywhere. I did love the tiny bullet shooting Bullet Bill though, as that's a pretty clever idea I haven't seen used before. The Bowser Jr fight was just a regular Ludwig fight (nothing wrong with that) and the Bowser fight is the SMB3 Bowser in which you use the SMB3 blue bricks to kill him, and damn is this nerfed. It's so easy to load bowser's face up with bricks since you have 4 generators right next to each other. Put them all over the place and set them to longer time periods between generating to make it more eventful and more challenging.
Tier 2

58. JangoFred - Koopa Troopa Beach Brawl - 5.075/10
Spoiler: show
bossedit8: 6.975/10
  • This was a ok to nice level but also not a long one. You are on a beach with Koopas but there are only a few of them but a lot of Fishies and Bloopers. I would of espected as a lot of different colored Koopas, not like that. There are a few secrets which I kind of like but the Level itself plays kind of shortly even know it isn't completly easy. Also I see cutoff on the Pipes and the Floors. Only 2 Power Ups on this Level but it does not really matter because the Level is short anyway. There is also a Underwater Section which isn't all that hard anyway but it wasn't all that bad either, just kind of short and there are places where you can Glitch a bit. Music wasn't working either for whatever reason. The file is there but the Music itself isn't working.
Chad: 6.4/10
  • Decent level. It's nicely short and has standard design, but I don't really have anything to complain about. It's a short run of some beach exploring and a slightly challenging swimming section. There's not much more to the level than that, and although it was a brief experience, I still had some fun with it.
Emral: 3/10
  • Not much of a brawl. And I think this level got into some kind of identity crisis. It'd have been clearer if Valtteri didn't forget the music file or renamed it, because "Beach.mp3", but the above-water stuff actually looks like a desert. Don't get me wrong. It's decent enough for what it is, but it's just nothing more than that. It's short, a bit bland and easily forgettable. One of those "free stars" for the people who don't like difficult ToB levels.
    Guess: No idea.
Quill: 5/10
  • Work on that length, this level had more potential. Both the overworld and underwater sections were generic and didn't have much special going to them, though the tilesets used were nice. Your MP3 is also broken, so you should probably fix that.
TNTtimelord: 4/10
  • Well, I didn't see many brawls, or koopas for that matter, considering the fact the level is around 30 seconds long. I'm not sure if it's because people rushed at the last minute or what but there's a lot of levels like this.

    Getting back to the level, it's a well decorated beach level for the first half, and then a well decorated underwater level the second half. I will give you points for what little of a level you do have done.
57. MECHDRAGON777 - Kampfschiff 1K - 5.3/10
Spoiler: show
bossedit8: 9/10
  • Man, this Level was very huge. Took me over 20 Minutes to beat. Now the whole Level is based on a giant Airship with a lot of going on. You can walk around searching for everything for progressing further but to gaining exploration with different usage of Characters is a nice idea. Decorations and Events are strong but it is very high that tends to get a bit laggy by events triggering due to huge amount of Stuff going on on this Level. At least every Obstacles and so on were nice and exploring isn't all that tedious to go through but still it is very large to encounter most of the Areas. There are also places where you can Glitch it in order to gain other/different Stuff like Items and/or Power Ups. At least it isn't "Forceful" to glitch through certain Areas like this. Later there is even a Boss, Lemmy Koopa. He is extremely Glitchy when you jump once on Lemmy and then fall through the Spiked Floor. That way you can became Stuck so you have to force to kill yourself. If you don't jump on him he instakills himself on the Spiked Floor at the bottom. Is it supposed to do that? After that your Goal is there. Overall it was a very constructive Level Design but lag can be occuring and kind of Glitchy at the Boss.
Chad: 4.5/10
  • This level is impressively elaborate in every single way, with astounding detail and complexity. However, I really couldn't enjoy it very much. The level's full of countless different paths, many of which lead to dead-ends either because of a player block wall, or because nothing's there at all. The blocks would have been nice at the start of their paths, but since they're really far into each one, that means an enormous amount of backtracking with no accomplishment to it. I went everywhere in the level I possibly could, but very rarely did I feel like I was on any sort of correct path. Many dead-ends just warped me back to the start, creating the feeling of wasted effort, countless times. Also, the quicksand screws gimmick is incredibly precise and tedious. It takes forever, and if you miss a jump even a little bit or jump into one above you, you're as good as dead. But this already hopelessly-complicated and long level has that in spades, and you're frequently required to go through the same ones many times. I eventually got tired of pointlessly wandering around and started cheating through, and even then I could barely figure out the main path. The level probably took me a good 15-20 minutes to beat. I did manage to figure out the Rosalina key thing legitimately in the first half, but that still took a lot of backtracking and getting lost. The rest of it, I was fed up with. I did read the readme before starting the level, but I missed the part that talked about a map. But even knowing that it's there, I don't want to do this again. If you need to give the player a map, that's a clear indication that there's too much going on, because you don't even expect them to figure it out in the level itself. And honestly, the fact that you planned on doing even more with this frightens me. I didn't even find the second star, because I'm not about to rely on glitches on top of everything else, not to mention constant lag in every area. Sorry, but I enjoyed this very little. It does way too much, with way too little to make the player understand or make it fair.
Emral: 6/10
  • I actually liked the idea that you can choose your character, but there's not much more I liked about this. Of course, the overall section you move in was incredibly spread out and confusing at first, but I quickly realized that 70% of that is just secrets. They weren't even hard to get. You said every skull switch was a star. They're not worth stars. Maybe dragon coins but not stars. After getting used to this level I quickly noticed that it's actually not complex at all. There's a clear, short path through this which leads directly to the boss who, first of all, immediately commits sudoku. YAY EASY.
    Anyways, I normally would like the idea of having one short path with multiple secrets, trust me, I would. If it wasn't for the horrendous NPC placement, especially coins, and screws which I absolutely hated.
    You should try making a level like this again some time in the future, when you got better at NPC placement.
    Guess: MECHDRAGON777, if you participate in an anonymous level contest, don't hint at your 450 star episode in both the readme and the level itself.
Quill: 2/10
  • I'm sorry, but this level really needs some work. The opening scene makes no sense and half of the coins aren't even collected. The gimmick with the screws is terribly executed as well. Why on earth did you decide to make it quicksand? It makes no sense and it's a pain to deal with. It's difficult to find out what switches even do in this level, and bringing you back to the start every now and then just to change your character gives the illusion that you haven't done much progress at all. It's a little annoying. The boss is fantastic though, as it killed itself within five seconds, allowing me to beat this level quicker and never look back.
TNTtimelord: 5/10
  • This level is so confusing. I admire that you had to switch between characters to get to certain areas, but not every user who plays your level may be willing to do that. I'd have to say the least, this level is really widespread and the cusotm airship graphics fit really well with the darker airship set. Enemy placement and choice was decent for the airship level and some obstacles work pretty well in this level as well, notably the platforms that rotate up/down and you can only walk on them when they are straight up. Other obstacles are really annoying, like the way you used the screw platform. I'd almost suggest tainting the SMW springboard and the player specific blocks since neither of those go well with the color scheme. Since it's really widespread and a massive level, and uses an unusual gimmick, I'll guess this is Mechdragon's level.
56. Kingbowser112 - Bowser Jr.'s High Tower - 5.39/10
Spoiler: show
bossedit8: 6.15/10
  • This was a difficulty vertical Level. It takes place at the Tower outside with a lot of enemies and obstacles on your way. Graphics are well done to this level also by the music. Most of them are even hard to avoid because there are either too many, placed a bit surprisingly for the player or it was too narrow. There is one place where you have to defeat those Hammer Brothers in order to get further on on your Level but how to even know that the blackish blocks is the door is not 100% sure. Power Ups were a bit low even it looks like they are enough to have on a Tower Level. By the SMW Fence, at least you could make the inner fence white instead of black in order to see them much better. Kind of annoying that if you are coming from the pipe you can take damage immediadly due to randomness throw on the second warp or if you are doing this correctly by timing the enemies right at the first warp. Not much to say until you hit at the Boss, Bowser Jr. (Junior). He has even multiple forms to defeat. There are 5 Forms, each of them works differently. What I do not like is how a Boss Enemy just appears at the platform once you get to the fourth and fifth form because there is a change to get hit immediadly which is not really fair. The boss was ok though.
Chad: 5.8/10
  • The layout is good, and I like the night atmosphere and feeling of scaling the outside of a tower. The core design is definitely decent, and there's a nice variety of obstacles to overcome in order to get higher. However, where this level suffers is its enemy placement. There are countless instances in which there are too many in one place, or the passage you're in doesn't provide adequate room to avoid them, or something gets triggered from offscreen so you can't avoid it. The boss is similarly disappointing, as it felt less like a battle and more like seeing how many boss NPCs you could stick in one arena. The first phase is a little unique, as it's basically a midair Wart, but the second one is way too large and difficult to avoid, making the Dry Bones unreasonable as well. The remaining phases are generic and unnecessary. At least the checkpoint is right before them, though. In general, I do like the level's design and intent, and it has a lot of variation to it. But the narrowness, enemies, and bosses make it a lot less enjoyable.
Emral: 4/10
  • There's one major problem which I have with this level: You don't know anything. The enemies all look the same. You think "Oh, it's a Dry Bone!" Nope. Koopa AI. "Oh, it's a flying Dry Bone!" Nope, Firebar AI. "Oh, it's a Dry Bone!" Nope. Snifit AI.
    You get the point. On top of that, there're enemies everywhere! I appreciate that you put powerups, but the player'd be better off navigating as small mario. The boss is also a joke. First phase all you do is try to not hit yourself with the bomb, second phase all you do is toss a shell from below 10 times.
    Guess: Tough one. I go with "Vanishing Bulborb made this".
Quill: 5.5/10
  • I liked that the level is ascending up, you don't really see that too often anymore. I'd suggest not giving Fire Flowers to the player if most of the enemies are immune to them, it's a little stupid. Some parts were awfully cramped and it was difficult to not get hit unfairly. The boss was a complete mess. The wart phase was easy as you can just take bombs from the right and the mother brain part was just silly. The hitbox is screwed up and the graphic looked super bad too. The rest of the battle was okay, but nothing special.
TNTtimelord: 5.5/10
  • I have mixed feelings about this level. It's got great visual appeal as well as some decent designing attempts, but the NPC placement is absolutely horrible as it gets in the way and makes some parts a lot more annoying hard than others. I'd also suggest you stick to one type of dry bones, either the one with the shell or the one that falls apart when you crush it. The Bowser Jr fight is great and the events are done very well, but I personally feel it goes on for too long, and the bomb generators spawn in barely noticable spots.
55. Dollarluigi - Waffle Plains - 4.821/10
Spoiler: show
bossedit8: 6.705/10
  • Ahh, casual SMB Level but with different design, tileset and more stuff. Although there are lack of coins and secret areas in this level. This Level is straight forward linearity with nice sceneries to look at but honestly I can even speed run because it seems easy to even play this Level. The design is also made like in SMB at some point due to the Brick and Blocks constructions. At the end where the Star isthere where random Lava on the Grass which ruins the logical Theme to it.
Chad: 5.8/10
  • This is an okay level. It's an ordinary grassland with enemy placement that gives it a moderate challenge, but there's not a lot more to it than that. The level has some overall flat design with some variation here and there, but it gets blander the farther in you go until random lava appears at the very end. There isn't anything particularly wrong with this level, but rather that there's nothing that really stands out about it.
Quill: 5/10
  • Interesting version of a 1-1 level. It feels really welcoming, which is a good thing for a 1-1 level to have. I'd suggest not making some parts too similar to SMB1's 1-1. Some reference are fine, but there are parts that feel like copies of it rather than unique design at all. The latter half of the level has less variety as it's just flat land as you run avoiding enemies. There's no coins, blocks or variation in terrain either in the latter half which is a shame, as the first half did.
TNTtimelord: 4.6/10
  • I have rather mixed feelings about the level.There's some random enemies coming out of item blocks, lava at the end that doesn't need to be there, and a tileset that fits with nothing else in the level. The design isn't that bad. The level kind of reminds me of an stretched out version of the classic 1-1. The music reminds me of some beat from a crappy pop song. Enemy placement wasn't too bad, but please get rid of the one snifit from the special block. The level also lacks coins.
Valtteri: 5/10
  • This level has two main problems. Firstly, for the most part, it's just ground and enemies. Quite a pushover, and not very entertaining. Secondly, the enemies vary way too much. The enemies coming out of ? blocks seem out of place. The lava at the end is also weird. But aside those two problems, it's not too bad. It reminds me of the World 1 levels of the New Super Mario Bros. series.
54. CaptainSyrup - Ice Glacier - 5.45/10
Spoiler: show
bossedit8: 7.05/10
  • This was a Ok to Nice Level. We are inside a SMW Cave that has a different Tileset into it instead of the regular SMW Cave Tileset. Power Up placements were ok. At least give the player more helpful Power Ups and not only with Mushrooms. Water Hitbox is too high, like one Block higher than usual. Enemy placements were too much for the player especially inside the Vertical Section and even at the Boss. Speaking of the Boss, if you destroy a few giant Banzai Torpedos they reappear at a specific place unwarningly which means they also can destroy you instantly which is not nice what so ever. There are not even secret rooms (at least there are a few secret Blocks). You really should not make a lot of enemies inside the water because your control is a bit limited once you are in the water and by actually avoiding it is way harder than it looks. At least the Music were very nice.
Chad: 5.7/10
  • This was an odd experience for me, as it was both enjoyable and a bit disappointing at the same time. On one hand, the layout's rather nice. The tile placements are great and the alternation between swimming and platforming is fun. Each part of the level is slightly different so that it doesn't get old, and it's a good length as well. However, the underwater enemy placement is highly excessive. There are way more fish in any given spot than there should be, and many of those are large Porcupuffers, Bloopers, and numerous Torpedo Teds. Sometimes it's manageable, but mostly your best bet is staying below the screen. The boss has the same issue, except between phases the many projectiles will appear anywhere without warning, so whether or not you swim in the same place as a new one and get hurt by its appearance is a matter of luck. The underwater spam is an issue present in every part of the level, and it soured an otherwise fun experience.
Emral: 4/10
  • Y'know this got kinda boring after a while. It's basically dodging torpedo teds and some more and more enemies for 4 minutes straight with next to no variation. You did give a lot of powerups, though, to compensate for the NPC spam. The boss was rather nice and I liked the overall Wario Land feel to the level, but gameplay really drags this down for me.
    Guess: I'm just gonna say GrätselBüchner made this.
Quill: 6.5/10
  • Neat level. The enemy variety needs some work as the torpedo teds seem to get a lot of appearances that it just gets a little dull after a while. Speaking of enemies, some areas are far too cramped and filled up with enemies. Unless you have an Ice Flower, you'd have a tough time dealing with them without dying. There's also some cut off with the seaweed in Section 3. The boss was a weird idea and sometimes the enemy spam was too much to get the block needed to attack them.
TNTtimelord: 4/10
  • I didn't really like this level that much. The music isn't appealing, I'm not exactly a fan of that ice tileset, and the difficulty gets really frustrating for a good portion of it. The boss is also kaizo level hard and the giant torpedo teds are damn near impossible to avoid, in the regular level and in the boss.
53. schm2000 - The Old Kingdom - 5.535/10
Spoiler: show
bossedit8: 7.875/10
  • Ah. Casual SMB Level. I like this Level. It is simplistic but fun, although I do not really like the whole Poison Mushrooms deal because there is just too many of these. The Music isn't really Mario related but Kirby related instead. No matter to that. After a short Section you get to a "baby" Boss which is just a Goomba that you have to jump on him multiple times. Kind of nice, too simple but no matter anyway. After that you gain the Midpoint and a Lakitu which is not hard because you can simply throw something up and defeat him. Secret Rooms are nice but inside the second one there is another Poison Mushroom. Why? Is this Level fully made with poisonous Mushrooms nowadays because there are like 11 of them, like seriously? Too many. This isn't Lost Levels anymore where are like 2 to 5 or maybe a bit more but not 11 of all sudden. The one way slopes at the bottom with enemies was not a good idea because they are not turning around, they are just going further on on these slopes. The Level wasn't long and it was nice with all the Coin placements and Power Ups but Poison Mushrooms where too much.
Chad: 6.3/10
  • This level's... all right. I didn't find it especially fun or exciting, but it's not terrible either. It's standard SMB1 design with reasonable enemy and item placement, the length of the level is nicely short, and I like the occasional split between upper route and lower. But there are too many coin blocks and bricks that feel crammed together in any given area, which are very restricting when it comes to movement. It made for an interesting difficulty increase, but not a very entertaining one. The poison mushrooms are highly excessive considering this, too. I also found the miniboss to be a bit weird (a custom giant Goomba would have made more sense), and don't make the Lakitu's message appear while you're above the center of a pit. Other than those things, the level's fine, but the blocks being excessive and cramped are an issue present in every part of the level and they made the overall gameplay weird.
Emral: 4/10
  • Interesting. I never tried emulating a SMB1 feel. But if I ever decide to do that, I'll make sure to do it just like you did; by spamming brick blocks, ?-Blocks, NPCs and coins everywhere and having the most random path to follow ever. It felt weird to be honest. I was surprised by the miniboss having 3HP, but the Lakitu was easily taken down by one single fireball, making the second half way easier.
    I wouldn't say you recreated a SMB1 feel. Maybe you should've started with actually using SMB1 music for that?
    Guess: Out of stock. Restock in 1 placement.
Quill: 5.5/10
  • Woah, a strange level. It started off pretty basic and then the player was launched into some kind of boss fight where you had to fight a goomba four times. The rest of the level was more of the same basic level design with some highlights althought here were points where enemies felt spammed. There were also glitches with slopes on their own which is SMBX's fault but you should probably fix that for your level.
TNTtimelord: 4/10
  • There were way too many special blocks in this level; pretty much half of the level consists of them. Do I think this is a bad thing? In a lot of cases for this level, yes. This level was ordinary and flat, even with the double goomba miniboss, which I guess added a littl bit of excitement in for about 15 seconds.

    This isn't a bad level, but the flat design, quiet music, it all leads for an incredibly forgetful experience.
52. LitDude - SMBX random sections can be confused - 5.61/10
Spoiler: show
bossedit8: 7.25/10
  • "SMBX random sections can be confused" isn't completly a confusionary reaction in my opinion. Also at the end there is a joke on a Message which is not a good idea. This Level was decent, you walk and jump on a Mushroom Platforms with grass areas. Enemies floating and walking which is nice, Power Ups that are enough to have but low amount of Coins on this Level. At least you have some nice different variety of Sections even know you are transporting to different Games which I honestly really like because SMBX is capeable to have multiple Themes in one single Level (I did this far back anyway when I was a bit new to SMBX especially at the earlier Versions). There is nothing wrong with the Level itself but not a lot of going on. Problem is inside the Cave there are places where you can Glitch on narrow places which is a bad sign.
Chad: 7.4/10
  • Pretty nice level. It's decently made, and has some standard but fun platforming. I like how it changes to different themes in a way that feels natural, and the gameplay for each one is somewhat different. The difficulty is pleasant, and the Dragon Coins are placed in simple but varied ways that actually made them fun to collect. The level's a nice length, too. There isn't much that's creative or different about it, but nothing to really complain about either.
Emral: 2/10
  • Okay so this level has an identity crisis. It starts out as a mushroom clouds level and moves over into a cave, then it's suddenly SMB1 and BAM! Cave again! Etc. It's really short and not really well designed. Not to mention all the offset, especially in the mushroom section, bother me SO much you could say I have OCD. Anyways, overall this level feels like it's been slapped together because the designer had no plan on what to do for the contest. Virtually no effort was put into it.
Quill: 5.5/10
  • wat that text in the end. Anyway, this is an okay level. I liked the transitioning with the caves, although the cave is bland aesthetic wise. There was some variety in level design but more was needed. One example I liked was the first dragon coin in section 1, you had to go out of your way a bit to get it, but it didn't waste too much time.
TNTtimelord: 5.9/10
  • First of all I'd like to point out this is just the type of length I like in a level, thank you very much Link at the end!

    In all seriousness, this is actually a very strange level, as it goes from a mushroomy sky to a brown SMW cave to a SMB1 grassland. On a good note, everything seems to look nice and colorful and there's something completely new in every section. You could have made two more completely new sections for 5, 6, and 7 to continue the "random sections" gimmick even further. It also irritates me how you have a 4 block off-centered mushroom in the first section, and I suggest you remove that. The design in the levels feels rather choppy as well, try making your land pieces feel more like land and not flat, suddenly steep, then flat, or unattached 1x1 ground and random sideways slopes in the ground that serve no real purpose in section 3, and it looks kind of stupid.
51. moemoe02 - Cold Cubes - 4.865/10
Spoiler: show
bossedit8: 7.625/10
  • This was a Ok to nice linear Level. We are at the Night with full of Ice Tiles at the bottom but for some strange reason there are "Mammoths" inside it aswell. No idea why though (guess just for details). The Level seems simple enough with like lack of sceneries but maybe it is like nearly illogical to have plants/hills on a Ice Tileset like this. Enemies and Power ups are great but sadly a few of them misses their proper (death) effect. I like how you used a Blooper that flies in the Air. Good job on that. It is very rare to even find that on our future levels in SMBX. Anyway, in this level you have to go through it twice but with different designs of the enemies, power ups and Item placements which is somewhat a nice content but with that it can also remember the whole design which makes the level easier but not completly. At the end of the first section there is a invisible warp at the very right of the section but at least it isn't hard to figure out. I think one of these Icebars should not be there by a place where you must use a springboard to get over a gap full of water. Oh and the Music isn't working. I do not know what it is but for some reason it does not let it play. Maybe the file is too strong.
Chad: 6.2/10
  • Giving the level an extra "lap" doesn't suit it very well. It works for Mario Kart because it's a racing game and each lap is short enough that repetition isn't really an issue. But in this case, I'm just replaying the entire level for no reason. Duplicating the first half is a poor substitute for a second half. In terms of basic structure though, the level's not bad. The layout is simple, but fun. There's a nice cold atmosphere and a decent variety of obstacles, although a few are inconsistent. The Lakitu, sky-Blooper, Toothy, and giant Piranha feel out-of-place and purposeless. Other than that, the level is standard in terms of gameplay and design. It's still enjoyable, and the gameplay remains solid.
Quill: 4.5/10
  • Firstly, the music doesn't work. Not sure why since the MP3 itself seems to be working fine, but whatever. Anyway, the level is pretty basic design wise. I really dislike the idea of having to play the same section twice in a row. It's just lazy. Mario Kart may have done it, but this isn't Mario Kart. There's barely any change and it's just boring to play it again and it kills the mood. Really bad idea.
TNTtimelord: 4/10
  • This would have been a real clever idea if you didn't play the same bland level twice. Enemy placement is good, the tileset is used well, but it's also one that deserved to be used with other tilesets as it look boring alone. There's no scenery as well as a dark background, this is a really boring level. Great idea, poor execution.
Valtteri: 6.5/10
  • This isn't too bad. The level is fun and varying (if a bit too challenging sometimes; the part where you had to jump of a Springboard on blocks with Firebars (Icebars?) was almost impossible to pass without taking hit), except for the "second lap" part... If you're going to make a level inspired by a kart racing game, you need to make it work as a platformer. The lap system certainly doesn't work in this, you should have come up with something else. The racing element is missing completely. Try again and see if you can work the racing element into a level?
50. Aeon Wisp - Vile Volcano - 5.815/10
Spoiler: show
bossedit8: 7.875/10
  • ToB7 inside the Title? Whatever. This Level was nice. Inside a Cave full of Lava with random Rocks that are throwable, makes them as destroying enemies and using as Platforms to get up higher. A fun little thing you can do in this Level which I like. Music seems kind of weird in my opinion. There are no Secret Rooms though but at least there are two paths you can choose. The path with the requirement of a red Switch is shorter than the other one that there is a green Switch somewhere at the top of the Section. That level wasn't long and Enemy placements were alright but there is one place where you have to jump down which causes you trouble because you do not know what is below you. There is a spot where you can die on Lava if you hang on the right side of the cave tiles and not pressing and/or holding any directional buttons (left or right). After that you get to the Boss, two red Birdos that spits Eggs at you. Not hard especially if you bring a Rock, that makes it even easier. After that Boss you get a Star.
Chad: 6.5/10
  • Nice level! It's short, but has interesting tricky design and some paths to choose from depending on switches. I like the variety of challenges the level offers depending on which way you choose to go, and all of the obstacles are well-crafted. The miniboss is enjoyable, However, it's over pretty quick. The quick gameplay and multiple paths together have some potential replay value, but the level could stand to be longer. Still, what I got is fun!
Emral: 3/10
  • All the levels which kind of happened! This one is pretty very short and doesn't have much to it. It's a volcanic cave. That's it. Birdo boss! Star! Didn't see a midpoint! Overall, just kinda there. Decent enough for what it is, but it is not enough.
    Guess: You know I'm bad at those with not much to show.
Quill: 6/10
  • This level was interesting. The red switch at the start was difficult to hit on a skull ride with a springboard, it wasn't really worth the risk for two dragon coins, though it did open up an alternate route which arguably skipped more of the level which was a nice touch. The level design felt pretty generic throughout the level and the random boulders were annoying if you bumped into them. The bosses were underwhelming and you'd expect them to shoot fireballs as Birdos of that color normally do, but whatever.
TNTtimelord: 5.7/10
  • This is a pretty good level when it comes down to the basic design. It's once again a real short level and there aren't very many chances at question blocks besides the beginning and the end. I find getting a power-up towards the end was a bit unnecessary considering you won't get a chance to use it for much of the level. There is also some cutoff issues with the small bushes, and I don't think putting red BGOs under them would hurt as long as they fit with the red palette. The SMB1 styled buzzy beetle and dry bones also don't fit and I think the SMB3 versions would do just fine in this level style. It was a good intention to put the rocks around that can be thrown to kill enemies, I thought that was a good inclusion.
49. Imaynotbehere4long - Sharp Objects Are Usually Deadly - 5.867/10
Spoiler: show
bossedit8: 8.535/10
  • Ok, this is probably the best different type of platforming Game I have ever played out of all SMBX Levels. How this Level was made is that almost every Rooms are filled with Spikes and no actual enemies you have to avoid. Seems simple enough but one thing I really loved about the Gimmick that is implemented is if you hit a Spike you transport at the beginning of the same room where you come by (except for the very first room where you actually can lose a life as usual when you touch a spike) and it also even shows you that you have died at the same spot which makes it more natural. Alone that flashes me because no one has ever done that before, although this makes it more like "I Wanna Be the Guy" feeling into it due to having unlimited amount of Continues and Save Points. Music is fitting for this Level. It is getting really frustration later on especially with too narrowed Spikes which is kind of annoying. At least there aren't a lot of Rooms due to SMBX Limitations of Events but still it was kind of frustration. After a lot of encounterisms Spikes you gain a Star. Overall, this is, like I said, the best "Different" Jump & Run Gimmick Level I have ever seen and played, except for the frustration parts of too narrowed Spikes multiple Times in one Room.
Chad: 8.6/10
  • Excellent and original gimmick for SMBX. I think you're right about nobody doing this before, and the precise challenge really makes the gameplay feel different. I like the modest graphic style and how the messages communicate with the player without stopping the gameplay, too. The level's comfortably short for this kind of thing, and I can tell a lot of effort went into every spike event, which is extremely impressive. However, the precision demanded of the player is really too much. I understand that's the entire point, and that said difficulty is what defines both the gimmick and the inspiration for it, but SMBX's hitboxes are incredibly unforgiving with this kind of thing. Everything's hitbox is perfectly 32x32, and the space that the player is often given to proceed is exactly the same thing, which means a single speck in the wrong direction is death. Some people thrive on that kind of challenge and that's great, but dying consistently because one of my pixels was just in the wrong spot just isn't very fun to me. The level is clearly possible and extremely well crafted, but it could really allow just slightly more room in most areas because of how little room SMBX gives you.
Emral: 3/10
  • You see, the gimmick was really nice, but it was far too difficult. Even if there is that little something which makes you want to keep going, that's all there is to it. It took me roughly 1 hour to get through the level as some of the jumps are just almost impossible. Without the last hazard section this'd have been a little bit fairer in my opinion. But yeah. Nice gimmick but you went totally overboard with the difficulty.
    Guess: Some Talkhaus guy.
Quill: 6.5/10
  • Wow, what a concept. This is super challenging, but the spikes are too exact in their hitbox. If only one pixel colides with Toad, he's dead. It's kinda annoying especially with the sideways spikes which you can normally stand on. Great concept though! The death system is superb and good job for keeping two players in mind.
TNTtimelord: 2.7/10
  • Holy crap is this clever, but holy crap is it incredibly annoying. I guarantee you almost no one is going to have patience to play this. The hitboxes on the spikes are unfairly large and nearly all the jumps are unfairly small. I'll give exceptions to other aspects considering this isn't meant to be a regular level.
48. 8bitmushroom - Gray-Rock Pass - 5.105/10
Spoiler: show
bossedit8: 6.825/10
  • This Level was Ok to Nice. We are at the Mountain with Platform Lines and Switches. You need to hit a Switch from another Section in order to get further on on this Level. Enemy placements were ok, sometimes too much especially with those green Spinies sometimes. Power Ups where ok. Now this is where I am calling a huge issue. A Green Switch is missing on this Level. I literally searched everything on this Level even by scrolling anywhere there is no Green Switch even if you need a Green Switch to get further on on this Level. Also there is one Pipe that if you go down there is a Spiny right on your way which is also bad. He hits you immediatly. After you obtain a Green Switch (which is impossible in the regular basis unless someone edits the Level for you which is normally bad) you are on a airship with coins and bullets. After that you gain the Yellow Switch, going to the right and then there is your Exit after the Pipe with a little Section. Overall it was ok to nice but some serious issues were encountered.
Chad: 6.2/10
  • This level started out showing a lot of promise with its open design and simple difficulty, and while the layout is still modest but enjoyable, this level presents a few things that hurt the experience. One of these is the fact that the green switch, an object required to progress in the level I might add, simply did not exist, at least as far as I could tell. Wandering aimlessly through the entire level all over again trying to find something that needs to exist but doesn't, isn't all that fun. I couldn't even find it in the editor after completing the level. At some point, I just spawned myself a switch just so I could move forward. Then, I had to wait so long for the green platform to return that I assumed it fell off somewhere and I spawned myself a new one. All of the platforms require a lot of waiting, but that one's the worst of it. After that, we have cannons that you can't stand on for some reason (and trying to might push you into pain), an obnoxious Lakitu in a space with a low ceiling surrounded by the same cannons, and two consecutive blind jumps where only one is even indicated. Considering the rest of the level, you could imagine that I wasn't eager to trust the jumps. If these poor aspects of the level were revised, the experience would have been a lot more enjoyable, as the rest of the level is actually quite pleasant.
Quill: 5/10
  • If you're going to use the switch gimmick, at least make it easy to find the switches. For the most part, they are. However, the green switch literally does not exist. I cannot find it at all. If it even exists at all, I'd suggest placing it in a better spot. The terrain could have used some more variety too, as much of the level was flat and generic.
TNTtimelord: 6.5/10
  • This level was great, but there wasn't much to it besides some switches that unnecessarily made it longer, so I suggest putting a midway point somewhere after hitting two of the four switches used. There's also an issue with the bottom right 1x1 slope's mask. Anyways, the question block, coin, and enemy placements were all pretty regular. There really isn't much to say about this level other than it's worth a play at least once.
Valtteri: 5.5/10
  • The green switch is missing. :/ But besides that, it's a pretty fun level. The switch hunt is pretty well designed, save for the fact that you forgot to place the green switch making the level impossible. The level itself is pretty well designed, too. Enemy placement is fair. I liked the three Spiny eggs guarding a power-up and a 1-up. The level is kind of bland, it could use some more decoration.
47. andregemeo23 - Volcanic Valley - 6.055/10
Spoiler: show
bossedit8: 7.675/10
  • This Level was very nice. We are on a Forest with moving Tiles but it can be Glitchy by standing on a Edge or running towards the moving Layer. Decorations were very nice and pretty much every obstacles as I can see. Dragon Coin placements were a bit too near by collecting them which is kind of weird. Speaking of Dragon Coins their Animation on the Symbol seems a bit off for some reason. The level wasn't hard but it gains challenge. At the place where you are entering the Volcanical Area with Lava, you can even skip the Dialogue and Events by jumping at the Air and press down but that is never simple because the Warp itself is invisible to see. Events and Warnings you have putted out were very nice but only one Fire Flower and two Mushrooms on this entire Level? Not completly nice but at least the Level was not long. At the Room where you have to collect red Coins to get something, you climbing on the net/fence and surprisingly they are not glitchy because those aren't background objects. After the Volcanic part you have to hurry because the floor is sinking. After that you reach the Star. Also at the end it can be laggy near at the bottom.
Chad: 7.4/10
  • Fairly difficult and unique level. I like the ominous grassland atmosphere that later becomes flooded with lava. The design is pretty good, as it's laid out to provide pleasant gameplay while creating the dangerous feeling that's intended. I enjoyed the exclamation mark platforms and fireballs, they're interesting obstacles to anticipate, and the red coin hunt is especially precise and fun. The end of the level where the islands sink is paced splendidly well, too. The level as a whole has a good moderate length, so none of the gimmicks got tiresome. However, the level had a lot of lag that felt unnecessary. There are so many moving layers and I'm not even sure if all of them were needed, like the awkwardly shaking island that messes up your physics. It would have been a good idea to put a midpoint in, too. Otherwise, great idea for a level with decent execution.
Emral: 5/10
  • Nice little level. At first I thought it was just gonna be a forest level with volcanoes in the bacground but that second half was surprisingly fun and interesting. Sure, the red coin hunt isn't the most interesting thing ever, but then there was an eruption! And hurry up or the ground will fall into the lava! Sonic Adventure music!
    So yeah. That was definetly a good level. You could've made the level overall a little more interesting but don't hint at the eruption in the first half if you do. It'd take away the surprise which I just ruined.
Quill: 7.5/10
  • Woah, this was something cool. I loved how you pulled off the eruption, especially at the end. The whole earth shaking was a nice touch too. The lava sections themselves were basic, though the red coin section was pretty interesting and had some nice variety. That section was pretty fun. The last run to the star was sadly short, as the ground was sinking encouraged you to go faster and faster and right as you were getting used to it, the level just randomly ended.
TNTtimelord: 5.7/10
  • Now this is a clean way of saying "Well, that escalated quickly."

    This was plainly a beautifully designed level and the general tileset at hand is really good looking. The scenery in the lava sections is great as well. I felt like there could have been more coins in general though before all the lava comes in, but the enemy placement is really good. The 8 coin challenge in the second to last section was nice as they are all directly on the path yet they are still a challenge to get thanks to the moving lava layers. Some of the last section's moving layers could have moved a bit more fast to help make the player feel like they are in a rush. I liked the music in general, even the default forest maze for the first section. I forgot to mention, there's some major cutoff action going on in the third section, with some cave tilesets.
46. SuperWingedYoshi - Touchy Fuzzy Get Done - 6.139/10
Spoiler: show
bossedit8: 7.295/10
  • This Level was another one of these where you just have to be very quick or else you are dying from those Fuzzies that are normally Lava. You have to do this Twice and also you can't play this Level with Peach and Link due to their Speed but at the Midway Point you can change to anything you want once you are not in this Level. Obstacles and everything was nice but a few can be surprising. After the Midway Point the Level gets a bit harder because those Fuzzies are a bit faster which can be a bit annoying. Also those sings while at the beginning of the chasing Fuzzies seems a bit unnecessary to be honest. After that the Level is pretty much done. Oh and SMB3DW Music is taking place here.
Chad: 7.2/10
  • That was certainly an intense chase! It's a very well-made rush level. Great usage of switches and long-jumps, and the block placement is extremely favorable for the gameplay. It's nice and short to accomodate the difficulty, too. The bonus room is a neat challenge, but it doesn't really offer a reward. Also, the level should really be Toad-only, as the plumbers can't do this at their speed. The white pipe at the end of the first Fuzzy room isn't placed well, because it's easy to just focus on running and then go past it. There's also apparently a second star, but I don't have the slightest clue where it is, even after checking the editor. Other than that, I enjoyed this.
Emral: 7/10
  • FUN LEVEL. I really enjoyed it! Good job at recreating the fuzzy rush level from 3D World, actually. Plus jokes. With signs. And german language. But damn that was fun! And the second half even took a few tries but whoa. Amazement.
    But serioulsy: Well done. I'm sure you could've done more with it, but it's a good level anyways.
    Guess: German language. GLuigiX
Quill: 6/10
  • Wow, what a silly level. I honestly wasn't expecing THAT! The two fuzzy chase sections were pretty intense, though I was struggling to do it as Toad who's the faster runner so it sounds like it would be more brutually difficult with Mario or Luigi. The events that happened when you hit a switch were really cool though.
TNTtimelord: 3.2/10
  • This was an amusing idea, but so incredibly flawed, especially in the second chase. In the second chase, I had to switch to toad because if you slowed down with any of the other characters, you WERE screwed, so this is unnecessarily hard and almost unfairly hard for any other character besides toad. Since it was bent around getting away from the fuzzies as quickly as possible, since the fuzzy layer moves annoyingly fast, the overall design looks kind of rushed.

    This level's gimmick has a great intention, but very poor execution
45. Star - Pyramid of Doom - 6.4/10
Spoiler: show
bossedit8: 8.455/10
  • SMB2 Themed Challenging and Fun Level. Inside a Desert with Ruins and nice Advantage of the Tileset and Music Choicements. Enemy placements and Power Ups were nice but speacing of Power Ups placements, at least you could use more Fireflower especially at the Secret Rooms because at this whole Level there is only 1 of them and that is at the beginning of the Level. A few Coins are placed out but not a lot. I guess SMB2 does not have a lot of Coins either so it can balance that at least. Some Areas can be a bit narrow by getting through a place with at least one or more Enemies Savely but that isn't all that of a Problem. What I do not like is how you put a few Generators on those red spitting Plant Enemies on certain Areas which seems very pointless to me. They are out of reach anyway and also they are coming out from the Castle/Ruins Tiles once one of them is gone. After a lot of Jumping, walking, climbing and avoiding other Objects you get to the Boss, Tryclyde. He is, simply put, Wart but isn't too hard because there are Platforms you can use to avoid his shoots easier and the Arena is big enough. After that you have to fight Bowser which is basically Ludwig von Koopa but bigger. After Bowser you gain a Star. Although you should not use the word (or make a Pun related to specific realiations to Themes and other Stuff related to it) "Clash" mentioning on it just for "Misleading" Themes. Everyone has their own design Style. Overall I like this Level but kinda lack of sceneries inside the Ruins but not all that bad though.
Chad: 9/10
  • Great level! The level's comfortably short, and I really enjoyed how deliberate and challenging the level's entire design and enemy placement are. It was tricky to keep track of all of the obstacles, but it's completely fair and fun. The Panzers in particular have very strategic placements. It's interesting how many setups work well for a Hammer Bro replacement with projectiles that have no horizontal movement. Generators have creative applications as well, such as the Triclyde battle. Nothing to complain about on those aspects, however the level should have a midpoint somewhere, the Birdos feel out of place as not-bosses, and Pokeys do not interact nicely with slopes. These are minor gripes, though, and the Birdos do have some useful application as passage-blockers and powerup-droppers. I like the bit of humor you threw in to the Bowser battle, too. Overall, I had a lot of fun with this.
Emral: 6/10
  • 10/10 you used BattleBlock Theater music. Just kidding. 0/10 it's not the secret song.
    Nice SMB2 level! I really like it. It had moderate difficulty and wasn't excessively long. While you could've placed a checkpoint to make dying to the bosses not as cruel, it doesn't take long to get back to them. There weren't many powerups. I'd have added one at the Triclyde fight or something. The level also feels a bit cramped at parts, I should add.
    Anyways, one more thing I have to tell you: The Key is also not restyled. Just like the Star. Mr. Joke Bowser forgot a thing ;D
    Guess: No idea.
Quill: 5.5/10
  • It's alright. There's some cool moments, such as with the hammer bro replacement which only throws up. That's a clever obstacle there. It took me a while to realize the tiny pipe inside the first part of the temple was actually a warp since it was tiny, out of the way and you wouldn't expect to be able to go down there. The bosses are pretty dull and are literally generic Wart and Ludwig battles.
TNTtimelord: 5/10
  • This level was okay. For the first section, it was well detailed in scenery, but after that there was almost nothing, so it looked quite empty. However, the Key gimmick wasn't too bad. I also liked the music a lot as it reminded me of something out of Uncharted. I do feel that the vine jumping was a lazy obstacle as was the 6 block explodable blockage. The Pidgit in the 6th section should be removed because it served no purpose and was easy to take out. I didn't like the triclops boss that much and although you tried to say that the SMB2 Bowser looked dumb, at least it fits better than the SMB3 one, and since Bowser is bigger, he's also a bit harder to stomp on than the regular Ludwig.
44. castlewars - FROZEN IS DA BEST MOVIE EVER!!! - 6.405/10
Spoiler: show
bossedit8: 8.125/10
  • Unconstructive Naming on this Level... whatever, not that important. This Level was very nice. We are inside a Frozen Castle with a few outside Sections. Enemies were nicely placed but problems are the Power Up placements. There are just, a few of them. Like there are not enough of them which makes the Level unnecessarily hard for new players. Also a Fire Flower looks much like an Ice Flower which confuses me at first that I thought it was Ice based, not Fire based at the beginning as I see it. Musics were alright. In the outside section you have to collect 8 red coins to get further on on this Level but sometimes you can't really see what is going on down there but at least you have a Propeller Block that helps you a lot. After that, if you press one '!' Switch you pretty much fly higher to the Castle (twice) which was very Clever. There are a few places that a regular jump seems impossible to do. You either necessarily have to "Duckjump" or you need a Koopa Shell to jump up again (as I accidently jumped down and it looks very unclear how to get back up there... also there is nothing interesting down there anyway) which is a difficult progression on this Level. A Grinder that is on my way, you normally need to press the Switch in order to make it disappear but I found it something different that if the Grinder is offscreen for a few seconds it goes away by itself and I can just go up. Also the way up there is kind of unnecessary because you just "Walk", nothing else. Well, sometimes dodging but also worthless to have a long walkway up there. At the Boss, Bowser Jr and Bowser, the first one is pretty simple to destroy but the second one is harder because it is very time consuming. You have to dodge quite a lot until you throw a bomb at Bowser 10 Times. At least you gain a Power Up from one of these Pipes so it isn't all that extremely difficult. Also, some of the Floors (Hammer Brothers Midboss Room and Bowser Boss Room) are Slippery for no reason what so ever.
Chad: 6.2/10
  • This is a well-made level. You give the player a lot to do, such as hitting switches to melt fatally frozen water and move obstacles to different positions, operate a propeller block to collect red coins, and get launched into the air by explosive switches. Those are all very cool gimmicks, and they're executed quite creatively. However, the level's length is serious overkill. It's not so bad up until the red coin hunt, and that started out interesting as well, but it got to the point where it was extremely tedious. The section isn't structured in a way that lets you know where the next destination is, so most of the propeller block usage is aimless flying around until I found a surface or coin through time-consuming luck. The second half of the level didn't have a coin hunt, but the rest was basically more of the same, which wouldn't be a problem if the level wasn't so long. The majority of the level is going through linear passages full of firebars and statues, and those aren't bad on their own, but they get repetitive in a level this long. I like the idea of removing a Grinder to progress, but going through the same passage again but with less hazards is a bit boring. Bowser Jr. felt like a pointless addition, but the Bowser fight is impressively set up. There are a lot of creative attacks in the battle, and they're nicely executed. But that too is irritating because the bombs generate very rarely, which makes for an exceedingly-long boss fight. This level would be far better if it knew when to stop and wasn't so repetitive and tedious, because that's where it suffers the most.
Emral: 4/10
  • 0/10 has frozen in the name.
    Jk. Decent level, I guess. I had no problem with it for the most time, but about halfway into the level it became just kinda crazy. I somehow got lost in the red coin section, for once. Can't blame you for that, but it's still kinda boring and tedious navigating through areas you've already seen before. The second half was an utter mess. There was a sign which was like "hey this layer is hidden/shown right now" for some reason. The explosion thing, although cool, was glitchy. Got me killed a few times. The saw part was brutal, for once, as it took a quarter of the screen away and limits the player's movement, but also useless, as you can just rush through the grinder when you're big, GIVEN YOU DIDN'T LOSE THE ONLY POWERUP IN THAT SECOND HALF YET.
    The bosses were okay. I liked the snowball generators on the bowser fight, but damn. 10 hits? 5 are enough, to be honest!
    Guess: Castlewars is a guy who keeps bragging about his level's name. He also likes frozen and pokemon music.
Quill: 7/10
  • Frozen is da worst movie ever!!! (ur dead m8)

    I liked the atmosphere you built in this level, although the Bowser Jr section onwards kind of killed it. The gameplay starts fairly basic with some nice highlights. The propeller section is a neat idea but it's difficult to navigate and find where land actually is. Some sort of indication to show how many red coins you had above the door would have been great too. The Bowser fight was unfortunatly a disaster. While he has cool attacks, the bombs needed to attack him spawn far too slowly. This makes the fight drag on a lot and it makes it boring and tedious to continue.
TNTtimelord: 6.7/10
  • This is a long and rather eventful level. It's got lots of clever layer changing and moving at just the right times and holy crap the launching of the player was [b[great[/b]. Bowser Jr's boss was a regular ludwig replacement, nothing too special there, but I felt Bowser's could have been less tedious. And I really didn't like the propeller flying part where I had to get the coins. That took forever and I assure you that's not what people have the patience in, especially since this isn't an easy level.

    Quite frankly, I'd laugh more at your attempts to be funny than the parts that were meant to be funny, though, in the parts that were meant as a joke.
43. MidiGuyDP - Cloud Controll - 6.417/10
Spoiler: show
bossedit8: 8.385/10
  • This was a fun Level, I must say. A casual Super Mario Bros. 3 Level with several nice secrets and also a nice Gimmick with the Cloud Block that travels an offscreen Clouds to the Top and can be used as Platforms. Your obstacles are rotating Platforms, flying Enemies and the Timer-Clouds (the Gimmick I told it before). There are green and red Cloud Blocks which both are working a bit different. Green holds the Cloud longer instead of the red ones which means red is a bit harder. At least, both of them having a little warning noices before it is going down again which is a nice notice. Rotating Platforms are from SMW. At least you could of restyle and/or recolor them to SMB3 so they are more fitting to this Level but whatever. I also like that someone uses the default music from SMBX instead of just "Custom" ones (except the Bonus Rooms).
Chad: 7.2/10
  • Pretty good. Design is fairly normal, but nicely structured around its cleverly-executed gimmick. At no point did the clouds ever feel poorly functional or unfairly placed, and it was often an interesting challenge to get across them in time. I never really cared for the circular platforms because of their powerful inertia, but they're actually quite manageable throughout this level. It's a tricky setup, but the difficulty is kept in moderation. Good work.
Emral: 4/10
  • Nice little athletic level with an interesting gimmick. There's not much to it other than the gimmick, but I enjoyed it. It's also a bit short so it did kind of feel like just a showcase of the gimmick. There are secrets, though, so that's a thing!
    Guess: No idea. This is even harder to guess than the NPC spam levels.
Quill: 6.5/10
  • I like how similiar this is to an actual SMB3 level with SMBX elements such as changing the speed of the enemies. It's a little on the short side but that isn't too much of an issue. I appreciate that interesting yet simple gimmicks were added to the level but they were repeated too often in my opinion. I was also caught off guard when the clouds fell as the ticking noise is barely noticeable.
TNTtimelord: 6/10
  • Wow, how has that cloud related gimmick never been thought of? For being a real short level, this gimmick is great and I wish I could have a chance to see it in action in a longer level. With all due respect, the level is pretty forgetful with the cloud rising gimmick aside. I can see it being real frustrating because of the whirling platforms, as there's a good chance they will launch the player. They also can cause distraction in trying to get across to the short amount of time the clouds are up.

    I suggest changing this level around and worry more about the level too, because even though the gimmick is great, the level without the gimmick really isn't.
42. mariogeek2 - Concrete Forest - 6.499/10
Spoiler: show
bossedit8: 7.395/10
  • Ahh, Megaman comes back. This was a ok to nice Level. We are inside a gray forest filled with Concrete Koopas and floors and later darker concretes that acts like Quicksand which is a nice idea, although the design is basic Megaman. There's Cutoff on the big Trees. At least gave them a darker background so they are not cutting off and also it would of look more natural. There were some serious lack of Coins in this Level but at least you are giving the player some nice Power Ups. Near the boss you need to get the Key from another Section. While fighting the Boss you need to grab a projectile that shoots from the Boss and throwing back to the Boss or just hold the projectile to the Boss and rapidfiring to death. It was a nice Level but lack of Coins.
Chad: 8.2/10
  • This is a really unique idea! Nice gray forest atmosphere, and the enemies are creative and well-made. The design is really open and easily maneuverable in a way that works for this level really well, but it does feel kinda flat and barren in the sections with no vertical scrolling. There should also be a lot more trees considering it's a forest, especially ones that don't cut off and don't stop being used partway through. The fresh concrete is pretty clever and is placed rather well, but it blends in with the normal stuff and shouldn't be near a Lakitu. The Lakitus themselves do provide a good challenge in the level, though. I highly enjoyed the boss, too. It has a great opening sequence, and is probably the most fun I've had fighting a SMB3 Bowser AI in such an interestingly unorthodox fashion. Good thinking, putting the checkpoint rather close to him, too. It does a good job at taking the boss's large amount of health into account. Overall, this is an excellent level! A little rough around the edges in a few ways, but nothing that really ruins the experience.
Emral: 6/10
  • Well you surprised me! At first I thought this was going to be a boring forest level with unfitting music, but when you introduced the concrete gimmick to its fullest I noticed that that's actually super creative!
    While design-wise, this level doesn't have anything special to offer, it's fun to play and even houses some secrets, be it a 1-Up or a Tanooki Suit. The enemies were nicely changed to fit the concrete gimmick, so we have SMW Cement block Koopas and goombas with concrete on their heads. Length was perfect for this kind of level, as I don't think there are than many more things you could've done with the theme. So nice job on that!
    The boss fight might be one of the most creative uses of a vanilla SMBX boss I've ever seen. Why has noone ever made the flames SMB3 bowser throws grabable? It makes for such a nice fight! And if you're bored of it, you can jump on his head while holding one of the blocks to get multiple hits in at once. Of course, I didn't notice that right away.
    Anyways, fun level!
Quill: 5.5/10
  • The design of this level is basic and there are moments where it is bland and boring. Scenery really needs to be added to this level as well. The quicksand concrete doesn't really serve much purpose most of the time and only slows the level down. There is more variety in later sections where the gameplay improves but some sections are just running to the right jumping over enemies. The boss idea is creative, although the concrete blocks are glitchy when thrown. I appreciate the effort, however.
TNTtimelord: 5.4/10
  • This isn't your ordinary level. As the name suggests, it's a forest filled with concrete. Most of the enemies are either concrete themed or covered in concrete themselves, and I found that real clever. It's in general a really cool idea (especially the wet concrete) but some of the graphics don't look all that great, and I especially think you should change to a more concrete kind of tileset. The boss of the level was actually kind of an amusing idea and would have been great if it wasn't so easy to break it by holding the concrete right on him and taking him out a lot more quickly. Please change the music too, as the words kind of ruin it and it doesn't sound all that appealing anyways.
Tier 3

41. Thetoxicminecrafter1 - A Voyage Through Spike Mountain - 6.56/10
Spoiler: show
bossedit8: 6.5/10
  • This was a ok to nice Level. We are on the Mountains with two different Tilesets (both are SMB3 related) combined into this Level and inside another Section there is a third Tileset (SMW) which fits. The way how it is constructed is nice but the whole Sizables is a bit of an issue. I know their are supposed to be there for sceneries but sometimes I want to go up there to check if there is something secretive or not but everything is like empty to even get like something good. A few (or a bit more than that) places are kind of small to jump over enemies so you kinda have to wait (either small or big but not powerful enough) to get though which isn't all that great but meh, we can wait too. A Koopa that kicks his Shell is kind of surprising for the player to notice. Nipper Plants are nice to boot the challenge up. There is a flaw on this Level. There are places where you need to force your spinjump ability in order to get further on. There are players that can't do that which means they are having a lot of trouble figuring out of getting over an Obstacle or even worse, not even able to finish the Level entirely due to the whole spinjump deal. There are not even Character Blocks or any sort of Information either so that could be a Problem. The SMB3 Hammer Brothers missing the SMB3 Hammer NPC. Instead they are throwing SMB Hammers which is not really fitting. Maybe forgot to add that NPC graphic in this level too. The whole Level misses a few Blocks at the top of the screen (off the Boundary) where you can walk over the whole Land. Later we get to these Munchers that are moving up and down and others vice versa (opposite) which is kind of the same as in SMB3 World 7 Piranha Levels but differently made. A somewhat nice challenge into it. At the vertical section where you must go down dodging more Obstacles which is nice but a few of them can be rather annoying especially at the moving Munchers. Timing is so necessary. After the vertical section you pretty much at the end of the Level. Dragon Coins aren't enough to have in this Level. Only 4 are actually placed. There is no 5th one which kills the chain to get a 1UP but only Points and Coins. Power Ups where ok but once you get into the vertical section it only has a Mushroom in it instead of some Fireflowers at the previous Sections. A few Podoboos on one Block Lava Tile looks not so well. At least you could put another Lava Tile at the bottom so the Podoboo doesn't like show at the very bottom of the Lava Tile and a regular Tile. Overall this Level was good but quite a few issues countered.
Chad: 9/10
  • Really polished level you've got here! For a comfortably short level, it includes a great variety of platforming. The Muncher bridges are fun to jump to the rhythm to, and I highly enjoyed the spin-jump implementations and strategic Bullet Bill cannon placements. All of the gimmicks felt extremely stable and deliberate, and that contributes to the feeling of the level as a whole. I definitely enjoyed this one a lot.
Emral: 4/10
  • Wow everything just wants you dead. You, sir, have a talent for making unforgiving passages which are easier to get through as small Mario.
    It wasn't frustrating though. In fact, the second half was infinitely easier than the first one, as you removed enemies like Fire Plants and Moles (the moles were annoying).
    Design wise, it's... okay. I've definetly seen better, but I have seen worse. The second half got relatively boring after a while as it was just: "Here's your puzzle. Get past that to get to the next one!"
    Probably would've gotten a higher score if it wasn't 2 levels in one and there was a connection between the 2 halves (and if the 2nd half's filler-like design was changed).
    Guess: The level design reminds me Aeon Wisp's.
Quill: 7/10
  • Really neat level! I love the challenges throughout the level. They're for the most part just at the right difficulty where they aren't too easy but not annoyingly hard either. In Section 1, it was sometimes irritating to find that I could not pass through what looked like a sizable as it was part of the normal tileset. Perhaps changing the sizable to a darker shade so it's easier to tell apart from the rest of the tileset would work? The cave section had some really cool obstacles, although another power up half way through it would have been appreciated as some could find it difficult to progress, especially as some jumps were pretty precise. The cave was also bland aesthetically and could have used more scenery. I'd suggest the SMW Cave bgo that Valtteri made, recolored of course.
TNTtimelord: 6.3/10
  • The first half of the level as well as the very end were nice and serene sections. I liked the way you mixed the gray tileset and Emral's rocky grassland tileset, although, they don't fit together that well (they have two different grass colors and it looks awkward). The Spiky koopa is a nice touch to the "Spike Mountain" as well as the SMB3 spikes. Overall, the NPC placement and choice for this level are really good. You might have missed a couple of graphics with the SMB3 spiky koopa, because when you kill it, it turns into a buzzy beetle dead, and the SMB3 Hammer Bro is throwing an SMB1 hammer. About 2/3's through the section, before I come across the SMB3 moving up and down nipper plants, there's somewhat a leap of faith. if you could move the land up about 5 blocks, that would get rid of the leap and reassure the player they won't fall into a hole. In the second half of the level is an incredibly intense lava cave section. The real issue with this is that there's a major switch in the theme, but at least you did it in a somewhat logical fashion, since you're on a mountain. The lava cave doesn't have too much detail though, and the one block deep lava doesn't exactly hide the Podoboos properly, showing the podoboo sticking out under the lava. There's also 4 dragon coins in the level, not 5.

    I may have been a bit nitpicky, but this level also has a lot of issues with jumps.
40. RoundPiplup - The Faulty Lab Tour - 6.575/10
Spoiler: show
bossedit8: 8.275/10
  • This was a good to very nice Level. We are inside a Lab with Robots and mechanical Stuff. The Design, Graphics and Events was very nice but there is one giant flaw. There is one place where you have to get up there to progress further on on this Level but... there is absolutely no way you can do it regularily. Maybe there is something missing there but I see nothing. Not even Switches can even cover the solution of this. Incredible bad. The Level even has a little bit of a Dialogue. After certain Events, enemies seems to get more Evil (well, more Enemies on the previous Rooms) which is nice. Difficulty is also nice but some places can be Problematic. Obstacles was good anyway in General. At near the end you encounter a Boss. A Robot that follows you with a breakable Wall that is very strong to break through it. It is tough but there is a Trick that I accidently found out. After that tough boss you destroy the Castle and then you get the Star.
Chad: 7.6/10
  • Fairly good level. I like the story behind it, and the layout is cleverly devised to require the player to figure out how to maneuver with keys and springboards. The structure of the level does a fine job at puzzling the player in these aspects, and the different rooms are connected together in interesting ways. The elevators and locked doors are also used rather well, however I disliked having to backtrack through a couple rooms once the good robots turned bad, as well as repeating another entire room for a second locked door. That repetition aside, the boss is a unique concept, having to blast through a multi-layered brick wall to penetrate his shield. There are too many Rinkas, though, which decrease your opportunities to attack. I'd made it to the end, but ended up despawning the boss as soon as it was offscreen. That way, I could backtrack to the start of the room and finish it off. Other than some redundancy and a broken boss, the level's pretty decent.
Emral: 4/10
  • Whoop! Saw the lab tileset. I better exit the level immediately!
    No, you get minus points for using Natsu and I's tileset in the most atrocious way possible! Can't. Be. Helped.
    But let's get back to the actual level: This level is like a story about robot virus takeover, like in all the hollywood films like Terminator or I, Robot. It's also a key hunt! Yay! Difficulty in this level is defined by increasing spawn rates of enemies of all kinds.
    Design-wise everything just gets more and more cramped until it's just not fun anymore. I found a secret star by accident, Whoops!
    I have to say the only part of this level I enjoyed was the boss fight. I've never seen anyone do it like that before. It's pretty creative. And broken, considering he can despawn and the blocks remain destroyed.
    Didn't impress me that much. Not a bad bad level though.
    Guess: An Emral fanboy.
Quill: 6/10
  • This level was alright. I wouldn't hide something you need to use such as a P-Switch in an invisible block if it's a level where you wouldn't expect to find hidden stuff. It's pretty annoying. The boss is a cool concept, but if he goes off screen it'll reset which is a little annoying.
TNTtimelord: 7/10
  • This was a really cool way you used Emral/Natsu's lab tileset and if the key and ladders were restyled to actually fit the level, it would have made that feel more like a lab. I don't really see a purpose at the beginning warp that takes you out of the level as a player can mistake that as a means for progress out of the level (yes, that means I did that). I think the lines for the platforms should have been used in the second section, to point out a small nitpick. The scenery is used nicely, and the level design is kind of ordinary, and the gimmick could have been a bit better as there is a lot of irritating shuffling around with keys to a few different doors. I thought the P-switch gimmick for the bonus star was also moreso a ghost house thing and not a lab thing. I thought the boss was original, but it didn't make much sense to me with the Link thing, that must just be my stupidity.
39. Knux - Automatica - 6.58/10
Spoiler: show
bossedit8: 7/10
  • A Level where you just have to wait out, means the level beats for itself (except at the end where you have to grab the exit). It was very awesome that it lets the level play by itself with multiple themes in it but what I seriously do not like is how you used random music for most of the themes which kills the Mario's Mood for this. Also it is only beatable if you are small and not playing with Peach, Toad and Link because they can't slide what so ever. Also, while watching there are random letters which a few of those referrenced Messages that isn't even related to the Mario Series which isn't all that great. At least everything is funtional so there is nothing to worry about. Everything else was ok to good. Also it is very rare to even get a Automatic Level in a Mario Level.
Chad: 8/10
  • How long did this take to test? That was one incredibly wild ride, and that's without even participating in it. I can't even count how many close calls and gimmicks you carry the player (or rather, spectator) through, and yet they all function exceptionally well. There's so much variation and complexity in this massive Rube Goldberg machine of a level, as it carries you through a large variety of different themes. It even looks like a natural level in the areas that aren't accessed. However, as impressive as it is, you can't actually "play" the level. You can only sit back and watch everything happen. Still, I feel it deserves a high score because it's extremely difficult to properly execute a level like this, and even more impressive than some levels that you can actually play.
Emral: 9/10
  • OH MAN IT'S THAT ONE LEVEL SOMEONE MADE IN SUPER MARIO WORLD kinda
    I love it! I was amazed when I saw that it's an automatic level and it was lots of fun to watch! The drawn stuff regarding TAOK and SMBX episodes were a nice addition and I just have to give you kudos for all the pixel perfect precision going on!
    I don't really know how to judge automatic levels, but this one's the best one I've ever seen someone make in SMBX. And since I did enjoy it, a lot, you get points. A lot.
    If you find my score unreasonable, play for yourself. I was literally sitting there with my jaw open all the time hahaha.
    Guess: Sayin' Knux did this because of the Valtteri face and TAOK references.
Quill: 2.5/10
  • As much as I love this and appreciate the hard work that went into this, this is a level design contest. This level would have won if the contest was about automatic levels though!
TNTtimelord: 6.4/10
  • A level that moves for you? I haven't seen something like that since I left the SMF community. As the name suggest, it's automatic, because I sit still since events have the player holding the down button the entire level. I seriously wonder how many tedious hours you spent testing this. It goes from SMB3 sky, to SMW underground, to 8bit, to random custom tilesets. Since this was mostly designed on the player moving, mostly everything else isn't too great to look at. Pretty cleverly done nonetheless. I would like to point out that my character somehow ended up riding Yoshi, so I had to delete him to be able to continue on through the level.
38. GameClip477 - Emerald Ruins - 6.735/10
Spoiler: show
bossedit8: 7.375/10
  • This Level was very nice designed. We are at the Ruins somewhere at the Jungle with Vines hanging around and Builded up Stones as decorations. To search for three different locaded Keys is a nice concept but it can be a bit too much due to not seeing very well at the bottom of the screen once you are trying to get another Key. Enemy placements where alright but sometimes it is a bit too much for the player to handle. Those Panzers (replacing SMB Hammer Brother) are kind of annoying because not only that they are throwing diagonally up and then down like the original Hammers but once you encounter more than one, that means it gets kind of annoying to get through it. They are already throwing at random point so why having more than one? That is too much. There is a random Midboss while you are getting a Key and that is just multiple giant Plants with little Plants that spits you. Not hard and leads to a nice Challenge. The Vines are kind of confusing if which one can be climbed and others not even if there is a Sing that tolds you already. Later on you will not really notice because they look pretty much identical and it is kind of annoying which one can be climbed and other not due to the color usage. After the Key search you shortly entering the Ruins with Lava and a Skull Raft. Not that hard, just avoiding Podoboos, hitting Switches and so on but at the end you can glitch through the blocks while the Skull Raft is pushing againt the Wall. Make sure that the Skull Raft does not get stuck at the Wall or else it can be either buggy or very hard to jump out of it. After that you have the Midpoint set and you encounter the Boss. Kind of hard because you are fighting a Snake that replaces Wart. You have to fight him two times however but once you defeated the second form, you can go to the next room and Exit the Level... ...but wait. Where is the Exit? I can't see the Exit anywere. All I see are broken Emerals that you can and cannot collect them but the Exit is not there. Well, guess what. There is a NPC that is supposed to trigger a Event that the Star should appear but it is not there what so ever in the Game and even on the Editor. Well, a NPC Code prevents it from showing it. Yes. As I can see of one of the NPC Codes, one of them has "width=51" on a NPC Number 196. You really should not use any code numbers on the size that has 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, ... (and so on) because that makes the NPC disappear no matter what. Overall I really liked that level but not with those flaws I have pointed out.
Chad: 7.3/10
  • This is a pretty good level. The design is quite excellent, with a lot of exploration and discovery involved with locating the keys. The level offers the player a lot of variety given that you have to climb, ride on platforms and dodge Lotuses, and avoid Panzers in order to unlock the way forward. The Panzers are a bit overkill, though, as there usually isn't enough space around or between them to pass them efficiently. The interior sections are rather nice, though, having a lot of detailed block placement and enjoyable swimming areas. However, the midpoint should be before the lava, as dying to that sudden difficulty increase means redoing a lot, and the boss isn't long enough to justify having the midpoint there. I didn't really care for the boss itself, either. When I saw the arrows at the start of the second phase, I thought that center platform was going to collapse, so I went to the sides. Instead, I got glitched through the new Munchers and got stuck in the wall. The Spiny Eggs are also unreasonable to deal with from the platforms extremely close to their generators. The boss setup certainly had a lot of potential, though. Aside from those things, I liked the arenas, and the first phase is fine.
Emral: 4/10
  • Em(e)ral(d) Ruins
    Oh man this level caused me so much trouble for some reason. Which is sad as it's not a bad level. The key hunt to fill in the unfitting keypads was somehow a pain to me as I kept encountering the glitch that I freeze a piranha plant which then slides offscreen and can't be killed, rendering me stuck. The key in the ice flower section also took me far too long to find. I already went on to defeat all the enemies before I found the little patch of grass.
    The checkpoint would've been better off placed when you enter the Emral temple, as you can die when falling down towards the skull raft and hugging the left wall (but not the right wall!). The boss was made too easy given the power of the billy gun and the fact that the second phase only shoots left and you can use the right platform.
    Design wise this level was fine. I can't say I found anything which stood out to me so I'll leave it as is.
    But there's one thing wrong, asides from the weird graphical choices like dark climbable vines and light un-climbable vines.
    This level is unbeatable. You might've forgotten to place a NPC as I did find all the events needed in order to beat the level, but I ended up in that empty section with some Emrals I could and some I could not collect. No escape. Even after revisiting the level; there's just nothing after the boss fight.
    Guess: No idea. Sorry.
Quill: 8/10
  • This was an interesting level! I loved the atmosphere and the exploration you added. The keys were pretty easy to find although the cave one gave me some trouble as I didn't realise it was buried. The Piranha Plant section was also a little weird and out of place but the way of defeating the plants was interesting if you didn't have a fire flower. I enjoyed the temple section a lot and you made a generic lava ride somewhat unique and interesting. The atmosphere of the temple is also gorgeous! The boss was pretty lame as the first phase is over quickly and I thought the arrows meant something bad would happen to the ground I was happening on, not that that ground was safe. I also suggest putting the checkpoint at the start of the temple.
TNTtimelord: 7/10
  • This level was pretty good, however, get rid of the fairy, Max, and the emerald GFX and ask for someone to do them for you, because they are absolutely horrid and they all singlehandedly drop down the level quality by a ton.

    On the good half, this level is beautifully designed by gameplay, NPC placement, scenery, and choice of graphics. It all look amazing, nothing clashes, minus the GFX I listed above (they have 1x1 pixels, which look bad with SMBX's 2x2 pixels). The boss is also pretty good, but you can break it by standing right next to him, as he's wart and will stop attacking when he's attacked. Try your best to prevent nerfing by using bombs or shy guys, but not koopa shells, because they will break the boss as well.
37. Dragonmaster146 - Thriller - 6.811/10
Spoiler: show
bossedit8: 8.055/10
  • Nightcards. That's it... just Nightcards. This Level was very nice. SMW Styled DKC2 Graphics with SMW Enemies and Style. Every Coins and Power Ups were changed to Card on this Level which is a nice Touch but these Coin Cards, they don't really animate correctly on this Level anymore. Enemy placements were ok to nice, sometimes it can be a pain. Those Bowling Balls, they are extremely unsure at first because those are replacing a SMB/SMW Spiny which is not obvious at all. Also, those two different flying Super Koopas, they are making a Bullet Bill Shooting Noice. At least replace them something different so they are not making those noice for no reason. Secrets are in one Section only which I like. Decorations too, nice. The Level wasn't long though but not bad.
Chad: 6/10
  • It's nice to see a carnival level for once, and I like how the design gets somewhat elaborate further in. There are a lot of well-hidden side passages for players who want to find secrets, too. However, enemies are a bit annoying. The cape Koopas appear out of nowhere, there's a beach Koopa who kicks the shell the instant you see it, the bowling ball has completely ambiguous vulnerability and interaction, and one Koopa turns around randomly near a flipper while I'm trying to step on it. The layout also gets really cramped before too long, which makes the excessive enemy placement even worse. Overall, nice graphics, interesting structure, but way too narrow and enemies need to be toned down. At least the level's super short, so the issues don't last very long.
Emral: 5/10
  • Nice little level! It's really based around its graphics and does a good job at being... itself... Which is a good thing! I liked it! It's rather short, but fun and it does have secrets, like the 5 dragon coins. Peach coins. But I don't think there's much that stands out other than the graphics.
    Guess: Dragonmaster never released these graphics. Also, this looks just like his pier level he made a few months back.
Quill: 7/10
  • Interesting concept. I liked the enemies, although it was unclear what some of them replaced at times. This level also lagged like hell to me, but frameskip seemed to solve the issue for the most part. The level did feel really short and it ended rather out of the blue. I suggest extending it.
TNTtimelord: 8/10
  • Oh man, I wish this could have been longer. This was a really cool flat level to play. All of the enemies fit very well and a couple of them looked pretty cool. I thought that the card powerup idea was real clever and goes well with the theme park idea, as does the entire tileset and background. The music was also rather beat-heavy and it goes well with the trippy theme park. Like I said before, this level is really good, but it's so short!
36. Beyond - Technologic Tubs - 6.88/10
Spoiler: show
bossedit8: 9/10
  • Oh man, someone uses my own Tileset on this type of Level right here. I really like this Level. There are Waters and the Level makes you explore around the Level which is nice but the whole Power Up placements is kind of low for this Level. A bit too many Mushrooms instead of Fire Flowers (5 Mushrooms, 3 Fire Flower) which is weird. Besides that this Level is very well done. There are switches that activates the Bomb Generators and later you can get further to the left side of the first Section which is creative. After the Midpoint it is a horizontal section with Obstacles you have to avoid which is also nice. I sometimes jump on those Bombs without having a Key (if I can call it that) on their back by accident. My fault. Design was really great especially those details with the TVs. '!' TVs Warns you that there is a Projectile shooting out from a Pipe. Later on there is a Boss, Mouser. The Boss is very unique because you have to Attack him with Bombs while swimming in Waterfall. After that another Mouser appears but on a different set up. After that your Star appeared at the left side.
Chad: 7.4/10
  • The submerged factory theme is interesting, with a good layout that's both expansive and straightforward. I like the underwater passageways and the enemy placements within them, as they're challenging but fun. The switches do a nice job at letting you know how to progress, too. However, the small blue platforms blend in with the background. The second half is nice as well, as it's more of a straight path but there are a lot of fragile platforms and generators to be careful of. I really like the placements in that part, and the boss is equally clever with a great introduction, and a second phase to make the battle just as long as it needs to be. For Mouser, the fight is pretty unique, so nice job on that. However, the boss is somewhat broken at the end. When the coin arrow appears, collecting a few of the coins results in the screen locking you in place once more so you can't get the star. The level tries to restart the boss fight, but can't because the Mousers are dead, so you're just stuck with the red coins and bomb generators, with no choice but to die. I discovered in the editor that this is because you never hide the Axe layer, which might also explain why the second Mouser suddenly died out of nowhere not long after he appeared. The level's pretty good aside from that, but the Axe layer remaining permanently active really has potential to break the fight and the ability to complete the level.
Emral: 4/10
  • Kind of a weird level. You practically had to activate bomb generators for a while while navigating through an underwater area. Not the most exciting thing to do. But things gradually changed when you went from the pipe maze into some kind of factory interior! Then there was some mediocre platforming! I actually kinda enjoyed it. The mouser boss fight was okay at best. It glitched off of the platform for me so I had to manually re-work the layers and events. The red coins would've been a nice twist if they removed the water from the respective pipe, but they somehow didn't do anything for me. I was afraid of nothing!
    It's an okay level. Nothing really stands out and it's kinda boring, but nothin really bad here.
    Guess: I don't really know.
Quill: 8/10
  • Loving the atmosphere here. The pipeworks were constructed very creatively and the alternate paths to your bombs were a neat touch. The second half lacked some of the variety, but it was still fun to run through nevertheless. The Mouser boss was interesting as I don't think I've ever been made to fight him in water before. You could go on his platform to make it easier to hit him but the platform disappears when you kill him leading you to an unfortunate death, as I sadly found out.
TNTtimelord: 6/10
  • This level is an interesting adaptation to a sewer like level, but it's annoyingly hard to navigate for the first half. There's no indication to where you are supposed to go and it's risky to carry SMB2 bombs for that long. Once the second half comes around, it begins to be a lot more enjoyable. I'd have to say, it's been forever since I've seen bossedit8's Blue Bomb Factory tileset, and it works well with a blue factory sewer style. The boss fight was definitely the most original way to use Mouser. In my opinion, this Mouser battle could have played off a lot better, as the player can camp far to the right and use the bomb generators and Mouser's lowered throwing range (thanks to the waterfall) as an advantage and make all the other obstacles obsolete. Also, not sure if it was intended, but Mouser doesn't throw bombs when his platform is moving down, not that it matters that much.
35. reghrhre - NO CGFX AND LINEAR LEVEL 0 POINTS - 6.935/10
Spoiler: show
bossedit8: 7.075/10
  • "No cgfx and linear level 0 Points" is completly wrong in my opinion. This Level was nice. Another casual SMW Level which I really like. Nothing seems to be wrong in design because casual SMW keeps up to our playing abilities. We are inside a Forest all the time and after the Midpoint there are Boos haunting the Forest which is a nice Idea. Power Ups and Enemy placements are very well made especially if you are making the Ability of having a Yoshi using his Fireball for destroying Enemies that are trapped in the Bubbles. I really like it. Once you hit to the Boo part, if you are encountering a Giant Boo you have to defeat him by throwing Stuff into him and there are 3 Big Boos maximum in this Area. After you defeated every single Big Boos, every Boo Creatures are gone and you enter a Pipe where your Star is located after you talked to a certain Yoshi. There are however some message boxes which does not want it to pleases me. Overall it was a very nice Level, I really like it. See? You won't get 0 Points that easily because it has nothing to do with the graphics, it is how to be constructive by the Gameplay Style on a "Regular" Mario Level but I should not detail on this Stuff something like that.
Chad: 6.2/10
  • NO CGFX AND LINEAR LEVEL 0 POINTS: actually 6.2
    This is an okay level. It's a well-designed forest run with an interesting reliance on a few different Yoshi powers. The level does a good job at creating bubble blockades for red Yoshi, flight opportunities for blue, and veggie targets for pink. However, enemy placement was excessive at times. Boos, bubble enemies, Lotuses, and jumping fish are a painful combination in large amounts. The last big Boo is also a bit of a nuisance, as he's far enough away from the shell generator that if you don't take the tedious time to lure him a large distance from his starting spot, he'll respawn and his health will reset. The level's reasonably short enough that these things aren't major problems, and the level's rather fun and decent aside from those, but they're still minor annoyances that populate most of the level.
Emral: 6/10
  • THIS IS NOT A BAD LEVEL THOUGH. YES, TITLE, IT DOESN'T TAKE ITSELF SERIOUSLY BUT IT DID WHAT IT DID AND WHAT IT DID WAS EXECUTED WELL. THIS LEVEL MAKES GOOD USE OF MULTI-COLORED YOSHIS WHILE LOSING ONE ISN'T THE END OF THE WORLD. THERE'S ALWAYS BACKUP AND BESIDES THAT, THE LEVEL IS FUN TO PLAY, EVEN IF IT DOESN'T HAVE SECRET AREAS. I THINK THE TITLE IS OVERREACTING. I FOUND THE BIG BOO BEHIND WALL FIGHT ACTUALLY PRETTY CREATIVE.
    Guess: SMBXxer
Quill: 8/10
  • This level was actually really cool. There's a lot of variety and it feels like a level that does belong in Super Mario World (and not because of the graphics!). Using the different colored yoshis to advance and fight the big boos was very creative too. The Blue Yoshi part was a little annoying as you'd have to lure the big boo down as otherwise his health would reset. I'd suggest changing that so this doesn't occur as not every player would realise this.
TNTtimelord: 7.4/10
  • Ah don't be so negative about your level as it's probably one of the better completely vanilla levels out there. This is a really good and traditional SMW level in lots of ways, utilizing the Yoshis and the bubbles in ways I've never seen them before. Although, the bubbles do get kind of annoying and the music when the boo section starts should be the Ghost House music since it turned into a haunted forest, kind of. I liked the mini Big Boo bosses and the ending is pretty amusing. This is definitely a cheerful level, even with the boos.
34. Jarckius - Betwixt Clouds - 6.964/10
Spoiler: show
bossedit8: 8.52/10
  • Hey, this Music gives me Memories. This was a very nice Level. The whole place is surrounded with foreground Clouds which is kind of nice to have but also it can be leading into trouble unless you knew what is going on (well, I knew what was going on the first time playing this aswell even know I have no clue of how the level will be designed but whatever). There are different variety of sections and later Switches in your Level. There are Platform Lines with ON/OFF Switches and others moving Grass Blocks which is nice. Enough power ups for the player and enough enemies to keep you up to the Toys. You even let me not Glitch your Level by narrow places which I really like. Glad you are on the Hand and make sure you are not letting me Glitch through the Tiles. Secret Rooms are also there and it is a very nice rewardfull one. Sometimes those Clouds can be an issue but at least there aren't too many of them (except that it almost hits the background object limit). The level length is average to a bit long but it is a very good length. Pointing out of the Platforms, it can be the case of accidently hitting the ON/OFF Switch so the Platform disappears from the Line and you have to wait over 60 Seconds in order to get your Platform back which is a Time consuming thing on this Level. Some of the Bubbles are out of reach too by the way.
Chad: 7.5/10
  • Very pleasant grassland/sky run. The foreground clouds are a unique visual challenge, with switches and line platforms that are cleverly implemented. The clouds provide a lot to the level, both aesthetically and as a gimmick. However, they can be excessively obscuring at times, especially in places that depend on the line platforms. Also, the level could use more powerups, and slopes function awkwardly on horizontal layers. Those same layers also make you wait for a while if you miss them or arrive at the wrong time. Other than that, the level has a nice and open design that feels very polished, and the moving layers have a good structure and event setup aside from the slopes.
Emral: 5/10
  • Definetly a decent level. But I feel the clouds are just annoying and not a good addition to the level. But if you'd remove them you'd have a generic grassland level with moving platform influence. Oh man I'm reading intentions.
    Anyways, decent? Like said, the clouds really bothered me, especially on the platform ride as the expected route turned out to not be the one which the platform would follow.
    Guess: Got zlakerboy357 vibes for some reason. Maybe it's the bubbled thingies.
Quill: 6.5/10
  • Nice level. I liked the atmosphere and the clouds looked really nice. However, this level really overstayed its welcome. When I got to the checkpoint, I honestly thought that would have been a good end to the level. The fact that I had to go through several pipes to hit switches just to progress was just depressing as it's a really overused gimmick. There was a pipe with a plant in it in Section 7 that looked somewhat hidden and you could access it. Dropping down revealed that you could not go down that pipe and you couldn't go back up either, which was a little annoying. That would have been a good place to hide a secret.
TNTtimelord: 7.3/10
  • The color palette used for this level in general was really pretty, with the exception of the SMW Spiny, as I can't tell if it's been recolored or not. I absolutely love the foreground cloud BGOs, but I feel at many points that they are overkill. There's a chance I could think there's a hidden platform and fall to my death. There's a chance I could miss an enemy hiding in the clouds. I wouldn't know because they sometimes completely cover a good portion of the ground. Since there are so many, the game lagged quite a bit. So I love them, but there's a few quality killing aspects that are easily fixed by lowering the amount. Although you used the switches in the old fashioned, cliche way, they were used well. I also admire the moving layers triggered by switches.
33. Christian07 - Clawgrip's Tall Tower - 6.973/10
Spoiler: show
bossedit8: 7.465/10
  • Hm, the first thing what I have done while playing that Level is throwing a pink giant jumping Bird on a gray Ninji and it crashed SMBX with a Run-Time Error 9 'Subscript out of Range' because the Bird was like Skyrocket to the right. Oh well. This level was nice. SMB2 Themed even with Potion and the design of it. The power up placements where ok, not always the best but it can be near decent to get further on on this Level. The instant warps are not the best because you can actually die or you can even be at the top of the screen by going left or right. At least we have a lot of fun throwing Veggies at those Enemies. The Night Section was nice but you can also go up on the Latter, go to the left and find a black screen where it simply leads you to death. A few of the designs are kind of small to get through. Inside the Tower there are two paths to choose with different obstacles on your way. Problem is by a Warping vertical section that you can fall to your death or glitch through the wall because there are no Blocks offscreen. Other side of the room you can even get stuck by a 5 Blocks high gray Pillar if you accidently fall down there (unless you are Luigi or holding an Item/Enemy to help you to get up again but still). Not a good idea to let yourself stuck there, seriously. I do not like that a Bomb Symbol is generating Bomb-Ombs. At least you could use a Vase there. After that you are heading to the midpoint while being outside of the Tower which is also nice because of different variety of the enviorements. The Level has difficulty in it but it can be sometime problematic at least with throwing projectiles from these Panzer Enemies. Hitting the boss it is Green Birdo. Simply defeated and then we are getting to Clawgrip. There are 2 forms however and adter that you get the Star and a Door. I hope you are picking up the Stars first instead of entering the Door first. It was a nice level overall but there are several errors to discover arround.
Chad: 6.7/10
  • This is certainly an expansive level. The design everywhere is pretty good, and very faithful to the SMB2 themes. There's a ton of exploring for the player to do, with a lot of alternate routes to choose from that contain various Subcon gimmicks and enemies. However, this level took the expansiveness too far. The effort is definitely admirable, but it felt like several different levels got smushed together into one. At some point, I felt like I was aimlessly wandering. I'd explore a new path only to find that it was the alternate path from several minutes ago. That waned my interest and made the experience drag on. At least the difficulty is low in order to make the long gameplay more tolerable, but the Panzers, Ninjis that glitch on top of each other, and fast generators are annoying difficulty spikes. I'd enjoy the level a lot more if it knew when to stop, because it's pretty good other than that. The presentation and general structure are excellent, but there's just too much of it.
Emral: 6/10
  • This level feels like a journey. A subcon journey to the top of the tower of the mighty clawgrip guy. It's decently executed and well-designed. Powerups are, disappointingly, not a thing you just get in this level. You have to earn them! Before entering the tower, the player can get stuck at the bombable wall part and is forced to quit. Just pointing that out.
    There's one thing which I don't understand about the tower itself: Why is there no grass growing? You put pluckable grass on clouds! Now I demand pluckable grass on stone!
    The boss was well-made and enjoyable.
    I also got RTE9 once but who cares. This is something to watch out for, anyways: Don't pluck all the grass or you get RTE!
    Guess: I know that this is Christian07's level.
Quill: 7.5/10
  • Interesting level. I really like the alternate routes, I have to give you a lot of praise for that! The exploration is pretty good in this level too which isn't something you see in your ordinary SMBX level. The climbing sections were rather generic and they needed more variety and the Birdo fight wasn't too special either.
TNTtimelord: 7.2/10
  • There is an issue with the SMB2 grass as you can see where you used Sednaiur's grass tileset and where not.

    Onto the level, it really goes everywhere and it has a really strong SMB2 feel to it. Although, the somewhat open world feel to it gets old after a while and turns the level into a maze. This level has great design to it, with the exception that some jumps are near impossible for Mario. The Clawgrip boss is really frustrating in the second half because he shoots them way to quickly to the point where it's damn near impossible to avoid the rocks and try to grab one without them knocking each other out. Lower the NPC generators on just about everything as it leads to risk of enemy spam and slowing down the screen.
32. GLuigiX - Paperplains - 7.059/10
Spoiler: show
bossedit8: 7.895/10
  • Ah, casual SMB Theme at the beginning (except that you only gain a Mushroom at the beginning, why). After you talk to a Toad, there is a Switch that you have to press and after that... a Black Castle from the Bottom just goes up and you are now inside the castle of blackness for whatever reason. The first thing you have to do is somewhat a Puzzle that you need to work with even with different playable Characters. Nice idea but for the first time it can be leaded into confusion because you have to do this in order. Peach, Mario and then Luigi. Why? Too unsure but you have to do this in order. One Section where you have to stay in the Light is if you are not inside the Light anymore you are pretty much dead but problem is if you are entering this room again (example: you forgot the springboard) the block that controls the light is not at the same place which means you are forced to die. Not nice. There is one section that if you fall it takes a while to even get at the bottom. Other section if you fall down where Bowser is there is just a long pointless walkway to the left and/or right (depends where you fall off from the top). Kind of unnecessary. Better use a door or warp pipe so you should not walk almost endlessly to a specific spot you want to go further on on this Level. After the Puzzle and the Room were it Wraps around you gain into a vertical section with a lot of moving and falling objects laughing at you. Halfway Point is also there. Sometimes tedious of how to jump up without getting hurt but it is kind of possible. After that you get to a Linerider which is boring because you literally can just wait out (maybe there are places you need to avoid but later on not really). After that you get to the Boss, Dimentio. He/She was not all that simple to deal with but I pretty much like that Boss especially the Events. After that youn gain a Toad and then a Star.
Chad: 5.5/10
  • This is certainly an ambitious level. It's long, has different paths for each character, and takes inspiration from the Super Paper Mario storyline and Castle Bleck scenario in order to try some different things with it. However, I found many aspects to be poorly executed, which made the level not very fun. For starters, there's no indication that the characters must be used in a specific order, or how important each one is. I checked the readme before playing the level so I assumed that I was supposed to play as Luigi the whole way through, so I did, only to find a dead-end in his room. I got the springboard from Mario's area, took it to Luigi's and made it to the door up there, only to be stopped once again by the black switch blocks. So then, I had to switch to Peach, take care of her room, then go back through Mario's again, and finally complete Luigi's. Mario's room is tedious, because you have to alternate carrying the magic block and keys, setting each one down gently every few feet so you don't go outside the circle. Peach's section is awkward because there's little indication as to the timing of the blocks and which ones vanish, and you can glitch through the walls towards the end. I also have no idea why Link blocks exist when he's not available. The second half is also iffy, as it's very full of surprise Thwomps, unpredictable platforms, and invisible lines to keep track of while avoiding way too many Rinkas. This room takes a very long time, too. I will say, however, that this level has a lot of ideas and great variation in challenges and gimmicks. The boss is interesting as well, and all of the visuals there are fantastic. The battle is very well designed with creative phases and great event usage, but Dimentio's a bit too big, and an easy fix to stepping on the Lakitu version of him would be to remove the ceiling. Overall, the boss is good, but the rest of the level has irritating gimmick execution, and the level design other than that feels very flat and barren. I know it's Castle Bleck, but the layout could be changed up a bit. (Also, you made the coins in the SMB1 area invisible, which is weird when starting out as Luigi.)
Emral: 7/10
  • OH MAN SUPER PAPER MARIO I LOVE IT.
    In all seriousness, at first I thought this was gonna be a boring SMB1 level, but damn surprise it's a really clever Castle Bleck type level. I enjoyed it. The boss fight was really interesting and this level reminded me of how much I love Super Paper Mario (and its music). The puzzles were fine. The light block one was clever and the peach one easy. I don't know why you had a "Bowser" path though. An episode, maybe? Anyways... Maybe add coins in your future levels? That's what this one lacked. And I feel that design-wise it wasn't really the best one out there. Maybe you could've taken a bit from SPM Castle Bleck's castle structure into this? Anyways, good job!
    Guess: imaynotbehere4long
Quill: 8/10
  • There are some really cool and creative gimmicks in this level! It really helps give it more life. One complaint is that it's not clear to the player that the 3 initial doors have to be done in an order. Luigi's area requries a springboard gained in Mario's area, but to exit Luigi's area you need to hit a switch in Peach's area. Give some indication that you have to do it in order as if someone goes through Luigi's section first, they'll be wasting their time and be confused. The boss was a little strange. It lagged at times for me but from what I could make out it was interesting. The part where he became mother brain and you had to hit him 10 times was pretty bland though.
TNTtimelord: 6.9/10
  • At first, I thought this was going to be a really boring level, but then it escalated quickly into a Bleck styled castle that was actually kind of obnoxious to play. I NEVER want to see that creepy platform face ever again (it wasn't bad, actually a pretty good inclusion)! The boss was really where this shined, minus the crazy wave of the boss, and it's never a good thing to require a power-up to continue in a level or boss. Still, the boss is amazing. Whoever made this definitely knows how to make bosses.
31. Kep - Freezing Forest Folly - 7.084/10
Spoiler: show
bossedit8: 7.92/10
  • Ice Level with Water Areas in it for odd reason but whatever. This was a very nice decorated Level but having Snowmans as real Blocks kind of throws my point a bit. This is like having SMB2 Cactus and Bones having Blocks. Also, having Sceneries from the very bottom from the screen coming up is a bad sing because I thought there were Blocks at the bottom but they really aren't there. The design was nice but sometimes it can be difficult to jump over gaps due to narrow placements of jumping over it. Enemies were nice but a few of them is not a good idea to having them "Not Moving". I thought they are Friendly but they really aren't. Later there is a Vertical Section with a Red Coin Challenge much like in NSMB, NSMBWII, NSMBU and SM3DW (maybe there is more...) which is nice but the Music is kind of missing so you have no idea when it is gonna make those Red Coins disappear (well, one thing for sure is you can't have 2 Customized Music into one Section). Overall it was a nice Level with Underwater Section and nice decoration but a few issues were on our way.
Chad: 7.5/10
  • Pretty good level. It's a modest length, and the design is narrow enough that your movements need to be somewhat cautious, but it's never cramped. I enjoyed the tiny moving platforms as well, as they provided a bit of precise challenge. Each section is quite small, but a few manage to be somewhat explorative. However, the solid snowmen were confusing at first, and there's an unmoving Freezie that blends in with the scenery in one of the earlier sections. I also found the Crystal Palace music and underwater section to be out of place for how drastically they altered the feeling of the level, and they're only there for a brief time. The underwater section looks great and is made well, but the change doesn't feel fitting.
Emral: 5/10
  • Oh man it's kinda random. You go from a forest into some sky area with that one music which I find super neat but which I forgot the name of and proceed to go into a random underwater section with random scenery. It's all kinda clustered together for some reason and there are barely secrets. It definetly felt weird. Not in a really good way, sorry. But on the other hand, the atmosphere was well-crafted and design-wise I can't complain either. Just don't make things random like that. Just feels off.
    Guess: I'm just gonna randomly say it's TNTtimelord's level. Got no idea though.
Quill: 8/10
  • Great level! I'm loving the moving layers in this level. They add so much variety even though they don't do much. It adds to the platforming challenge too. I appreciate the variety each section has in terms of environment and obstacles, especially what you have to do to progress. Some sections are a little too short in my opinion and are over before they've really begun. The snowman is a little weird as you wouldn't expect it to be solid. It's a neat idea, but a better indication that it is solid would have been appreciated.
TNTtimelord: 7/10
  • This is a pretty short level, I would almost feel that the midpoint is unnecessary, but it totally is with the moving layers which get really obnoxious in a couple sections (not the first or the propeller sections). I admire that you put the snow in the background instead of using it as BGO because it lowers the lag in the level significantly, so props to you. I say stop the one block platforms from moving to prevent some possibly annoyances.
30. Blueoak - Ice Path - 7.097/10
Spoiler: show
bossedit8: 8.485/10
  • This was Nice. A Ice Based Cave Level with a few strong Enemies which makes it into a nice Challenge. There were even Spikes that were placed also very well to make it harder to get the player through it but at least the Level isn't all that long. After the Midpoint you have to press the Switch while Underwater and then fry the Coins so you can get further on. After that you are going back up and outside you get the Star. A short challenging Level. I really like it even with your Music Choice but no secrets and so on.
Chad: 6/10
  • This is a decent level. The tile construction is nice and creates an interesting reliance on precision, but it goes a little overboard with how restrictive it is. It doesn't help that the spikes blend in a lot too, because they're exactly the same color as everything else. It's still a neat challenge, but it could allow a bit more room. The underwater section is better, as it's a lot more open and I liked the strategically-placed Lotuses within the walls. However, the one at the far right is a non-hazard unless you deliberately press yourself against the wall, and there are a few too many Fishbones. At least the level is comfortably short so that these issues aren't as major as they could be, as dying to them doesn't make you lose a lot of progress. On a sidenote, though, the music is very quiet. I had to turn up the sounds a lot in order to hear it well.
Quill: 6.5/10
  • This level had a lot of potential and it didn't capture as much of it as it could have. Some areas are too cramped and the spikes can be difficult to see since they blend in so well. I did like what you did with the background scenery; parts of it were quite clever. The enemies were placed quite nicely as well. Work on the length for this level, though. I was honestly surprised to see the checkpoint so early in the level. Add some more variety such as the water section.
TNTtimelord: 7.5/10
  • I admire how you used blocks as obstacles over NPCs. This is a major advantage considering the level has mostly small passages to go through. It's also a well designed and well detailed level, even if it is rather short.

    NPC placement is pretty sparing up to the water section, where there's lots of fishbones. Other than the fishbone section, almost nothing when it comes to enemies, just spikes that blend in a little too well with the backgrounds, so I ended up running over them quite a bit. It probably would have been a bit more enjoyable if it wasn't so short.
Valtteri: 7/10
  • This is a really nice little ice level. I would complain that some of the jumps near the spikes were a tad too tough, especially those with a very low spike ceiling. And some of the spikes blended to the BGOs way too well.
29. bulletbill43 - Gravitational Ice Cave - 7.125/10
Spoiler: show
bossedit8: 8.825/10
  • Ah. A nicely created Ice Cave with Water that freezes to Ice and other melt melt to Water multiple times when you press a Switch. Everything was very nicely designed. I can see 1x1 Pixels on the frozed Water Graphic upside down and on the sides. Enemies and Power Ups Placements were alright. Music is fitting which is nice. The red coin is a funny event in my opinion. One small Room where you have to fight all the Bloopers, if you destroy everyone in it you get 4 Coins and a Dragon Coin. Not very rewardfull. At least give the player more reward, not just for... that. After the Cave you are outside and then you get the Exit Star. Overall I really like this Level but one small reward from Blooper destroying is too low.
Chad: 7.8/10
  • Pretty nice level. The first section does a nice job at introducing the freezing/thawing in a nice simplistic way, and then the third one does a little bit with this as well. However, while that looks like it was meant to be the main gimmick of the level, it stopped very early and then this became a standard snow level. It doesn't hurt its design, but it was a little disappointing to see the idea not get fleshed out all that much. The general setup of the level is really good, though. The platforming is fun, the difficulty is pleasant, and the background and dark tiles are nice to look at. The red coins opening passageways are interesting too, but again, the idea didn't get a lot of use. The Blooper room should probably be a second star, because it's far out of the way just for a Dragon Coin. It's a good level, but it feels incomplete.
Emral: 4/10
  • Oh, the good old frozen water gimmick, in a less good execution than I'm used to seeing. You brought in some neat stuff, like the vanishing walls, but all in all this didn't really appeal to me. A nice thing you could've done was placing a fire flower in the blooper section, so players are actually able to take them out. To get that dragon coin. But yeah. I guess the only interesting thing about this level ARE those vanishing walls. You could've made so much more with the water! And on top of that, the design is also a bit bland at times! Noo! Opportunity missed, sorry.
    Guess: Pivot40Channel or someone.
Quill: 6/10
  • The gimmick for this place, while somewhat common, was executed in an interesting way. I think more could have been done with it, however. Areas with water lack a lot of scenery such as seaweed and the blooper room is impossible if you don't come in with a power up that can defeat them such as a fire or ice flower. The idea with the red coin was unique and you should have used it more to hide additional secrets. Dragon Coin placement was surprisingly clever too.
TNTtimelord: 9/10
  • I hardly see any "gravitational" aspect other than the floating ice water. Other than that nitpick, this level is very well designed, great scenery, great graphical choices, and a good YI styled gimmick used with the red coins. I do have to say, the sign and the dark blue switch block didn't fit well for me, as I'd probably use a switch you press that replaces the SMW lever. The frozen water facing the right and bottom are messed up like they've been saved in MS Paint as well. This is a nice and serene Water/Cave/Ice hybrid level all nitpicking aside.
28. Bryux - Discotheque - 7.125/10
Spoiler: show
bossedit8: 8.125/10
  • What a nice Level we got there. We are inside a Building with Disco, a very nice music that fits and even the Tileset and Backgrounds are fitting to this even know the background contains 1x1 pixels but that isn't bad in general. Sizables are very good. I like how you made the Water places slippery instead of actual swimable which is a very nice Touch. Disco Shells (aka Kamikaze Koopas) are now rideable in this Level which is making it harder to get arround them because you can not really kill them by spinjumping. Great idea. At least you should make the '?' Block a bit easier to get over it because a few of them are hard to get up even at the Midway Point. There is one Koopa that has a Message Box in it that is just... rather, spammy. Don't do that, it is just unnecessary to have in a Message Box (or even inside a Level). The second half is more like a Rainbow Rider where you have to focus to get it right by jumping at the right time in order to proceed. Very nice because that is also pretty rare to even get something like that. After that you lead to the Exit. Overall I really like this level. It gives you an increase difficulty.
Chad: 7.7/10
  • I'm liking the unique disco theme in this level. The visuals are great, and I enjoyed the fact that some of the level is climbing sizables that are laid out in a nice fashion. Great job making the rainbow shells a unique type of hazard, and the level even finishes off with a lava ride that's executed really well. It's quite difficult and could still afford to have better room before some jumps, but unlike most challenges of this sort, I felt like I could reasonably react to what was going on around me. I also appreciate that the ride is just after the checkpoint and right before the end, so mistakes from that point onwards don't require you to redo a ton. Very interesting level, I quite enjoyed it.
Emral: 5/10
  • Oh man for some reason I really like the atmosphere. The rainbow shell part was nice. The rest was kinda genereic, except for the fountain with lots of geysyr's which was beautiful in some way. The playerblocktop=1 rainbow shells threw me off guard a bit, I guess I'll never get used to them.
    On a side-note, this is a nice shell riding part you made!
    Guess: A talkhaus person, probably Mabel or someone like that. Cat plantet cat planet.
Quill: 7/10
  • I have a feeling someone from the Talkhaus made this level. Really had that feel to it. Anyway, I enjoyed the level. It's unique and was a lot of fun to play around with. I appreciate the use of riding the shell as it's not used as much as it should be. An explanation for new players was also nice too. The shell riding section itself was fun and required a good amount of concentration. The fireworks at the end were cute too. I'd suggest adding in more enemies other than disco shells and koopa troopas, however, as they get a little boring when on their own. You can stand on them probably due to you editing their code and forgetting about it, although it was interesting playing around with that feature. You should try and implement that into a part of the level where you have to ride it to continue. The bridge part in Section 1 was also bland and looked like it was made lazily as it was just basic platforming.
TNTtimelord: 7.8/10
  • What a trippy level. The editing to make the rainbow shells possible to stand on is a cool idea. When thinking of a disco based level, I could have expected them to be used lightly. Lots of colorful detail and scenery is used in the level and the neon magenta lava was an amusing touch (even if it's really bright to the point of eyes hurting). And... does the bass drop in this level?
27. h2643 - World 1-2 - 7.187/10
Spoiler: show
bossedit8: 8.835/10
  • I really like this Level. A casual SMW Level. the actual platforming, decorations, enemy placements and more elements were very nice. There is a secret room too but once you get out from the room you are exiting out from a small Pipe which is weird. One Problem is that there are two Stars in one Section, which counts as only one Star in general, no matter which Star you obtain it first. Not a long Level which stays as a SMW Themed Level which I really like.
Chad: 8.2/10
  • Enjoyable little grassland/mountain stage. It's a linear stage with a nice short length and pleasant difficulty, but there are copious alcoves and side passages that offer secrets and bonuses. The cliff-hopping part in the first half is nice, and I'm impressed by the elaborate setup of the pass-through platforms and blue shell in the second. I advise against requiring duck-sliding for anything, and putting two stars in the same section because it'll only count one. But other than that, I had fun with this short but fairly polished level.
Emral: 5/10
  • Decent little grassland level. Reminds me a lot of SMW hacks, as you used puzzle elements I often see in hacks like that. They had to be broken down to be compatible with SMBX, which kinda graded them down a bit. Anyways, easy little World 1 style level, which is, I think, what you were aiming for. It feels kinda random at times. For example, all the water could've been removed and it wouldn't have been decreasing the quality, just making it a bit more consistent. The little secret was nice and helped build up the SMW feel.
    Overall though, there was nothing which stood out. It's a bit forgettable and "just a World 1 level".
    Guess: A SMWcentral guy. I know none of you.
Quill: 6/10
  • Interesting level. Feels familiar somehow, especially that start. The level design is pretty interesting. I liked the koopa who kicked the shell which gave you a 1 up, it rewarded some patience there. The brief water section was a little weird and not really needed. The level's super short too and could have been extended.
TNTtimelord: 7.9/10
  • This was a real nice looking SMW styled level, though it has a few things I would get rid of. I say put a question block containing a vine down to get that dragon coin and get rid of the springboard. I also think you should get rid of the springboard because it's only needed for that, but some players like me may carry it with me for the entire level needlessly. It also wouldn't hurt to move the spawnpoint, as it feels like a rather awkward place to put one. Other than those issues, there isn't too much really wrong with this level and it's a nice and enjoyable regular SMW level.
26. Hawkeyeone - Music Mania - 7.395/10
Spoiler: show
bossedit8: 9.175/10
  • Ahh, Mario Kart 7 and 8 takes place on this Level. I really like this construction of the Sceneries, Tilesets, Enemies, NPCs and Secret Places. This Level is more like a exploration with multiple pathways which is nice. You even get those Note Blocks to a Instrument and if you hit them they make a Noise which is a nice detail. Everything of how it is made was nice but there is one problem. Npc-54 has a speed on 0.80 which makes it to either 8 or 80. The enemy makes it incredible fast. Please avoid decimals altogether no matter what. At the end we have a Goal Tape. Overall I really like this Level.
Chad: 9.3/10
  • Awesome music-themed level! I really like all the creative instrument graphics and gimmicks, and how there are a lot of paths to choose from without feeling like I'm getting lost or wandering. Every area used the pianos, springs, and notes a little differently, which added to the feeling of creativity and fun. It's really nicely decorated too, with the alternating color blocks and all the instrument scenery. The second half is a lot shorter than the first, but other than that, nothing to really complain about.
Emral: 5/10
  • Haha after the first try I decided to change the decimal values for the giant notes.
    Nice little Music Park inspired level. I liked it. There was nothing which really stood out to me, but it was fun to play nontheless.
    Uh, you know, it's one of those easily forgettable levels which have nothing spectacular or to talk about at all. It's just kinda there. If it was just a bit less cramped with more exploration and all that. If only.
    Guess: Don't know. Have never been good at guessing levels which are a bit cramped and stuff.
Quill: 8/10
  • Really neat level. Obviously inspired by Melody Motorway, but you really made it your own and added some cool features. Great job on the alternate paths and secrets. I think the checkpoint could be moved back a tad as it's about 70% into the level, but it doesn't really matter. I found the invisible note block part towards the end to be a little out of place. It kinda ruins the momentum of the level too. Some of the secret areas could have provided more rewards other than coins as well.
TNTtimelord: 5.5/10
  • This level looked and played great, but it has some issues that totally nuke the overall quality of it. One of them would have to be some of the really small passage ways where the tail comes in handy, but if you lose the tail, it makes it even more likely for the player to get hurt. Another is if the player goes down the wrong path, they'll get to a SMW endpoint and not a star. The level is also all over the place. Even though it has arrow signs, there's no designated trail or a sign that says "this way goes to a regular exit and the other way leads to the star" which means the player will have to either go back through the level up to the point they want to get to or play the entire level again. A few nitpicky things include some blocks I didn't see that nearly got me killed, and I foresee that happened with at least one or two other members (I won't take away any points on this, since I didn't pay enough attention to detail, but I do suggest you remove them anyways) as well as the hip goomba enemy doesn't have a death effect. You do have an invisible block trail, but you were nice enough to put the warp to it right next to where you build it (although, in my book, this really makes it an unnecessary obstacle. I'm sure you want to hear some good things about it by now, right? And there are a lot of good things about this level. It's got its flaws, but it still has a strong design, good enemy placement, lots of coins, and it also looks beautiful.
Tier 4 Part 1

25. deadfish - Fancy Skies 7.5/10
Spoiler: show
bossedit8: 7/10
  • Uhh... this Level was weird. Well designed but... very weird. We are at the Cloud area with green Grass. We have a music that has nothing to do with Mario. It is a very strange one. There are even Fishes and Bloopers just floating in the Air which is nice but also a bit weird. Oh and bad Messages are also there. You should not use bad Messages what so ever because that ruins Mario completly. 5 red Coins are scattered to collect and if you collect all of them a Star near the end appears. At the end there is a Boss but... too spammy. A lot of Mousers are throwing a lot of Bombs. If you manage to survive and defeated every Mousers, a Star appears. Overall the design was nice but not with the Music and the Messages. This must be a joke.
Chad: 8.5/10
  • I really enjoyed this level. I like the jagged layout of the clouds and ground, and how the spacing of the level is tight enough that your movements must be deliberate without being restrictive. These created a great platforming experience. The level is brimming with detail as well, and the enemy/item placement is notably excellent. Many of the secrets have their own little areas designed around them, too. The whole thing has a comfortable length, leading up to a very silly boss at the end. The only things I'd really complain about are the jump-AI fish at the start, and how the midpoint would put you on the sizable too close to the Koopa after dying. Other than that, this was a really fun run.
Emral: 7/10
  • What a fancy mix of Cloud and Water themed levels, SMB2 and SMB3 styled levels! I actually really like what you did there for some reason. But honestly, I didn't expect anything else from you, hahaha. Talking about decent joke levels. Even the boss had some charm to it.
    Design-wise this level was interesting, as I've never seen water enemies like cheep-cheeps and bloopers in the sky before, but it works. It offers new ways for level design and NPC placement which you used well.
    Guess: Mammoth enemies. Hello, deadfish!
Quill: 7/10
  • Glorious music. I never seen a level that fits so perfectly with its music before. Anyway, this level is pretty good. The design is like an SMB3 level, but lots of cool elements have been added in to spice things up. The part after the checkpoint in Section 4 with the short vines was a little annoying and precise and there. I didn't like that the red coin star is a normal star, forcing you to play through the entire level again. Even I wasn't THAT bad in AoF! (I think). The mouser fight was lulzy but kind of out of place.
TNTtimelord: 8/10
  • I honestly was disturbed by the music choice. The level itself was actually really amazing, and coupled with joking, nonserious dialogue was pretty amusing. I was also quite surprised when the total screen cover of Mousers came in. Funny thing is, it's also pretty easily possible, so props to you. Great level, horrible music (I can tell it was used as a joke though)
24. DarkMatt - The Calming Waters of the Mine - 6.62/10
Spoiler: show
bossedit8: 8/10
  • This was a nice SMB Level. Underground with detailed Sceneries, Tiles and Water at the bottom. Nice effort. This Level is decently long with nice Enemy placements and Power Ups but the effect by the blue breakable Bricks seems off. There is however only one Secret Room where you can find the secondary Star but to even get to the Room itself there requires a Leaf and then requires some very tricky jumping with the Leaf ability and (maybe) those falling Platforms. One fail and you pretty much have to forget that Secret Star which is kind of cruel for that Section filled with Lava at the bottom. Other than that it was a nice Level.
Chad: 8.6/10
  • This level is almost entirely vanilla, but it has a ton of detail and lively design to make it feel completely new. The enemy placement is tricky, but the gameplay's really fun, and I really enjoyed exploring this reimagined version of a standard level theme. Underwater enemy placement was a tad much at times, but nothing too serious, and you'll survive as long as you remain attentive and cautious. The length is great too, as it's pretty short, but there's enough here to feel like a complete level. Impressive work on this!
Quill: 7/10
  • This level is actually pretty calm, as the name does suggest. The cave is beautifully designed and it's fun to progress through. I'm a little sad that it felt so short, as much more could have been done with the idea. I felt like it could have had more depth to it as well to add to the exploration.
TNTtimelord: 7.5/10
  • This level was actually really good despite the rather awkward and cheesy music of the overworld (I'm sorry, but I don't like Banjo-Kazooie music) but the underground music is good. This is also a different take and use of the SMB1 cave tileset, and I think that the SMB2 pipe and trees go rather well with the SMB1 palette of the level. I felt like there were too many enemies at a lot of points and some wouldn't really interact with the player anyways.
Valtteri: 6.5/10
  • Quite a simple level. It certainly doesn't lack in detail, but the amount of enemies is overwhelming. There are a lot of parts where tiny holes in the ground get stuffed with Goombas and other enemies which isn't very good. They serve no purpose as most of the time you don't have to care about them and when you do, it's easy to just stomp them all at once. The level gets unpleasantly cramped sometimes.
23. Vanishing Bulborb - NES Dungeon - 7.64/10
Spoiler: show
bossedit8: 9.195/10
  • Ok, that Level was truly amazing. The whole Level takes place inside a Dungeon from the first Zelda Game but in a 2D Scrolling instead of an Overview. Tileset were very well made especially that you even made different Colors out of it on most of the Rooms/Sections and not only one. I find it funny that you even used Water Tiles from the Zelda Games and used as a Tileset which is a nice detail. The Level itself isn't all that easy due to graphical swap from regular Enemies to Zelda Enemies. You just have to deal with every AI first and then you get the hang of it. Although if I die I have to do the whole Section with one (or some) little Puzzles and/with destroying Enemies again but at least it isn't all that big to go through. The background seems kind of weird because to my knowledge how it looks it is actually a Map from the Zelda Games but smaller and there are even Objects token from the original but blurried out to feel as a background. Hmm... oh well, it was a nice idea anyway. You first have to learn the Level and then you can advantage easier much like (nearly) all of the older to recent Games (of course). I really like the Idea of having a Meat somewhere and you have to bring it to the Door where an Enemy wants that meat so badly. This also reminds me of the first Zelda Game. The whole Puzzles with Events were very well done. I really appreciate the effort of all your creativity you placed out from this Level. If you get every three combined Triforces (replacing SMW Dragon Coins) you get a Star at the near beginning (at the place where the three combined Triforces Symbol is at the bottom which is a nice detail). Once you get to the Boss after the Midpoint it is getting a bit difficult but it is manageable. After that Boss you gain the Star. Overall, everything is exelently designed especially with the whole Puzzle like Areas and your Music Choices, forgot to mention that.
Chad: 7.2/10
  • This level was hit and miss for me. On one hand, the layout's really impressive and intricate, so you have to explore every inch of all the different rooms to solve puzzles and progress forward. I do like that aspect of things, as well as the enemy rooms and activatable ladders, and the switch that activates the red bridge (which is placed in a way that clearly shows its purpose). The boss is good too, being a fair challenge and a good fit for both of the available characters. Previous rooms changing gradually is a nice touch as well, as it makes the place feel somewhat alive. The unique NES aesthetic is also really nice. However, the blurry same-color looped backgrounds don't look good, and some enemies are obnoxious (namely the larger mages, super-fast water droplets, and Rinkas). Also, the red kill rooms, though cool in concept, are rather spammy in execution. The falling ceiling and enemy battle by the start point are excellent, though. I also liked the little moving spike balls, as those are placed really well (although they should be triggered from an earlier point). But I found the blue switch room to be frustrating, as it's not nicely indicated that the things the platforms are suspended from are not solid, as well as being breakable ropes. The blue switch platform is nothing more than a trap to convince people to stand in a spot with ambiguous spacing (you can't stand up but it looks like you can) while enemies threaten you from above, and I noticed a lot of previous pathways would suddenly be open when I had no idea what I did to trigger them. I also couldn't find two of the triforces, one of which I later discovered is across lava, when I have no idea what in the level would allow that. Overall, extremely fascinating and complex level, but a number of things could be handled better.
Emral: 8/10
  • I really enjoyed this level! It had a Zelda 1 Dungeon type of feel to it and I liked exploring all the rooms and getting the Triforce pieces. A part which really stood out to me was the one where you have to play Luigi and make the ground drop into the lava. That was really creating and actually quite challenging if you didn't know what you were doing.
    Working towards the Zelda feel was the fact that you play as Link for the majority of the level. Which I liked. I'd have preferred to play him all the time but I guess it can't be helped. Or can it?
    You see, the part behind the mario filter is actually kinda impossible. I mean... There is no way to take out the enemies (btw I really liked the random encounters) as Mario and you're forced to die. It worked for me when I removed the Mario filter after a few deaths, but why even have one when it won't help? The boss is also impossible as Mario, given that the only powerup you have is a single mushroom.
    Anyways, fun level!
    Guess: Oh man I'd have pushed this onto Raster if he sent his level in. Ah well. Let's say this is by Kingbowser112.
Quill: 8.5/10
  • This is a really cool level! It captures the zelda feel perfectly, with plenty of great puzzles. One complaint is that it is difficult to figure out what enemies replace what and if they're able to be jumped on or shot with fire, for example. The gimmick with the falling blocks that end up in another section was super creative, but it sucked that it was only for a dragon coin. That was secret star material right there. The boss was somewhat generic, but the projectiles/enemies added to the boss and the boss could easily be defeated before you were overwhelmed.
TNTtimelord: 7.3/10
  • Although this level looks good, I had tons of issues on where to go and which character to choose and what to do. It would be real nice if you had some hints on what to do, where to go, who to be, because it would have made this level at least somewhat fun. Besides the major issue I had with general indications, there are a few other things, like lack of power-ups spread out, some enemy overloads in areas, and too few coins. I did think that the boss was kind of cool, using a gray block replacing an SMB2 mushroom block to kill the dragon replacing the SMB3 Bowser. People like you are finding new ways to kill him easier and use him for lower world bosses.
22. Gintoki - Steins;Steppe - 7.659/10
Spoiler: show
bossedit8: 8.495/10
  • SMW Level but different Tileset. I like this Level. We are on a Grassy Hills with a lot of going on. You can adventure around finding something (Springboard) and then you can go further on on this Level and find a bit of secrets in it. Enemies and Power Up placements were alright but Moving Pipes with Piranha Plants is not a good idea due to bugs. Also it isn't recommended to use different moving Pipes that are right to each other due to a serious bug that the player can be inside a block and then dies unfairly. Also I found a "Machine" that is very out of place to have in a Grass Level. Not much to say, it was well done except for bugs and that "Machine" that does not really fit.
Chad: 8.8/10
  • Gorgeous grassland level. You did a splendid job at taking a simple grassland theme and making it feel intricate and lively. I had a lot of fun exploring it, and the pipes and narrow passageways create a moderately challenging and tight layout. There are several creative uses of the foreground bushes, although the one that the jumping plant passes through doesn't look good. Also, putting both stars in the same section only makes one of them count. But other than that, the level's really well-made overall and there's a lot of great detail with it. Nice work!
Emral: 7/10
  • At first I thought this would be a basic grassland level with a SMW hack feeling to it, but once I entered Section 2 all of this was thrown overboard in an instant.
    The level is quite elaborate, giving you multiple paths to explore and progress though the level. The idea of hiding enemies and items behind bushes was nice, although it led to some clipping between foreground and background at times. I liked it.
    However, not everything is fine and dandy in Steins;Steppe! The secret star doesn't work as it's in the same section as the exit! Getting one of them is enough. Besides, the secret star isn't really well hidden as you can already spot it when entering the section.
    So yeah. Decent level. Could use some minor fixes like the addition of bgo bushes instead of fgo bushes and an extra section for the secret star, but good nontheless.
    Guess: Gintoki
Quill: 7.5/10
  • This is a really neat grassland level. You spiced things up to add some variety so it wasn't just a generic grassland level. I would have added a cavern section if I were you. Also, the last section has 2 stars in 1 section. Ain't nobody got time for that!
TNTtimelord: 6.5/10
  • Very well decorated level. The use of this grassland tileset is to it's full potential and everything else goes well with it, minus the spiny. The design is great, but since it has no gimmick, I can see this being a rather forgetful level.
21. ElTipsa - Burning Hot Red Sperm Volcanic Core of Fiery Cum - 7.68/10
Spoiler: show
bossedit8: 8/10
  • This Level was very nice. You are in a Hot Magmatic Cave with Magma surrounded the Underground in SMW Theme. Enemy placements, platform shenanigans and secrets are nicely done. Sceneries and backgrounds are also well done aswell. I really have nothing bad things to say except for the power ups because there are only 3 of them. at least you could put a bit more secrets to get an easier change to get useful Items. At least you can add another red shoe for the secondary player. There are 2 Stars in this Level which means you can playthrough it twice to get it. They are both at the end of the Level. What I really, really do not like how the Level's Name is builded in (unless it has to do with a joke based game or so). Even a red Koopa that talks to you makes up to the joke. It was a good level overall.
Chad: 9.4/10
  • Burning Hot Red No I'm Not Typing That Volcanic Core of Fiery Are You Serious
    The design of this level is really quite impressive. It's tricky, but does a great job at it. It's a good kind of difficulty that requires a lot of caution, but I also feel in control of what I'm able to do. The level makes terrific use of skull rafts, snake blocks, propeller blocks, and Podoboo's Shoes while being precisely designed around their capabilities. I enjoyed seeing each room being repurposed for each different gimmick as you progressed through, and the level's a nice short length where getting killed in any number of ways isn't enormously punishing. The visuals are fantastic as well, and I like how the second star's just a little bit tougher than the first. The only thing I'd complain about is that using this kind of snake block is excessively difficult. Aside from the inherent difficulty, there's a risk of falling off or transferring from one block to another automatically depending on how you stand or move, and that little unexpected change can lead to overcompensating movements that make it difficult to stay on. This makes even the slightest turns in the snake's path a little harder than they should be, so the difficulty of the other hazards is automatically increased. However, it's still within the realm of being reasonable, and I do like how it was executed other than that.
Emral: 5/10
  • The name actually made this level really gross 0/10
    Just kidding. It was actually decent. I liked the propeller block part the most, as you actually had to regulate your jumps in order to not die to the lava. The block snake was actually a bit glitchy due to Mario keeping his motion when it's moving into another direction. It caused me a few hundred-ish deaths.
    It's a nice level otherwise, kind of a generic lava cave combining multiple lava cave elements from SMW. Nothing too special though. The secret star was also decently hidden.
    Guess: ElTipsa always makes random names like this.
Quill: 8/10
  • Aside from the name, this level was pretty cool. This lava level added some cool twists to do it and the variety made the level much more fun to play through. The secret star was weirdly hidden in my opinion, as you would expect the sizable to be an actual solid. One would assume a switch would remove it and you'd have to be lucky to accidentally walk through it.
TNTtimelord: 8/10
  • This level name brought me some pretty low expectations, but damn, this is an amazing SMW styled lava *ahem* I mean fiery cum level. The skulls were used really well, but I wish the hotfoot could have been used to it's full potential. The SMW gray rocks are good aspect to the fiery cum level and the tileset is really good. I wish the BGOs could have fit a little bit better than them, as they're a bit browner than the tileset. This is in general a really good fiery cum level and I hope it reaches a good placing despite it's name.
20. TNTtimelord - Western Wild Mountain - 7.73/10
Spoiler: show
bossedit8: 7.35/10
  • Canyon or Western? You decided. this Level was huge with a lot of different Enemies and Bullet Bills around. Some of the Bullet Bills can be a bit trouble especially the giant Banzai Bills. The Events, Areas where you have to throw Bombs to the breakable Blocks, Lineriders and so on was nice but for some reason it tends to strech out with the same Stuff with leads to get a bit bored but that is only my opinion. Power Ups were decent enough but the Dragon Coins seems to be missing. There are only 3 of them which make them impossible to gain a 1UP once you collect them all in this Level. Bridge Tiles seems to act weird once you are underneeth. Once you are trying to get to the first Dragon Coin the bridge tile locks you so you have to duckjump out of it. Later if you hit to the boss, the Piranha plant that spits fire at you, seems very weird especially how I have no ability what so ever to throw back at him. Is there something missing or what? Once I kill that enemy anyway on a order which you have to, you gain a Star.
Chad: 8.3/10
  • I enjoyed this. It's got a nice wide-open design to it and a pleasant difficulty, and enough detail to create a good desert mountain setting. There's decent gameplay variety, with all the bridges, line platforms with excellently-devised on/off switches, dynamite, a cave-in that redirects your route, and a creative boss. The length is favorable, the level is visually pretty nice, and overall the experience feels really polished and fun. I do have some gripes, though, such as Bullet Bills being placed a bit cruelly, often appearing right where you're going to jump but not appearing until you do. Banzai Bills are excellent, but not so much with the little guys. The cannons, bomb rocks, and Nippers all blend in extremely well with the background tiles. More could be done with the cave-in gimmick, as well. The boss, though unique and silly, could function better. The plants switch places at odd intervals sometimes, and if you enter the battle without a powerup, all you can do is die. A buried veggie generator would be good. Other than that, level's pretty good, there's just some bumps along the way.
Emral: 7/10
  • Nice level! I enjoyed it. You did a good job capturing the western feel in graphics, speech and music. Or rather the cliche gold rush feel, that is. The level itself was well-designed and there is a nice amount of enemy and platforming variet, although the main aspects of the level are blasting stuff and moving platforms.
    Unfortunately, there isn't much to the level other than that. Would've been nice to see more explosions and stuff. Besides, there are some mistakes I found. For example, Cowboy Fire Plant Man here does pop up at his 4th hiding spot even after the star has been collected.
    Guess: TNTtimelord
Quill: 8/10
  • Really nice level. I loved the atmosphere too. There's a ton of variety, although I think the parts where you had to blow up the wall with dynamite was repeated too often. The cave in part was neat, but it didn't make sense for that pipe to randomly appear like that. Some backtracking to find another entrance would have worked better. The boss was silly, and I think it glitched since some message came up when I collected the star. I killed the bottom right one with the Leaf, then killed the top left one after.
Valtteri: 8/10
  • This is a very fine level. I appreciate the twists in the progression like the dynamite ruining paths. While the path branches every now and then, you still don't get lost which is a very good thing in my opinion. The boss is really clever and something I haven't run into in SMBX before. Although it gets quite annoying when there's one hit left and you have to wait for the cycle to go through to hit that one part. The level looks really beautiful. Excellent job!
19. Willhart - Red vs. Blue - 7.805/10
Spoiler: show
bossedit8: 8.025/10
  • This Level was kind of weird but also funny at the same time. For some reason, you have the ability to jump off Ledges higher than usual which is a Awesome ability in my opinion but for the first time it isn't always 100% Clear of when you jump incredible high of course (as I played it the first time). The graphics and tiles were very simplistic. Single Square of one colors... that does not mean the graphics were bad though. I like the whole idea of this Level, I really do. There is nothing wrong as I can tell despite it was short but the length does not really matter. After you collected a Emerald or so you Teleported to a place with a Star and also a nice secret at thr right which I also like.
Chad: 9.5/10
  • Fascinating concept! The story and objective are somewhat unique, and the ledge-jumping mechanic is excellently used. I can't even figure out how you pulled that off, except that it somehow involves invisible sizables. It could have been explained a little better, though, as I wasn't sure what the Koopa meant until I pulled it off by accident. I like the graphics for the gems, rocket device, and the aesthetic of each block being essentially a giant pixel. It's different, and I can tell how they make out the shapes of buildings, floating islands, and giant trees. The wavy water at the end is a nice effect, too. Great work on this original and creative level!
Emral: 8/10
  • Dude this level is amazing! Too bad it's so short. But to be fair, the propeller block made everything far too easy. Ledge Jumping is such a neat gimmick, I really like it! The graphics style also fits the level. Yeah, my only real complaint is the length. Keep it up!
    Guess: Epoch /randomnames
Quill: 7/10
  • I'm not sure how to describe this level. It seems more like a "hey, this thing is possible in smbx" than an actual level. But honestly though, that gimmick is super neat. I'm not sure how you did it but it made the level super interesting. It's a shame it's short though. After getting the propeller block, the platforming pretty much stopped as it was just flying up as high as you can.
TNTtimelord: 6.5/10
  • I'm not quite sure how I felt about this level. I mean, it had a killer gimmick, it was really good! and it was executed very well, and is disect-the-level worthy. I really hope you plan on changing the graphics in this level because they are absolutly horrid, and that's kind of a downside. On the contrary, coins, good enemies, question blocks, and decent level design that goes with the theme are all present, so props to you.
18. Epoch - Neon Flare - 7.919/10
Spoiler: show
bossedit8: 9.195/10
  • Oh man, this was an awesome Level. We are inside a Neon World in the Dark with nice Sceneries to look at. There are multiple Switches in the multiple Sections which is what I like because there are different Obstacles on your way and it was fun due to having enough Power Ups and even secrets. It really was a very good Level. A few of the places could be a bit narrow but that isn't all that problematic. After the Midway you pretty much have to follow the platforms slowly which is nice and at least it isn't all that long. Music was very nice and fitting but a bit lack of Coins.
Chad: 9.6/10
  • This level is incredible. I love the digital atmosphere, and how the aesthetics create an original feeling along with all of the gimmicks involved. I really enjoyed the switch rooms and how none of them took too long, but each room had its own separate gimmick. Spikes are used very creatively and uniquely throughout this level, which made for a really interesting challenge. The Sweeper was really neat too, although really easy if you stay at the top. I do think some of the spikes and conveyors are too close together (like at the start, and the elevator to the green switch room), and I disliked the occasional reliance on crouch-sliding, but this level was a really fun ride aside from that.
Emral: 5/10
  • This is one of those cases where atmosphere and creativity compensate for subpar design. While the first half didn't exactly have much to it, the second half, or the sweeper, was a nice and relaxing ride. The music was weird, not my kind of style, but it fit the level theme. I think the sweeper and graphical design make this level stand out among others.
    Guess: OH MAN ALL OF THESE ARE SO DIFFICULT. Just gonna say Star made this. Random choice.
Quill: 8.5/10
  • Wow, this level amazed me a lot. It's short, which is a shame as so much could have been added to it. The first half was surprisingly creative despite using switch blocks and the mini-challenges were unique and interesting. The 2nd half was a really awesome idea, but the blocks could have moved faster in my opinion. Either that or add more obstacles such as enemies. Great creativity overall!
TNTtimelord: 7.3/10
  • This level is trippy. The color scheme and general style of this level really lives up to its name, and in a very good way. For one, this is the second level I've judged this contest where the music has a bass drop. Every little bit of graphic to this level really counts towards the quality (which usually isn't a good way of saying a level is good, but hear me out). Everything goes together perfectly: the music, the design, the music, the graphics. Although the design is kind of clunky at many points and during the automatic moving section, there's an area literally impossible for any big mario to pass because Mario seems to have a real weakness to moving layers. This isn't all your fault though, partially the game's fault, but testing the level would have made you aware of that issue and readily available to fix it. Spikes were used to their full potential in this level, almost overkill at some points, but they did a good job being the obstacle they are.
17. litchh - Motobugs Field - 7.947/10
Spoiler: show
bossedit8: 9.235/10
  • A Sonic Based Level. Now this Level is entirely Based to the Sonic Series even with Enemies, Objects and Events which was very nice and it was fun. Much Like these Sonic Games you can walk very freely, better to tell there are multiple pathways to go further on on this Level. It isn't a long one though and there are enough Items and Rings. Decorations are Sonic based too... well, everything is Sonic based of course. No idea if I really want to jump down if I was higher for not knowing what is going on at the bottom but oh well. Overall, everything was very nice even for a nonwarped Level (like there are literally 0 Warps in that Level which means it is only one Section also).
Chad: 8/10
  • Very interesting level. It pulls off the original Sonic graphics and gimmicks really well, and feels a lot like the authentic Green Hill Zone in some ways. I really like the item boxes and interior details, especially. The design is fairly simple, but pleasant, and gets a bit more complex further in as it gradually introduces more gimmicks like spikes and moving platforms, as well as multiple paths. The enemies are simple, and the gameplay is enjoyable and explorative. However, the loop might not have been the best addition since it can't work. The sky platforms after the loop don't sync very well either, so reaching the Kuribo's Shoe and Tanooki Suit is needlessly difficult. Also, the shoe isn't much of a reward when the spikes are designed to pierce through even that. I liked this overall, and although the layout is sometimes simple, it's still very faithful and well-made as a Sonic-styled level.
Emral: 6/10
  • Haha nice rendition of a sonic level in SMBX. I like the way it was built, although I think it would've been more fun as Sonic to just breeze through. Was fun nontheless. Felt like the Green Hill Zone from Sonic anyways. I'm kinda disappointed that the loop didn't work, but I guess it can't be helped. So yeah. Nice job, but about as far as you can go with recreating classic Sonic level design.
    Guess: Absolutely no idea! The design is so unusual I don't even.
Quill: 8/10
  • YOU'RE TOO SLOW. I mean, Mario's too slow. This is a pretty cool version of Green Hill Zone though and it was really fun to play through. The alternate paths are great though the loop was trolling me as much as Sakurai does. The top route tends to have more variety than the bottom though. The level was pretty short, although building a level like this takes a lot of time and effort. The alternate paths do mostly make up for it though.
TNTtimelord: 8.5/10
  • Nice, very accurate, interpretation of Green Hill Zone from the classic Sonic 1. Powerups were rather spare, but there were plenty of rings and enemies. The classic tileset (where did you find it?) also applies pretty strongly to the sonic feel with the points where the ground kind of indents (I always noticed that in classic sonic levels as a kid) and even though like they were scarce like I said, the power boxes were a great touch. It was also a good idea to point out that the spikes were insta kill and the midpoint was also a really clever aspect. One complaint is that I'm not quite sure if you meant for it to be possible to do the loop or not. I can see this being Imaynotbehere4long's level, since it's a pretty good adaptation of a game completely different than anything from SMBX.
Tier 4, Part 2

16. Valtteri - Mario Zone - 8.04/10
Spoiler: show
bossedit8: 9/10
  • Ahh, Super Mario Land 2. This Level was very nice. The designwise focuses a lot to SML2 but different because not only you have to walk right all the time, on this Level you have to go left first, then on a different section down and at last right on another section which makes it into a different variety of rooms and also challenges. Enemies and other Objects are typical SML2. Everything about the Enemy placements to Platforms is very well made but the Power Up placements are a bit low. Also on the horizontal Platform Lines, I can see them that they are kind of floating instead of be connected completly on the Line which is kinda strange to me. What I also really like is how there are different colors on each section which makes it even more detailed to all of those Rooms. Not a very long Level with also a bit of a secret places you can get (if you are big) which was fun.
Chad: 9.7/10
  • I enjoyed this a lot! The design and enemy placement through the entire level are just the right sort that give you ample ability to plan your next move, but still make it very challenging to get through each part. Those are my favorite sorts of obstacles in a level. Every challenge is creative and felt a little different in its own way, and I can't point out any flaws from a difficulty standpoint. It really is just exceptionally well done. You even added a sequence of enemies near the start to get a 1up off of that wasn't especially obvious, so good work on that. The SML2 lego theme is also quite original for SMBX, and I really like the look of everything. The only thing I could really nitpick about is that the free 3up is a little silly, but that doesn't hurt much and the rest of the experience is fantastic.
Emral: 6/10
  • OH MAN IT'S SML2. I like how this level was built. It was fairly difficult, but handed out rewards for keeping the powerups it provided. Length was nice and I liked the colour swaps between the sections. At points I thought the rewards were kinda overkill, like a 3Up for keeping the checkpoint powerup, but at least something I guess. I'd have loved to see these graphics remade in 16 bit and not gameboy quality though so that's kind of a disappointment. It also made the floor clash with all the other graphics a bit.
    Guess: A member of this forum? No idea.
Quill: 7.5/10
  • Interesting level. The idea behind the level is pretty neat, although odd to get my head around at first. Loving the variety in this place too, it had some moments of great challenge as well, so good job with that! There were some areas that felt too crowded by enemies in my opinion though. Other areas were cramped too, not helping the unfair difficulty at times. Overall though, good job!
TNTtimelord: 8/10
  • My goodness, this person definitely put forth the time to make these 2.5D lego-like bricks in and they even fit in with the SML2 enemies. Not only did this look great, but it also played great and was surprisingly intense at certain parts. The placement of enemies felt just right, yet the overall design was rather sub-par. I'd say, whoever made this level got me to respect SML and SML2 a little bit more than I did before.
15. Quill - Forgotten Forest - 8.062/10
Spoiler: show
bossedit8: 9.01/10
  • A dark Forest. Everything was calmingly nice. I really like the random Ruins in the Forest, makes it really "forgotton" by the Title of this Name. Design of this Level was very well made. The Music was kind of Loud compared to the originals but that isn't all that bad though. There were some flaws on this Level. The SMB3 Hammer Brother throws SMB Hammers. I mean, we are in a SMB3 Dimention World and all of a sudden a SMB3 Hammer Brother decided to throw SMB Hammers. Some effects aren't darkened compared to all the other graphics. Besides that, everything was very well made.
Chad: 8.5/10
  • Really atmospheric level. The design is big and expansive so that you can explore a lot, but the level manages to be comfortably short at the same time. The layout and difficulty are simple, but enjoyable, and I like the mix of forest and ruins that the level has. It doesn't offer a lot in terms of gimmicks or obstacles, but the presentation is gorgeous and nothing about the level was unenjoyable. Great work!
Emral: 6/10
  • You know I would call this level a generic forest level, as it doesn't really have anything special going for it except for the split path you provided, but that'd be ignoring the weird sinister atmosphere. And I ignored it. Yay me.
    Anyways, disregard the above. This was a good level. The split paths were nice, but kinda mediocrily (word?) executed, as the bottom path always was the one with the secrets. Speaking. Of. Secrets. For this being a short 3 minutes level, you sure packed a lot of rewards in there. I got all coins except for 9, all dragon coins, all 1-Ups and ended up going from 3 extra lives to 8. Sick. Lifefarm for ToB7 confirmed!
    Surprisingly the enemy placement was fine for every part but these coins and rewards. Sadly, like I said, this level doesn't have anything going for it except for vocals and unbalanced secrets.
    Guess: No guess because this level came in later.
TNTtimelord: 9.3/10
  • This is a nicely decorated level and has some incredibly beautiful music. I like the great use of ipsmaxes' grassy ruin tileset, as it goes well with the theme you're trying to portray. The background is also really great and the trees do a decent job trying to hide the moon at certain angles since it's a part of the background. Enemies choice is rather ordinary, but there's nothing wrong with that, as the use of what you chose is good. The atmosphere is great at making it seem like a dark never explored swamp and it really pays off on the level quality. It may not have much going for it gimmick wise, though.
Valtteri: 7.5/10
  • This is a quite simple level but very good at that! The atmosphere is strong in this. I can't really say that there was anything wrong with this level except for the fact that it wasn't too special gameplay-wise.
14. Shinbison-Kof - Exploration in Interior of the Strange Mammal Beached - 8.219/10
Spoiler: show
bossedit8: 8.795/10
  • This Level was very nice and strongly constructed. You are on a Beach with Water arround it and I see a gimmick that nobody even made (but I figured it out early on while Testing by myself on everything possible). There are Arrows Pointing up and if you jump into one of them and pressing up on them, they jump you even further up. It is normally a Bug in SMBX but putting them like that is actually very Clever. There are places where you have to look for Switches which is a nice thing to do but a gray Switch that moves the floating Land with a Slope is buggy. Don't add a slope while the Blocks are moving, it gains Glitchyness on a pointless way. Later there is a Whale that you have to get in there but I encountered a "Hidden" Block just hanging on a Dusty Cloud which must be misleading. Inside the Whale, there are green Toxic (or something) at the bottom, green Bubbles and Fireballs. the way how these NPCs are act with the Fireballs are very nice especially the jumping ones from the bottom. The problem is, there is one NPC that is like 32x96 big which is very misleading and unfaily made because the real green Fireball is at the bottom and the rest of it is invisible (64 Pixels are invisible but still counts as a hitbox). I really like how everything is made with the whole moving Toxic and turning Toxic to Water and so on but when you are inside the Water the whole SMBX Lags like increasingly when you are inside the Water completly due to a lot of objects used in this Level and more used Stuff. After you have done with the Whale part you get the Star. Overall this Level was very nice. It was very original but a few flaws were on this Level.
Chad: 9/10
  • This is an impressively complicated level. It's full to the brim with exploration and events that do an interesting job of unlocking new places, and there are some unique gimmicks such as the arrows and skull elevators, along with creative acid-based enemies. Every section is used to its fullest, and looks really nice and detailed while doing so. The interior tileset details and holes within them show a lot of effort in the level's presentation. However, the water transparency is honestly awful, to the point where I almost couldn't see the Lotus inside the whale. But other than that, extremely impressive job.
Emral: 7/10
  • Oh man it's MAGLX final level all over again! The beginning of the level seemed kinda random to me. Everything was just glued together and there were switch puzzles for no reason. At least the level guided the player, so he couldn't get lost within the everything.
    Quickly though Mario has to enter a whale for science! Then the story collapses and we get some decent gameplay with interesting gimmicks which were used in the final MAGLX level before. So I guess most of you know what kind of gimmicks they are.
    Design-wise this level is good. You get some decent room to explore the area, find secrets, dragon coins etc. and the enemies were placed fairly aswell.
    This is the point where I realised that I can't give this level a score based solely on itself because I know the final MAGLX level which is practically the same thing.
    So yeah.Good going causing me some trouble there. I guess overall you could say that this is a good level, but kind of a ripoff... I would've actually liked it if the designer went with the twisted clusterfuck in the beginning of the level and built around that. That would've been fun and probably not ripoffish. Not sure. Anyways, score for what it is. A good level.
    Guess: While this came in later, I can say it was someone from the talkhaus. Because the arrow gimmick was in the final level from ASMBXT aswell. Dude you should've built around that instead of dropping it!
Quill: 8.5/10
  • This level sure was interesting. It feels like a spiritual successor to the level that won MaGL X which is pretty cool. The sections before you enter the whale were somewhat basic, although I did like the part where the land moved to reach the switch. The whale itself is where things really got interesting for me. There were loads of really cool gimmicks that kept the player on their toes and helped add lots of variety to the level. Great job!
TNTtimelord: 7.8/10
  • The first third of my level was probably my favorite part, as all the tileset mixing looked real good, but then it got real disturbing when the player goes down into and explores a whale for science. It's a well designed level nonetheless, but it should have a few more coins scattered throughout the level.
13. bossedit8 - Final Fury Fortress - 8.28/10
Spoiler: show
Chad: 8.3/10
  • Excellent level. The castle's appearance is extremely detailed, and the layout manages to be interesting without being overcomplicated. It brings a very polished feeling to the level. I really enjoyed all of the exploration, but I found that shortcut that took you straight to the two Mousers to be kind of lame. It wastes the gimmicks of the places you pass when something just skips you ahead in the level that much. The level has a good amount of secret powerups and hiding spots for keys, and great job using a star to trigger a permanent event. The bosses are impressively made too, with each one being harder and more intricate than the last, yet they all fit the level's difficulty really well. Bowser's especially creative, with all the fire shooting and hammer raining that he does. He's a very long boss for how far away the midpoint is from him, though. Overall, I enjoyed this level quite a bit, but a few minor things could be worked out in terms of pacing.
Emral: 7/10
  • Personally I thought this level was pretty nice! I got eager to see what else this level has to offer, as the mouser fights were building up to a thing. This didn't disappoint as it was a well-crafted Bowser battle followed by an amazing effect which I don't see every day.
    I can't complain about design and difficulty, as those were perfectly fitting for the level. But overall, the level wasn't anything special. It was fun, though. I think the free star was a bit overkill though.
    Guess: bossedit8
Quill: 7.5/10
  • Really neat level. The gameplay was pretty cool but was pretty generi and the Mouser fights were a little random. I think finding a key to progress shouldn't have been repeated later on. You could have been more creative here. I really enjoyed the final boss of this area though, it added some awesome intense moments although the end part to it was generic and had rinka spam. The ending was a little... weird... to say the least.
TNTtimelord: 9.8/10
  • I was totally surprised by the such high quality shown in this level the scenery is amazing. The choice tilesets are amazing. The enemy gimmick (especially with the silver spiny) was amazing, and the bosses were... meh.

    Getting going on the main level, everything is set almost completely perfectly. There are some rather tight spaces in several areas, but it worked in that level and piranha plants were used and not other enemies, which would have been irritating if you chose anything else, knowing that whoever made this level is incredibly experienced.

    The first two bosses were comical, considering the fact Mousers seem to be a running joke since CC2. The first mouser battle was done just like any other Mouser battle, but I didn't really like the second one, since there's bombs everywhere which either makes it easier to kill them or harder to keep a power-up. And the third boss included lots of clever events, and the ENDING, holy crap, I was so taken aback by this ending. I truly considered giving this a 10.
Valtteri: 9/10
  • This was a really solid level, I enjoyed it. The recurring Mouser battle kept the level interesting and the final battle was quite impressive, actually. And then Mario died at the end, wow that's dark!
12. Mudkip - Steins;Underwater - 8.375/10
Spoiler: show
bossedit8: 9.075/10
  • Strong Underwater with Dialogue throughout the Level. It surely is different and nicely done. First it is all empty but once you get to the Ruins part you encounter Enemies. Those have some different acts depending on which Enemy you encounter. I really like the Design and constructivities on this Level but there are some parts that just seems like a Dead End. Other parts you can swim underneeth the Tiles offscreen at the bottom. After the Midway there is some exploration. There is a Wall that you need to destroy it but just with your bare Hands does not work. You need to find Switches that you need to press but if you press one, a Dialogue appears that you have to back to the Wall and check if it is broken or not. After I reached it it kinda broke it but you can't get through, which means you have to explore more to find another Switch that only appears if you at least watched the cracked Wall. You pretty much have to explore, hit the switch, come back to the cracked wall and repeat it multiple times. At least there are pipes that leads you near the cracked wall. Finally after you fully fulfill your cracked wall mission you encounter a Boss at the next Room. It is kind of tough because fighting underwater isn't as simple how it looks but at least the Boss only takes 4 hits by the Bomb. After that you get the Star.
Chad: 7.8/10
  • I really like the atmosphere and expansive layout, and for the most part the level is a pleasant swim to search every area and figure out where you need to go, and there's a lot of detail and pleasant appearances. However, it isn't often clear which path is the correct one, so there is a lot of wandering with seldom variation to it. It's also difficult to notice the keyhole on the lock, and the random messages disrupted the flow of gameplay at times. I didn't really like being stopped for a minimal story when I just wanted to swim. It was fine with skull switches and other object-based triggers where you'd expect it, but a better way of handling the rest would be to have a floating exclamation point or something say the message. The message noise is also annoyingly loud for how quiet the music is. The cracked wall gimmick is impressive and executed really well, and I really enjoyed the concept of the boss, but the boss difficulty is unreasonable. The room is tiny, you can only swim so fast, and the projectiles are excessively large and fast for the circumstances. At least it's short, though. Overall, it's a good level, but it drags on a bit and there are bits here and there that lessen the experience a little.
Emral: 9/10
  • This level was just amazing. The atmosphere is beautifully crafted through graphics, music and dialogue. The level feels like an adventure which you have to guide Mario through, and although it's never revealed if Mario ever gets out of this cavern.
    The level itself is built around exploration, with lots of paths to choose from, some of which end in dead ends. However, backtracking is immensely simplified by pipes just lying around everywhere. The idea of exploration is furtherly supported by a secret exit which explorers should have no problem with finding. The puzzle in the second half was rather simple, as it was just hitting a switch and returning to the wall 3 times. The almost unkillable enemies guaranteed that the path won't be too easy, though, no matter how often you pass by them.
    Somehow the atmosphere is calm but tense at the same time.
    The boss took me a while to beat, but once you figure it out, it's not hard. It's fitting and a nice climax to this level which is already amazing in itself.
    My only complaint would be that it sometimes takes very long to get from point A to point B or make progress at all. When you die to the boss, this becomes kind of a big deal.
    Otherwise, great level!
Quill: 8/10
  • Really nice atmosphere you have here. The start of it is interesting, although it doesn't really serve much purpose. I dislike the idea of having to hunt two switches; one would be enough but the second should have more variety to reach the goal. It's pretty easy to get lost too, but I appreciate that when you find a switch, the nearest pipe will take you to where you need to be. Finding the skull switches for the last part was cool, but it was annoying that the damn wall wouldn't break! The boss was fine, although somewhat generic.
TNTtimelord: 8/10
  • The freaking tilesets in this level are downright AMAZING and if it weren't for the fact they are slightly tainted to be darker blue, I'd probably end up using them. I didn't really like the majorly slow pace that the level moved in since it's underwater and it was rather boring right up to the boss fight. I did like the Pokemon enemies as I thought that was a clever add-on to the level. This was a really nice level design wise, but not gameplay wise because of the boring underwater feel.
11. AirShip - 5-3 Freezing Frozen - 8.405/10
Spoiler: show
bossedit8: 8.125/10
  • This was a very nice and also a powerful level. It takes place at the Snowy Land inside a Factory with a very few outside Sections. The whole Gimmick of this place is that you have to watch out for those Pipes that spits out Clouds after a while that hurts you due to being very cold which is very nice (kind of like the SMB3 Airship Flames and how they act but on a bit different). They give you a Warning Sing at first at the middle and after that it takes place with only 3 Clouds on top (and others sideways) of eachother which gives the player a nice hint to it. All the Graphics and Tilesets are very fitting and well made. You even add an attention to detail with those gray Pipes that some of those red Wheels (if it is called that way) spins and others don't. There are even secret places even at the beginning of the level before you are entering the Factory which is also very nice. Enemies are also well made and how they act. Everything gives you a nice challenge throughout the Level. A little Problem by this Level is it can be laggy at some Point (might be the case of those Wallclimbing Enemies). There are places that you can actually Glitch through the Blocks if you are doing this correctly. One Glitch caused even a death at the first vertical Section. Another defuctional Problem is if you hit the Axe at the Midpoint, the whole Event of those Pipes where those cold Clouds coming out is getting very desync. It can be the case of not really completing this Level just from desynces these events. You should propably hide the Axe once the Event starts to play at the beginning of the Level. It can the also the case that those Clouds from the Pipes can be going down because they are hitting the sealing. Power Up placements is ok, not completly well made by that but it can be also at the challenging direction by that. Ice Physicals on the floor was good, no flaws to that. At least not everything is slippery. Once you reached the end there is a Star free for you but there is a downfall. You can actually die if you are too fast from the right to left. Overall, this level was challenging and enjoyable but not those little issues I have mentioned.
Chad: 8.8/10
  • This level does an exceptional job of conveying a complex industrial feeling, both in its design and the amount of detail placed into tileset interiors and inaccessible areas. The dangerous pipes are a creative hazard with great placements throughout the level, but the axe at the checkpoint ends up double-triggering them because it's not hidden shortly after the level starts. The Lakitus throwing Sparks get kinda spammy at the end too, which is especially difficult when the second half of the level has no powerups. The visuals are fantastic and the unique NPC variety is interesting, though, especially those Moon Coin shards.
Emral: 8/10
  • Ah man at first I thought this was going to be a frozen reference or joke level, but as it turns out it's super nice! The atmosphere was amazingly crafted and the gimmicks were cool and fit perfectly.
    I've encountered a few graphical errors along the way, such as the missing axe graphic or a random frozen Moon Coin which had no meaning at all, but it's nothing which couldn't have been fixed with another test or two.
    The ice, on the other hand, while not bothering me because it was slippery, bugged me because it was only slippery half of the time. You might've messed up the slippery code multiple times.
    The dragon coin shards idea was really neat in my opinion and the enemies looked amazing! While I shouldn't complain about this level's length, it did feel short and could've easily been extended if the dragon coins were actual dragon coins and you did some more things with the lakitu. But I shouldn't be demanding too much. This was a nice level to play through anyways.
    Guess: If I remember correctly AirShip never released these graphics.
Quill: 8.5/10
  • Excellent level! The concept is creative as icy factories are rare and the many obstacles you encounter keep the player on their toes. There was some issues with the Dragon Coin replacements where it would look like they're visible yet their non-visible state is still seen. I found that a bit odd. On the second half of the level, the traps going off twice seemed a bit weird and also caught me off guard leading to an unfair death. Overall though, great job especially with the atmosphere.
TNTtimelord: 8.6/10
  • This was an amazingly detailed level; the icy blue tint to everything fits perfectly. This is nearly exactly what I would picture a factory/ice hybrid level. The freezing-air-blowing pipes was a very clever gimmick and added lots of fair challenge to the level. I see you used this factory tileset done by Airship also goes well with Valtteri's extended ice tileset. The slippery blocks inside the factory gets real iffy at some points as some are slippery on one block platforms above holes (I'm super lucky to not fall off any and die). I really admire the hidden Luna coins and how you have to do special things to "unlock" and retrieve them. I really wish that could be used more often, because it's actually pretty clever. I have an issue with section 7 as I almost felt that the first jump felt like a leap of faith.
10. zlakerboy357 - Subcon Snowland - 8.409/10
Spoiler: show
bossedit8: 8.345/10
  • This SMB2 Level was huge and strongly made. It was a nice Level and it was fun. A lot of different Enemies and enough Power Ups are around this Place with different playabilities. Sceneries were all over the place and the Music fits. Also a Light and Dark Section and how it is placed out was also nice, although it would of be nice to disappear those Coins (Enemies) once you collect (destroyed) them on the other side of the Section/Room but that will exceed the Event Numbers if there are a lot of Objects to handle so no matter. There are however multiple bugs and errors all over this Level. At the Section where those Switches are taking place, if you jump (or fly) very high where no blocks are above you can be inside the tiles. Way to go forgetting Blocks up there to cover things up. At the same Section where the red Lineplatform is, jumping down can be somewhat of a pain because you do not exactly know what is at the bottom the first time you play so falling into Water and die is kind of a high chance. Not Cool at all. Later on where Vases are all over the place, at the end of this Section the Warp Pipe is very Misleaded by entering it. the Vase is at the bottom so you have to press down but nope, you have to go to the left instead. There are more but those are undescribeable. At least the Level was fun even know it was huge.
Chad: 6.2/10
  • This is an immense level. It's gorgeous to look at, having a ton of detail and mixed tilesets that give the environment a great feeling of depth. There are a lot of highly enjoyable and unique SMB2 ideas implemented in this level such as floating logs, a dark world, various switches and colored platforms, and different versions of Toothy and Hammer Bros. to name just a few. There's a ton of exploration and searching in order to figure out what your next objective is, and a lot of them are really well hidden, with clever missions devised for them. However, this level is quite overkill in the length department, to the point where it dragged on despite the wide gimmick variety, and there were some aspects that bugged me. For instance, the first time I activated the bomb switch, it... didn't work, for some reason. So I had no choice but to venture back into the dark world to see if I missed something, and upon reaching the end of that, couldn't escape. The first potion is on a generator, but the second one is not. Regardless of the reason for returning, players could get stuck that way. The transparency is awful there, and the bomb rocks can be broken/glitched by freezing enemies. Duck-glitching through bomb rocks with a slope nearby is going to push you inside the tileset, too. The Ace Coins, though brilliantly placed, are somewhat unforgiving sometimes, like how spread out the orange coins are. When you finally do get all of the coins, the bonus star is in the same place as the main star. Two stars in one section doesn't work, and it completely throws away all of that effort. The switch area is interesting, but the platforms take a long time to reach you, and the red one being initially off means you have to blind jump twice in a row in a place where being in the wrong spot could very easily kill you. Also, the end of the Toothy maze has an incorrectly set warp that I at first thought was broken. Overall, the level's enormous, clever, gimmicky, and visually impressive, but there are quite a few glaring issues that kill a good portion of the enjoyment.
Emral: 9/10
  • What a fun level! Started out as an ordinary subcon level but kinda took a turn into the "hmm what else could I fit in here" later. I guess you could say this level has everything SMB2 and a bit more.
    My favourite parts about this level were probably the vase zone and beat 'em up zone. They were fun to play through and while the subspace part was neat too, those two really stood out as they are classic elements used in the Invasion which I haven't seen in a very long while.
    The vase tileset is kinda bugged though. The player can easily glitch through without trying and is forced to quit. Not fun. Probably. You also misplaced a warp in the same section.
    Anyways, really fun level!
    Guess: I'm distracted by all the graphics by Sednaiur... So that's my guess.
Quill: 8.5/10
  • Great level! Excellent work with all the variety, each section felt very unique and stood out individually. That's really great to see. I thought the level was a little too long and the checkpoint felt a little unbalanced as the latter half was much smaller than the first half. Overall though, fantastic job! I especially liked the Subspace sections, they were a nice touch.
TNTtimelord: 10/10
  • Oh my goodness. This is by far the best SMB2 level I have ever played. It's a rather long level but it has so many different aspects to it. The scenery is beautiful, the color schematic is beautiful, the music is beautiful, this entire level is beautiful! It's got a wide variety of custom SMB2 enemies made by Sednaiur, and I'd have to say, this is the best Sednaiur showcase I've seen as well. It's got it's own little gimmicks and even though the subspace part really lags, it's also the most creative I've seen anybody go with SMB2's subspace. There is one small problem with this level and it is literally the only thing wrong with it (hell, I don't even care about it that much) and that in the toothy section with all the vases, the ending warp doesn't go the right direction. Other than that, this is just absolutely a perfect example of SMB2 (not original, but SMB2 style) and shows off how much we can do with this game's graphics.
9. Frozen Rex - Spike Sanctuary - 8.413/10
Spoiler: show
bossedit8: 8.765/10
  • This Level was good for a SMW Castle. There are different type of Obstacles like Flames from the Pipes and Bullet Launchers which is nice. Sceneries are nice but the Zelda 2 Torches does not really adds up to SMW, at least in my opinion anyway. There are not only Castle Tiles but even Cave Tiles with Grass on it and inside. No idea why but that details the Tilesets more. Sometimes, Enemy Placements can be a bit of a pain especially at the Lava riding Section. After you encountered the Propeller Block you get to the first section again but you gain ability to jump much higher, getting further on on this Level which is nice. I really like the Bullet Bill Launchers Detail, which means a few of them has a Fireball Symbol on it means they shoots Fireballs and a regular Skull shoots Bullet Bills. Later on you get a Yoshi inside a Castle Level. Ok, just destroy the original SMW Moment but that is not bad anyway. Even later there is a Spot where you absolutely need to Spinjump in order to get over a Gap (even the Coins is out of reach so you need your spinjump). Not nice. Spikes can be hard to see sometimes. There is a Secret Room that you need Yoshi in order to get in but the reward is, another Dragon Coin. Not completly rewarding. At least there is a 1UP too so it is somewhat rewardful but not really that much anyway. At the end there is your Star. No Boss Battles but that isn't bad anyway. Music is kind of weird to have for this Level. Why not the original SMW Theme or something different related to the Mario Series? I find this Music "Non-Mario" Themed. Oh well, it was nice anyway.
Chad: 7.8/10
  • This is a tricky level, with a lot of challenging and strategically placed generators and hazards for the player to deal with. The detailed layout also contributes to the fun difficulty, and the flame pipes function extremely well. The progression of the level is great as well, such as revisiting the first section with a propeller block and traversing a section where lava's moving away from you. The castle/floral cavern hybrid theme is unique and interesting, with a great overall aesthetic and the entrance setup's cool too. However, I found the level to be slightly aggravating, as the bullet/fireball generators would be really difficult to predict. I encountered several instances of mistiming my moves or standing in one place really long waiting for an opportunity, because you have to wait for an opening between multiple generators with different timing. This is made even more ambiguous by the fact that some pipes don't actually do anything, so I'll expect something to be a generator when it's not, or vice versa. The spikes blend in with the background a bit sometimes, too. I enjoyed the level other than those things, but the experience would have been a little better if those gimmicks were executed more smoothly.
Emral: 8/10
  • Interesting level. The mix of cave and castle is well executed and I really like the flame shooters, fireball launchers and stuff. You seem to have made the fireball launcers aim at you, I noticed. I don't really know how that works, but it was well done nontheless. The level itself was designed well, with mostly moderate difficulty and room for exploration. There was a hammer suit just lying around which I found to be kinda random. It also broke the level a bit in combination with the Yoshi. The music sounds a little bit far too epic and at points the level did seem like a clusterfuck of things coming from everywhere. But it ended kinda abruptly. I expected something like a boss battle or an escape sequence. Nope. Star. Good level nontheless!
    Guess: Shinbison-Kof
Quill: 7.5/10
  • Great job mixing the Mario World tilesets together. They actually looked pretty great. Levels like these with an SMW style are rare to find, so there's some praise for doin that. The level itself is pretty good with plenty of variety. I thought the section with the lava moving was not really needed, as the lava didn't exactly pose as a threat and it only slowed down the momentum of the level in my opinion. Overall though, good job with this level!
TNTtimelord: 10/10
  • The decoration on this level is astoundingly beautiful, as everything fits together perfectly, even with lava and grass together. Enemy placement is great, coins are great, special blocks are all in great places, and several little bonus room as well. I loved the fire shooting gimmick as it's similar to another entry, but in my opinion, this one does it much better. For scenery, you had so many little details put in in everywhere, and some of them you have to worry about, like some nippers or spikes that blend in well. Other than that you should say not to stand on the blocks that correspond with the moving lava layer or they are screwed, because I ended up doing that (I also think you should remove the hidden hammer bros, but both of these are really nitpicky).
Places 3-8

8. Bomber57 - Foliage Fissure - 8.51/10
Spoiler: show
bossedit8: 8.25/10
  • What a nice Level. We are inside a Cave with detailed Tilesets, very constructive background objects and NPC placements. There is also a lot to do, not only "Walking and Jumping". Climbing and Water. Enemy placements where well placed but Power Up placements is a bit low. Also at the beginning you gain a Mushroom instead of a regular Fireflower, Leaf or something different from a Item Block. What I only do not like on this Level is how you used different Sections just for few Coins and a Dragon Coin. Like seriously, this isn't completly worth for different Sections just for a Dragon Coin especially with random Enemies. At least add more helpful Items like more Power Ups into your different Sections, not just a Dragon Coin in general. Not completly worth it. At least there is a section for one Star which is reasonable. There is also a Switch that makes the Water go higher to progress further after the Midway Point. Nice Idea. Overall I really like this level especially with the details but not with different sections just for a Dragon Coin with more Enemies inside.
Chad: 9.2/10
  • This gorgeously detailed level manages to fit a lot of great design and interesting gimmicks into its modest length. There's a nice mix of swimming, climbing, and platforming over Munchers. I'm particularly impressed by how you set up the rising water, both in terms of what the visuals looked like after it has risen and using the floating platform to make the springboard possible. The Nippers, hanging ceiling platforms, Muncher pits, and enemies in general work really well for this level. All of this ties in nicely with the moderate difficulty that's perfect for allowing the player to enjoy these things. It's neither stressful nor boringly easy. This level is has a good balance of everything. Great work on this.
Emral: 7/10
  • I thought this level was pretty nice! It never got boring and offers a good amount of secrets. The jungle theme was carried out well and I liked it.
    Dunno, can't really say more as there was nothing which truly stood out to me. It was really well designed though and lots of fun!
Quill: 8.5/10
  • Interesting level! You really nailed the atmosphere here. It reminds me of the Forbidden Woods from Wind Waker, but in Mario form. I'm loving the variety of enemies in this level and the exploration as well. A suggestion would be to make it somewhat easier to figure out where to go if you aren't interested in Dragon Coins as they are in their own optional areas. The springboard and raising the water trick was clever too.
TNTtimelord: 9.6/10
  • This was a rather detailed level, and the tileset used fits perfectly in with the intended theme. NPC placement is very good, as the tougher enemies are used sparingly. Since it's a shorter level, it doesn't have a midpoint, and I don't see much of an issue with that. On difficulty standards it's a very forgiving level and the underwater areas are also not annoying or boring to go through. This was a nice, short, easy, and overall very fun level to play and is keeping the bar high.
7. Darkonius64 - Windy Woodtop - 8.705/10
Spoiler: show
bossedit8: 9.125/10
  • A huge Grass Level. It was very nice Designed with Propeller Platforms that moves and if you jump one of them for a little bit it falls (SMB3 Red Donut Platform) which was nice but sometimes they gain a little issue. A part that there are two that moves differently and if you are on the second one while he is floating down it can kill you if your timing is like that. Later there are multiple pathways you have to choose. First 4, second 2. On each sections (paths) there are different amount of Obstacles to go through which is nice but going back would be nice so I can check the other sections while on one playthrough but not 100% necessary anyway. There is nothing wrong in terms of design until you hit to the Boss, Giant Ninjis. Challenging, nicely designed but the Timing is a bit off by Events of how these Bosses are act (although it is hard to do this correctly). It is getting progressivly harder but after you destroyed the last Ninji you gain a Star.
Chad: 9.4/10
  • What a great forest mountain level! All of the cliffs have excellent placements, and I particularly like the structure of the wooden walkways and ladders. The layout of the level is great, with pleasant difficulty and fun exploration. The little hovering platforms are pretty cool, as moving donut blocks are a unique implementation. Even though the level is enormous, it never holds back when it comes to detail. The boss is especially incredible. Each phase has a complicated setup, but there are no issues at all with how they function. It's a highly sophisticated boss for a Mario game, so fantastic work on that. The difficulty is challenging but reasonable, and truly a lot of fun. The level overall is awesome, however I feel like it could use some more variation. Most of the routes feel very similar to one another, but the wrapping section feels unique. It makes great use of the boundaries and has especially impressive enemy placement. I didn't enjoy the Chomps in narrow passages, though. There isn't anything reasonable the player can do to get past a Nipper in a space with a low ceiling. Spin-jumping is hopeless, and the enemy doesn't stay airborne long enough to go under it. I also felt like the Lakitu cloud was kind of pointless, but other than those things, this is a really enjoyable level.
Emral: 8/10
  • This is an enjoyable little level! It takes place in a forest with mixed elements and actually offers quite a bit of variety in gameplay.
    The way this level did that was by using split paths. You'll need to play the level four times in order to complete it, as there are four paths to choose from before getting to the checkpoint; two after the checkpoint. The paths themselves each introduce a new gimmick to the level, be it a wrapping section, Lakitu or challenging jumps, compared to the ones in the previous sections. They're all fun, but really short. Now, I can't blame the designer for that, as overall the level is of perfect length, just short enough to get a second playthrough to explore two more sections out of the player, which is actually really well done.
    The boss fight was fun aswell. I like the earthquake effect which I first saw in Midas Tower (I refuse to call it Mida's) and the attack patterns were generally fun to dodge and well made. It wasn't overly difficult either, nor tedious, as the boss had three HP and difficulty scaled smoothly. There was also a twist to the formula which I don't wanna reveal right here as I'm already talking far too much about the fight.
    Atmosphere-wise this level provided a calm atmosphere, both through the style of the graphics and choice of enemies, music etc. I liked the little floaty guys from Yoshi's Island and thought it was a bit disappointing they only appeared in the very beginning and in the wrapping sections. The bubble'd item section could've actually used some of them too. Would've been nice at least. The only graphic which really stood out to me in a negative way was the propeller platform. While clever in itself, the design is just off. You don't expect to encounter metal platforms on a treehouse treetop stage. If there was a laboratory twist, this wouldn't have been a problem but it just doesn't look good this way. Maybe a half-broken wooden platform with a stem going down offscreen?
    There's another thing I disliked, being the use of the glitchy airship tile. I know what you were getting at, but why would anyone want to collect it? It's more of a power-down than a power-up and doesn't last long anyways, so it's not really worth it. Especially for an explorer like I am. You could've made the Lakitu un-killable as this'd have guaranteed a gimmick for the entire section. I immediately killed him and the rest seemed a bit generic, to be fair.
    One last thing I should mention is that I'd have really liked it if you made 3/3 instead of 4/2. Split path-splitting I mean. I just don't understand why you did it this way. Just a thing. Also, the level might've been more special and woven together if you carried some elements from one section to another, for example combining bubbles and lakitu and introducing something completely new in the former lakitu section? I'm just thinking. Great level anyways. Was fun.
    Guess: Probably the first time ever Darkonius' distinct level design wasn't the easiest to distinguish.
Quill: 8/10
  • Good job with the alternate paths, they added a lot of replay value to the level. It also added to the exploration for players who are into that kind of thing too (including me, but I felt lazy at the time). They were pretty short though and some felt exactly the same as others with just a few minor modifcations. The boss was the highlight of the level in my opinion. It flowed together so well and the boss had a variety of attacks. It was great fun too. The bombs did sometime glitch and explode before they could even reach the player, though.
TNTtimelord: 9/10
  • Really nicely designed level and probably one of the best adaptations to Shikaternia's tilesets I've seen, even beating lots of LFFTMK's levels that use them. I thought the multiple paths idea was cool since I've never actually seen it done before. You also did this in a really well thought out fashion as every path kind of winds themselves pretty closely with each other in a few areas. I thought the mix of Shikaternia's Woodworks tileset (I originally intended for this to be used for beaches, so props to you for making it look good here) and the recolored version of his mountain tileset, with a small twist. The propeller platforms were a good inclusion and the Yoshi's Island gusties give the level's name "Windy Woodtop" for a reason. Enemy placement was great and since Darkonius commonly uses those goombas and koopas in his level, I'm going to assume this is his level. This level doesn't dissapoint in providing what the player can expect. I feel like it should have a few more coins though.
6. FireLink - Starlight Spectral Shrub - 8.765/10
Spoiler: show
bossedit8: 9.325/10
  • Ahh, what a very nice Level. We are inside a Forest at the Night with a bit of Ghosts terrorising our Adventure. I like the idea of popping out some Ghosts just from nowhere which is a nice Touch to this Level. The whole Design was great too. It gives out different Variety, although what I do not like is how you put '?' on hard to reach places. It is kind of Pointless because they contain a Coin anyway. Speaking of Coins, you also should not use Water Tiles replaced as Coins. Well, you can but it is better to replace them something different like those Airship/Tank Pieces but that is just my personal opinion so not that important. I like how your Events was placed out like a specific Forest goes away once you get near to reveal a secret, Coins appear, Clouds appear and Boos appear. This makes it you are feeling inside a Ghosts Curse (if I can call it that). Everything it well done. The end, however, is a SMB3 regular Exit, not a Star Exit.
Chad: 9.2/10
  • I really liked this detailed, atmospheric level. The design is great in every area, with decoration and tileset mixing that bring a lot of life to the level. The event sequences that move objects and make them appear/disappear are impressive, and really make the forest feel enchanted. They're also a little different in each area, so they don't get old. The length is suitable for the gimmicks, and the difficulty is moderate enough for the gimmicks to have their best effect. I especially liked that little area where the Boos move up into the clouds and you have to pass them when they disappear. My only real gripes here are that the Dragon Coin Boos are irritating, and the coin blocks will spawn water segments if playing as Luigi. Also, you forgot to end the level with a star.
Emral: 7/10
  • The level doesn't end in a star 0/10
    Decent level. Nice atmosphere created, it reminds me a bit of the one from Forgotten Forest, which I literally just played. But it's darker. And so are the graphics.
    Anyways, the main theme of this level is stuff appearing out of nowhere. It even warns you about appearing ghosts multiple times. Which is good. Had no problem with them. But they didn't warn me about appearing coins, water boxes, clouds and disappearing trees. With those I did have problems at times. The sign probably doesn't know anything.
    While the design is actually really good for the most part, the atmosphere does set the gameplay back in a sense that some enemies are actually pretty hard to see. I jumped into ghosts multiple times because they were just camoflagued. Also, the giant arrows were a bit overkill. A trail of coins would've been enough to guide the way.
    Overall, good level. Like I said, it kinda overshot the gimmick by making the level too dark and only warning about some things, but not others. While it was neat. Probably would've gotten 1 more point if that wasn't the case.
Quill: 8.5/10
  • If you're going to make a dark level, please darken the player graphics too. Overall, the atmosphere is amazing in this level, though the players being bright does break it a little. The level design is superb and the ghosts appearing as well as all the other things that appear or disappear really give that mysterious feeling that encourages the player to progress more through the level. The level did end somewhat anticlimatically though, it just ended at a random point I'd say.
TNTtimelord: 9.8/10
  • I seriously wonder how many invisible SMB1 axes you have sitting around in this level, because there are so many events invisibly triggered that move layers all over the place, and you know it's an astounding level when you have that kind of gimmick in it (because every level using it is amazing). It's not like it's only coins. It's also clouds appearing, tree leaves flying away, boos appearing randomly, etc. It's a real good thing you pointed out to caution the player of potential appearing boos so it then becomes the player's fault for not being careful enough. I really don't like the floating water physics though, I think it could have been just fine if you used more clouds or even mixing in the castle tileset in like you did with other parts of the level. The level design reminds me of sezixor's.
5. sezixor - Ashen Acropolis - 8.84/10
Spoiler: show
bossedit8: 9/10
  • That was a very nice constructive Level. It takes place inside a Cave filled with Magma. How it is decorated is very nice and even the details on the Tileset. One scenery isn't all that necessary to use in this place and that is the SMB3 Lamp that hangs on the sealing. They are normally used at the castle/fortress levels, not in a cave. The Level is very good when it comes to the difficulty and the whole Power Up placements but these Dragon Coins are kind of unnecessary to put them only for spinjumpable players. 2 Characters can't collect them all (you know, Peach and Link). These wooden Blocks how one hurts you because it is darker is also a nice touch to this Level. It is easy to identify if the one hurts or others don't. The whole Layers and Events are very nice but you should not use Slopes while moving horizontally (left and/or right) as it tends to become Glitchy if you stand at the top of them. Every Sections plays differently of where you go which makes the player a fun time running around. The second Section is vertically where you have to keep the Lava away while rising down which is clever. All other Events where clever too.
Chad: 8.5/10
  • Stunning level. It's intensely challenging and complicated, especially in the second half where the path of the level basically wraps around itself multiple times. Even though it's a natural-looking lava cave, it feels like an underground machine, with excellent visuals and tileset merges. The lava tunnel at the start does a great job at keeping you on your toes, with clever usage of the fact that the bridges are only solid on top. The speed of the lava in this area is perfect. Impressive utilization of the shoes, too. However, the elevator controlled by the purple switch should stop earlier, as it gives the impression that you need to jump off of it before it reaches the ceiling. I also found the dark red blocks to be weird, as they're just recolors of things that are not hazards when you could have easily found a substitute, such as a Muncher. The wooden blocks associated with the skull switches in the second half are needlessly restrictive, and take away from the aesthetic of what's happening around you. The second half also ran a little long, but in general, the event executions are fantastic. Even though they could use a little fine-tuning, they still function really well for what they are.
Emral: 9/10
  • Oh man I'm somehow getting unpolished Chad vibes off of this. While the idea of moving the playing in all directions with the lava was SUPER CREATIVE AND REALLY ENJOYABLE for the most part, the level just felt a bit unfair, especially in the first half.
    Let me elaborate: The elevator section gives you barely enough time to react to what's happening and has to be done every time you die after that. Not to mention it takes long. I, however, really liked the way the moving platform with the podoboos charging at you and the regulate-the-lava section were implimented though. Nevertheless, it was kiiind of frustrating dying, especially because there's so many things you need to witness again when you die, so you have to be on your toes all the time.
    But: Extra points for amazingly elaborate backtracking and just being fun to play.
    Guess: HA YOU EXPECTED ME TO SAY CHAD DID THIS AND TELL ME THAT HE DIDN'T PARTICIPATE! Someone already did. So I'm gonna say that FireLink is the designer.
Quill: 8/10
  • So, this level was a thing. Honestly, I really liked the concept. Whoever made this was really creative with their gimmicks, especially the lava elevator. The second section was a little overkill, lava was coming down and lava below you was also sinking. Combine that with blocks that can hurt you, bridges that if you didn't carefully jump, you'd end up on the bridge above you which would waste time and probably cause you to die and some switch puzzles, it was a little crazy. If the lava speed was a little slower, this would have been fine in my opinion. The rest of the level was great. The section with the red boot was a little glitchy with lava and I died one time when the lava was rising for literally no reason. Aside from these small issues, great level!
TNTtimelord: 9.7/10
  • Wow, this is a lava level done right. You used just about anything a lava level should, a hotfoot and skull rafts, both used very cleverly. The general design and combination of tilesets was done so well. The way some of the lava falls are foreground is well done in the areas where you rise the lava. The moving lava layers as well as the switches are done PERFECTLY, even though it really slows down the game. There weren't too many NPCs because they're hardly necessary as the lava does enough on it's own, both visually and in gameplay. At one point, where there's the sign mentioning the hotfoot doesn't work one a part of lava was a real smart move and proves that you tested this level and put forth time. Among the few complaints is a missing effect for spinies, some mask issues with tiles and the spiny itself, and one or two rather slow moving events.
4. Sednaiur - Operation Star Snatcher - 8.923/10
Spoiler: show
bossedit8: 9.615/10
  • Oh man, what a strong Level. I even encounter a few Lags just from switching Events like that. Overall, the Level is very detailed with a lot of Objects, Background Objects and Event Usages which are all very well made. I was kind of confused later on but that is normal especially if I play this the first time. Everything were well designed and on a very great Challenge to deal with. Took a lot of effort to make something like that. Switches that turns something on and off by simply touching them. Also, as I encountered on the red Lasers, after a while I get destracted (something like I find this as a background object later on but they are Lava Tiles all the time) which is kind of my fault. Power up placements were a tiny bit low due to Challenges especially on the most part by the Events and Stuff. There are also funny moments in this Level. There are two Stars. One that is SMB3 and the other SMW. At least it is very noticeable which one is which (at least for me).
Chad: 9.5/10
  • I'm amazed by this high-tech level! This is definitely among the most detailed and intricate factory-themed levels I've ever seen, and there are so many places that the player must visit. I found myself excited to see what each new room was going to look like, and I was never disappointed. There's a lot to offer explorative players, and a lot of unique challenges and hazards. The routes are complicated, and the laser walls and sealed doors really do a lot to remove any possible feeling of linearity. The difficulty of the level is really tough as well, but in a mostly fair fashion. All of the objectives are indicated and placed cleverly, and the hieroglyphs are hidden in great spots. The only things I'd complain about are that the electricity walls are much too fast (you waste a millisecond of time and they've got you), and that the 2x2 crates feel like they can be stood on.
Emral: 10/10
  • I love the atmosphere and the way this level is built up. Everything is gorgeous and fits together. It even has it's own little references to Stargate, Star Wars, japanese hentai chicks and other obscure jokes which brought a smile to my face. Collecting the hieroglyphs was fun, too, although I kinda lost the track of them after I died and then they were all collected suddenly and BAM second star. I don't even know what happened there.
    Nevertheless I absolutely love the way this is structured. Just like a space station with different sectors and rooms to visit. Took me a while to find out that the monitor rooms have monitors instead of random lasers or doors (duh me).
    I wouldn't be surprised if you made it far. Really far.
    Guess: SuperMario7
Quill: 7.5/10
  • There is no doubt that this level really is something unique. The atmosphere is outstanding and the variety of the obstacles are great too. I do have a few problems as some of these obstacles can be unfair, such as in Section 9 where you ascend up using platforms that aren't always available while avoiding 2 rinkas. It's a little annoying to do. I'm also questioning your choice about the checkpoint. While I do give you a lot of praise for making the level work when going backwards to hunt the 7 items, it makes it much more difficult to keep track of what you've gotten and what you haven't. Some sort of counter somewhere would have been really appreciated. The gimmick used in Section 11, while unique, was a little annoying to follow and the player should have been given more time to react.
TNTtimelord: 8/10
  • I can definitely see there was a lot of time put into this. Incredible detail everywhere; there is nearly everything needed graphically if someone wanted to make a level with several different gimmicks like this one. Each platform gimmick was pretty good, although, the one where it switches through a series, I feel like that one was kind of fast. I also thought that the blue electric lazers switched on and off really fast as well without warning, making it hard for me to pass even one with the major slowing down the sheer amount of graphics caused. I liked how you had to explore the lab to find several hiergolyphs, and I was lucky not to get lost in the level looking for them, since you kept it rather linear. I would have appreciated if you had an instant indication whether I got all the hiergolyphs or not because I didn't know that until I reached the stargate, went through and back. As a last minute not, I absolutely love the door animation. I'm going to guess this is Sednaiur's because of how amazing these graphics are, yet the design is almost underwhelming.
3. SuperMario7 - Wild Western Walk - 9.035/10
Spoiler: show
bossedit8: 8.075/10
  • Another Level that are strongly made with a lot of background objects mixed in. This Level was nice but later on it is getting increasingly laggy due to a lot of Lava Tiles and a lot of other stuff going on on this Level. The whole Gimmick with having Firery stuff on the Oil and burning up in flames is clever but also it can kill me easily with it sometimes. The whole "Ground Falling" once you step on one can be surprising for a bit. The whole Chasing part is where everything starts to lag a bit. After that you gain the Star. There were different music and such which I like. Sometimes it can be difficult with this Level. The Level was long and there is only one Secret Room with just a few Coins and a Dragon Coin. Low amount of reward... make it more rewardful, not just for a Dragon Coin.
Chad: 9/10
  • Awesome level. It's expansive, intricate, challenging, and explorative. Bombs are cleverly and excellently used in a number of ways, the burning oil gimmick is unique and realistic, and the generators are well-timed and fun to dodge. The Podoboo's Shoe part is a nice addition as well, and I really like the transition to night and the intense final chase at the end. There's even a nicely-implemented rainbow shell run! The rocks sinking into the lava is a good idea as well, but they're way too fast. If you miss a beat at all, you're dead, which is a quite a difficulty jump from what this level typically offers. So are the bombs just before the checkpoint. Dying mere feet from it because of something like that is irritating. It'd also be a good idea to make the burning oil fire/ice/Yoshiproof, and I disliked the flamethrower noises that played through the entire level when you'd only see them a few times. The nighttime music changes the level's mood drastically in a split-second, and the final part definitely needs frameskip. But other than that, there are a lot of greatly executed, creative and difficult ideas here. It's an intensely fun level!
Emral: 10/10
  • Oh man what a super enjoyable level! This is actually a very elaborate Western themed level, as it adds oil,airships and all kinds of explosions to the mix, aside from just looking beautiful. There've been multiple gimmicks combined and my favourite of them was the flammable oil. It just felt right in this level and just belongs to it. The chase sequence was nice, too, although it caused the worst lag I've had so far in this contest (and I'm going alphabetically).
    You could even count this as one of my favourites. It just has so much stuff it's amazing. I'm starting to repeat myself here. But you know if I'd break this down into NPC placement, graphics, everything else you'd just hear more praises, so I decided to make this quick.
    Guess: reghrhre
Quill: 8.5/10
  • There's something about this level that really stuck out to me. The first part is great, with some variety and a nice atmosphere. When it gets to the night section, something changes for me. It feels extremely more atmospheric and the oil + fire gimmick was clever and neat, I'm surprised nobody thought of it before. There's also more variety in level design in the night too. The chase section could have been better though. It lagged for me which could have just been my computer but with frameskip I felt it was too fast for the player to react properly. Overall though, great job!
TNTtimelord: 9.6/10
  • First off, I seriously want to know where you got the musical choices for this level, because they are downright amazing. I'd like to say that coupled with the perfect design and scenery, this is almost exactly how an old western level should be. I did think the oil sections were rather overdone, because that area made my SMBX lag the most out of all the levels. Still the falling land gimmicks was nicely done (almost overdone by levels in general these days). I can see this being SuperMario7's level just because of how perfectly the design and the scenery is mixed.
Top 2

2. Kyo - Steins;Volcano - 9.079/10
Spoiler: show
bossedit8: 8.595/10
  • This was a well made Level. We are inside a Volcanic Underground filled with Lava and sometimes Water (for no reason at all) floating around. There are a lot of Obstacles on our way but sometimes it can be tedious like jumps that are too big, too narrow by moving Lava Tiles (especially from Water) or forceable to use spinjump in order to get further on (or at least getting to the secret area). In the Secret Area there is a (SMW) Star and a random "Machine" inside a Volcano Underground which is extremely weird. At least there aren't a lot of Enemies that you have to deal with. There are multiple paths to choose before and after the Midway Point which leads you to a different type of obstacles. The Events were nice throughout the Level. At the vertical Room with a giant Switch, if you press it, the Volcano begins to errupt and there are dark rocks floating up and down which requires jumping to one to the next which is clever but it can be difficult. After that you are at the Clouds and there is your Star.
Chad: 9.3/10
  • Really cool level! The lava placement gives the level an intense but still fair difficulty, and the swimmable parts are a unique combination for this theme. The Podoboo-jumping is cleverly implemented (although probably deserving of character filters at the start and midpoint), and the skull rafts are really interesting with how they glitch through the slopes but still function correctly. However, the skull switch is incredibly vague. It could have taken out any of those big lava blocks, but I didn't have the slightest clue which one. The second half is clever, where you get to choose your path several times, but none of the paths are too long so exploring all of them isn't that time-consuming. The Jelectros are really well placed, with excellent moving layers. The eruption events are stunning, and it must have taken an incredible amount of testing to get those layers to work properly. The final platform of each wave does gets dangerously close to the lava before the next set appears, but fixing that would probably be an absolute chore and they still function exceptionally well despite that. It was at this point that I really needed frameskip disabled just as the readme suggested (although it's become a default for me when it comes to contests), but it really helped me get through those parts. I'm quite impressed with this overall.
Emral: 10/10
  • This one had my blood boiling all the way through. All those jumps were ridiculously close and I can say that I was really lucky that I didn't die in this level. Every step you make could be your last one and that's what made this so amazing for me. You have to watch out! You have to proceed! You know there is epic Kirby music playing which makes you keep going!
    The water boxes seem like a throwback to Kirby Triple Deluxe World 5 to me. I don't really like jumping out of water with precision, but it adds to the overall idea of "Yep, you die!" And I haven't even talked about my favourite part yet: The eruption.
    This was amazingly done! Kind of like a high-speed final boss of NSMB2, but BETTER! You just forget everything and try to catch the debris mysteriously flying out of the lava. I love it!
    So yeah! Great level! Keep it up! Btw no lag issues on my end ;)
    (Dude you should be lucky I didn't die. Else this might've cost you your perfect score because I'd end up dying over and over and think this'd be impossible to beat!)
Quill: 8.5/10
  • Really neat level! The first half was okay with some great design choices at times, but the level really started to shine after the checkpoint. The alternate path idea was great and even though water in a volcano makes no sense, it was still cool! The eruption part was pretty intense as well as creative, although it did drag on a bit.
TNTtimelord: 9/10
  • My goodness, the events used in this level...

    First off,the basics of a level (coins, npc placement, items/spec blocks) were all done pretty well. I loved the lava, but since there was so much going on at my screen at once, it really slowed down everything, damn my toaster of a computer. I really hated the water parts though, everything about the water in this level I hated. I don't ever imagine any type of water in a volcano level. I was definitely surprised to see the lava shooting up just a pixel under the wooden platforms as I thought that would kill me sooner or later, but it didn't, so great job on that! I also seriously considered giving this a 10 when the eruption happened. I cannot believe how well you pulled that off and how amazing that looks.
1. Emral - Steins;Lab - 9.179/10
Spoiler: show
bossedit8: 8.975/10
  • A strong Level. The whole Level takes place inside and outside a Lab with a Timetravel Gimmick which is very nice of how it is executed, although it is getting kind of laggy due to heavily used Events. Enemy placements, Secrets and Power Ups were nice. Obstacles were also very well done but there is one thing that looks not too obvious and that is at the Bridge part at the bottom in the secondary outside Section. The Design was very well done aswell but I was confused at the second inside Area, like it took me a lot of Minutes to figure it out. It can be the case that the Events can bug out because there are a lot of Events active during the Level. The Boss was nice and challenging, although I do not recommend to use Slopes while a Tank is moving because they are buggy.
Chad: 9.9/10
  • Absolutely incredible level. Even aside from the readme and hidden logs, it's easy to figure out that this level is time travel-based, as the graphics alone tell a deep story with an amazing amount of detail. The level has no shortage of creative exploration and mazelike challenges, with excellent hiding spots for just about everything and some of the most impressively elaborate design I've seen. I managed to find 4 of the logs, which are very well hidden. Ironically, the one I didn't find was probably the easiest one to locate, as it was on a sideroute I was near but never noticed. The level's very long, but it's paced very well with a good place for its midpoint. I'd give this a perfect score if not for one thing, and that's the boss. It's very well crafted and a completely unique fight. It's highly enjoyable, and nicely short considering how much level comes before it, but the tank graphics don't match the tone of everything else and the weapons aren't obvious as such until they fire. The main issue, though, is the fact that the third phase is somewhat broken. The instant you see the star protected behind glass, the tank is destroyed and you fight what is essentially Mouser. I can tell you're supposed to break the glass yourself, but you never get the chance. You could grab the star without fighting Mouser if you wanted to, plus bullets come out of a random place in the sky. However, compared to everything else, this is just a minor blemish on an otherwise mindblowing and breathtaking level, so it deserves the rest of the score that I'm giving it. I also found it odd how the midpoint looks nearly identical to the Dragon Coins, and the second star being a random death pit is underwhelming and luck-based considering how complicated the rest of the level is. I didn't feel they were worth taking any points off with how incredible everything else is, especially since they don't break anything, but they're worth pointing out. It'd also be a really good idea to play this with frameskip disabled.
Quill: 9.5/10
  • Oh man, this was super cool! I LOVED the concept of giving the lab life, thus activating everything. (Or was it time travel? I don't know, same result anyway.) It's such a simple idea yet so unique. Deactivating everything to unlock more secrets is cool as well. This concept is completely BRILLIANT! This feels like a Zelda/Metroid level combined together. I even sequence breaked a part of it! The boss was pretty cool too, although he seemed out of place and having to be in a certain position to grab the projectiles was a little annoying. The rest of the level makes up for this small issue though. Overall, this is a fantastic level. Good job with the music choice too! It really added to the mysterious atmosphere.
TNTtimelord: 8.5/10
  • I absolutely love the music in this level, and I wonder where it is from. The design is pretty good, although the sheer amount of extra CGFX really slowed down the game and made it hard for me to enjoy the level.

    I had a lot of trouble finding where I was supposed to find necessary things to use or hit, and that played a lot onto my enjoyment of the level. It had lots of great designs and everything a basic level needs (e.g. special blocks, coins). The lab enemies made by Emral are a good adaptation to the time traveling lab.
Valtteri: 9.5/10
  • Ohh this reminds me of Super Metroid's Wrecked Ship! Where the ship would be all haunted and the machinery would be dead until you would defeat Phantoon which would result in the ship starting up again and all sort of stuff would change. The Work Robots are there, too! This level is that but you don't fight a ghost, you hit switches to change time apparently. I like that very much. The time change thing makes the progression quite interesting and the gimmick is expolited really well in my opinion. You have to disable force fields and carry Springboards over to different times and that kind of stuff. I enjoyed it. However, I would complain that the sprite swaps weren't always very obvious. Like the Koopas and the Springboard. I got the ideas behind the new sprites after I had realized what they were by blindly interacting with them, but they could have been a tad more obvious. The boss was kind of tedious in my opinion. The time I spent waiting for Bombs to spawn and trying to catch them seemed disproportionate.
Tower of Biased 7: http://www.smbxgame.com/forums/v ... 698#p67698

Valentine
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Re: Level Contest 8: Tier 2 Revealed!

Postby Valentine » Sat Jul 26, 2014 5:02 pm

Cool this is back up, now i can read all of the tier 2 reviews

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Re: Level Contest 8: Tier 2 Revealed!

Postby Marina » Sat Jul 26, 2014 5:04 pm

Lol we already had 101 pages :P

Well, glad this is back... will Tier 3 still be posted tomorrow?

Bomber57
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Re: Level Contest 8: Tier 2 Revealed!

Postby Bomber57 » Sat Jul 26, 2014 5:07 pm

Welcome back CC8!

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Re: Level Contest 8: Tier 2 Revealed!

Postby bossedit8 » Sat Jul 26, 2014 5:08 pm

GLuigiX wrote:...will Tier 3 still be posted tomorrow?
Maybe Tiers will coming up on each day, not exactly sure though.

Glad this is back up, looking forward of course.

sezixor
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Re: Level Contest 8: Tier 2 Revealed!

Postby sezixor » Sat Jul 26, 2014 5:15 pm

Whew, I'm glad to see this topic safe and reposted. I have enjoyed reading the reviews so far.

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Re: Level Contest 8: Tier 2 Revealed!

Postby RoundPiplup » Sat Jul 26, 2014 5:19 pm

Cool, this topic has been reposted! Glad that this was kept safe.

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Re: Level Contest 8: Tier 2 Revealed!

Postby Black Mamba » Sat Jul 26, 2014 5:20 pm

AAAAND it's back! The topic has returned! I honestly expected to see my name in Tier 2, makes me even more anxious to see the next tier.

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Re: Level Contest 8: Tier 2 Revealed!

Postby Shinbison-Kof » Sat Jul 26, 2014 5:53 pm

Lol my brother doesn't have luck in the contest, the level is very nice, but he got the tier 2 :?:

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Re: Level Contest 8: Tier 2 Revealed!

Postby Raster » Sat Jul 26, 2014 7:03 pm

Another short level. This one surprises me as it did a lot with as few enemies as possible while maintaining a general difficulty. It didn't stand out and was most likely rushed, but damn if the designer would've just done more with this. The frozen/thawing water gimmick would've been really nice to see here.
- Emral
Honestly I'd like to see your reasoning why this level deserved a 3 when the other judges gave it high scores.

Sednaiur
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Re: Level Contest 8: Tier 2 Revealed!

Postby Sednaiur » Sat Jul 26, 2014 7:05 pm

So i was the only one that was dumb enough to think, that all that was just somekind of editing and moving of topics, because this thread did reach 101 pages -.-
Also i am glad that everything is still online, in terms of the community contest...hopefully that dosn't happen another time again :-/

silent_
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Re: Level Contest 8: Tier 2 Revealed!

Postby silent_ » Sat Jul 26, 2014 7:06 pm

Raster wrote:
Another short level. This one surprises me as it did a lot with as few enemies as possible while maintaining a general difficulty. It didn't stand out and was most likely rushed, but damn if the designer would've just done more with this. The frozen/thawing water gimmick would've been really nice to see here.
- Emral
Honestly I'd like to see your reasoning why this level deserved a 3 when the other judges gave it high scores.
All of the other judges are obviously a bit generous. If Emral wasn't there to bring the average score down, the last level of tier one would likely have a nine.

However, I'm anxious to see my score from Emral. I'm expecting something like a six from him.

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Re: Level Contest 8: Tier 2 Revealed!

Postby Megar » Sat Jul 26, 2014 7:09 pm

he makes valid points, but the scores he gives alongside them are far from what the review itself would suggest

Kyo
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Re: Level Contest 8: Tier 2 Revealed!

Postby Kyo » Sat Jul 26, 2014 7:17 pm

Blueoak wrote:he makes valid points, but the scores he gives alongside them are far from what the review itself would suggest
Same for Bossedit. We have one judge boosting scores up, and one dragging them down. I don't see the big deal. Judges giving their honest opinion while being strict are FAR better than those who are afraid of giving low scores, such as bossedit. I'd personally say he's doing best so far. It might have been Chad but I feel like he's being a little too generous as well. TNT and Quill are doing well, too. I'm just not satisfied with bossedit personally.

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Re: Level Contest 8: Tier 2 Revealed!

Postby Megar » Sat Jul 26, 2014 7:19 pm

bossedit is being generous yes, but it's not like he's dragging people up like emral is down
never forget
nineteen places

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Re: Level Contest 8: Tier 2 Revealed!

Postby Kyo » Sat Jul 26, 2014 7:23 pm

That's not a surprise. If you'd get the review removed from the judge that is being strict towards almost all levels, it's not a surprise you'd get so many places higher. Also, while bossedit's scores around 2,5 higher than the average score, Emral's scores are around 2,5 lower.

Megar
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Re: Level Contest 8: Tier 2 Revealed!

Postby Megar » Sat Jul 26, 2014 7:25 pm

did some calculations
remove bossedit's review, i move down FIVE
remove emral's, i move up NINETEEN
notice a difference there?

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Re: Level Contest 8: Tier 2 Revealed!

Postby RoundPiplup » Sat Jul 26, 2014 7:34 pm

Blueoak wrote:did some calculations
remove bossedit's review, i move down FIVE
remove emral's, i move up NINETEEN
notice a difference there?
So... I guess that Emral made your level go into a position that you seem to dislike? It feels unfair when this happens, but like what other people says, there is nothing that you can do about it.

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Re: Level Contest 8: Tier 2 Revealed!

Postby DarkMatt » Sat Jul 26, 2014 7:36 pm

Read up on American Idol.

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Re: Level Contest 8: Tier 2 Revealed!

Postby GameClip477 » Sat Jul 26, 2014 7:54 pm

Man, I can't believe that I past Tier 2 while this is my first time doing these level contests.


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