I DON'T CARE THAT THEY'RE CALLED CHARLIE IN THE JAPANESE VERSION THEY'RE CALLED CHUCKS
Charlie's Fortress
Gfx: 7/10
I don't even know what the style of these gfx were, but I'm gonna go with custom/SMB3 styled?
Anyway, lot's of custom gfx in this level, they looked really nice.
The lava looked really good with the bubbles coming out of it, the ruins tileset worked great in this level too. In my opinion there could've been a few more bgos other than the pillars (which looked good by the way, and gave the level a sense of ruin-ish). The grandfather clock in the bossroom was really out of place though and I think you just put it there so the room doesn't look completely empty
The gfx for the boss was... well... we'll talk about that in "Gameplay"
Music: 6/10
The music for this level sounded good, but I'm not sure if it fit a castle level. My guess would be something from Sonic (altough the chorus part in the background reminded me of Attack on Titan for some reason

)
The room-before-the-boss music was okay, but the boss music didn't fit the boss at all, it was too exaggerated.
NPCs: 9/10
This level had a variety of custom NPCs, the one's that stood out the most though were the chucks. I already mentioned in my last review of one of your levels that I really liked that the enemies turned into something else when you jump on them. Here, this gimmick becomes really usefull: The chucks do different things (throwing footballs, juming, multiplying) untill you jump on them, then they turn into chucks that chase you. This was a really good idea and I really liked it.
Other than that, there were some NPCs that for some reason only appeared once (like the rhino in section 2. What does it do there, it looks lonely...)
There were enough power-ups to beat the level, altough some were placed in very questionable places. *coughs*
Gameplay: 6/10 (this would've been better if it wasn't for the boss)
This was overall a good level, the roto-discs made everything a little more challenging and it had interesting gimmicks.
HOWEVER. There was a jump that was almost undoable with Mario and required pro-timing, which is impossible if you have frameskip on.
Right after that jump comes maybe the most unfair challenge I have witnessed so far in a Mario game. Once you enter the door after that jump, LAVA RISES FROM THE GROUND AT THE SPEED OF something really fast. This caught me by surprise, since the jumps in this section are already challenging enough, without the lava that rises faster than the sea levels.
Please, PLEASE slow the lava down. This went from medium difficulty to insane in two seconds, and the player really can't enjoy that.
Besides that, there was really nothing wrong with the level, except for the bossfight.
The bossfight is probably the most intense one I have ever seen. Just look at it.
Mario is having the time on his life up there.
No but seriously, I see what the idea for this boss was, but for it to not be ridiculously easy for the player you should set mother brain's playertop to 0.
Also the gfx. You could've just requested a big chuck or something. You could've asked me, I would've gladly made one for you, but instead you use a resized image. That is pretty much the worst thing you can do in a level gfx-wise. Please change that chuck and I'm willing to give you a better score.
But still, this was a really good level, the score's 7/10, moved to Pretty Good.