Moutainside Clifftops
Design: 9/10
This is really great level design! (Not that I'd expect anything else from you ;P) The tileset worked great with the Canyon/Mountain theme of the level, and the music underlined the atmosphere even more, as well as all the oil and dynamite/bomb gimmicks and the the beige color scheme of the whole level. I really liked the way you used the SMW inside-the-ground bushes on the sizables too. I also really liked the vines that still had piranha heads on the top. I'm not sure if palms fit in a level like this, but it's only a minor thing. Another minor thing that bothered me a little was the fact that the music was the same for the overworld and underground. For the underground I would've picked something a little more cave-ish.
NPCs: 7/10
The NPC placement was mostly okay, except for one point where it was really unfair:
It's really difficult to time the jump right without getting hit by the hammers or landing in the flames. A similar situation arises in section 3 at the sinking bridge, where either you get hit by the oil podobo, the falling monty, or you die in the lava when staying on the bridge too long.
While I'm at it, the Dragon Coins were mostly cleverly placed. One was just directly on the way thought, and the other one happened to be under said sinking bridge and it was sheer impossible to get without dying.
I also noticed a general lack of coins in the level. There were a few, but mostly it were just 3 at a time and very far scattered around the level. A few more coins would maybe help make the level more lively.
About the NPCs in general, most of them were nice, it was great to see some of your gimmicks like the upside-down ?-blocks or the anti-gravity purple blocks. I especially enjoyed the bomb machine thingy :P. A complaint I have thought is the enemy consistancy. I already noted this in some of your other levels, but you seem to be pretty inconsistant with the enemies. I saw about 5 enemies that only appeared once or twice in the entire level. This would work if it was one NPC and it was some kind of special enemy, but since this was not the case it seemed pretty out of place for them to be in the level at all. My advice would be to not use more than 4 different kinds of enemies in one section or area.
There were enough powerups in the level to make it through, but in my opinion the midway point was set way too early in the level. It's frustrating if you die after you hit it, you still technically have to do 3/4 of the level again.
Gameplay: 8/10
This level played generally well. Most of the gimmicks were fun and enjoyable, like the bombs destroying the boxes or unblocking new paths. I really liked the way the level made you backtrack in some cases, or lead you into a new path but then you ended up at the starting point again. I especially liked the way the arrows changed directions to guard you the way once you do certain things like press a skull switch.
Sadly, there is more than one complaint about this level I have gameplay-wise. First of all, the already before-mentioned sinking bridge in section 3. I get what you were trying to do, and it was a good idea, but generally bad executed. First of all, for a player that doesn't know the level, the bridge that suddenly starts sinking is a nasty surprise, and since it's so close to the oil-lava, you have to react in less than a second to survive. This leaves many players frustrated because they get surprised by it and then lose a life for an unfair situation like this. Once you KNOW the bridge will sink, it's still hard to get over, since the left part is closer to the lava, and since it's not possible to do an approach run on a short platform where the end is already in the lava, it forces you to jump earlier, which makes you jump directly into the podobo because of the spawn-time it has once you enter the screen with the bridge on it.
The next thing is rather a minor complaint, I wasn't sure at first if I should put it in design or here, but it's the slopes on the wood bridges. The normal flat wood bridges are made of go-through blocks, which means you can jump through them from the bottom. The slopes however, aren't. This can get annoying since you always have to watch out wether you're under a slope or not when you jump. To fix this, either use the invisible axe trick, or just use slopes in places that the player will not get beneath of.
Next up are two gamebreaking bugs.
These are actually related, as they happen in the same place.
Both happen after you enter the first pipe in section 2.
Either, you forget to press the skull switch before you enter the pipe. In this case this will trap you inside the room with no escape, and there is not even an enemy to kill yourself, in which case the only way to get out is to reset the game, which will frustrate many people.
Fix this by simply setting a warp back to the previous pipe.
The second one was even more frustrating for me, because after the first one occured, I had to replay the level, only to then reset AGAIN, because even if you press the skull switch before entering the pipe, you can still end up in this pit that will trap you.
Fix this by setting invisible coin blocks or something (the same thing goes for the pit on the left to it.)
All these things make the level frustrating and unnecessarely hard to play, which is why you only get 6 points from me in gameplay. :/
On another note, the leaf generator over the block in section 5 is set in the wrong direction. The leaves come out of thin air instead of the block.
Over all, this level was great and fun to play, except for all the ways to break it, which dim the fun by a whole lot. Nonetheless, this was still great to play, 8/10, moved to Pretty Good.