Screens
Spoiler: show
https://www.dropbox.com/s/tybg9nuomhwso ... X.zip?dl=0
Reviews
Spoiler: show
4. Shinbison-Kof - BRKS Sub-Corporation RX (8.82/10)
Chad (8.6/10)
This level sure has a lot going for it. It does a great job at presenting an underground sci-fi base theme. The design is really interesting, with a variety of neat technological gimmicks such as lasers, toggling platforms, elevators, and flickering lights to give the player plenty to work with. The enemies are intriguingly creepy, I enjoyed the moving lava segment and how you thoughtfully made it stop to prevent overloading the level, the darkness gimmick is especially well executed, and the rising lava section at the end isn't too demanding considering everything that comes before it. The level isn't without its issues, though. One consistently present problem is that all the detail, though excellent-looking on its own, made it more difficult to tell what's solid and what's not. It's mostly not a big deal, but sometimes the scenery will look similar to a platform and it'll be a little unclear how you're supposed to progress, especially where laser generators are concerned. This isn't helped by the fact that the laser sounds are playing through the ENTIRE level despite only encountering them a few times, so that's annoying at first but eventually I started to tune it out and it loses its effect as an indicator. A better way to do this in a level this size would be graphically, like removing the sound but making them a different color or faded scenery versions when they're about to appear (and don't make them lava, that's mean). Also, the ghost coins don't accomplish much of anything, and look like regular coins. They could reward you with a Mushroom or 1up or something. Another potential problem is that the midpoint should be just before the block train, because it has an unclear path and you have to redo everything because of it if you die. Finally, the explosion at the very end nearly knocked me off the pipe and into the lava near the star, and that would be another incredibly lousy way to die. Other than those, this level is quite good. It's immense, it's got a ton of exploration, an interesting story, and a lot of challenges to keep the player invested. It definitely requires frameskip-disabling though, so take note, players!
Joey (8.0/10)
This was quite an interesting level. The thing that bothered me the most was how much was going on graphically, to the point where it was hard to tell what you can jump on and what you can't. There needs to be more differentiation between what is there to look cool and what is there to be useful to the player; it's great to make the useful stuff look cool, but do so in a different way from all the other cool stuff. I had a lot of lag playing this level, but was able to finish it. Pretty good overall.
Layla (9.3/10)
This level has a truly astounding atmosphere, and a truly astounding on nearly everything it does. The music plays onto the downright astounding graphics, using modified versions of GFX I've seen before as well as a lot of new custom stuff that adds onto this subterranean lab kind of them to it. I couldn't count the number of different gimmicks you used and the fact that you used them all flawlessly. You put a LOT of different things in this level, whether it's the gimmicks (hello flickering lights, flipping platforms, lasers, etc), NPCs (Hello grudge girl) and tileset mixing (Hello Steins;lab). What's an issue with the level? Maybe it's just because of my computer and how incredibly slow it moved, but I didn't have too much fun playing the level. I would also like to point out towards the end there's a toad placed right under a warp pipe. That toad is in a godawful position. The switch from that trippy industrial music to the SM item room music also eats at the atmosphere at the end of the level.
Valtteri (8.8/10)
The floating Jesus is pretty weird. =P This level is filled with detail. It looks absolutely gorgeous. It feels like an underground laboratory research central thing. It's perfect! The lasers are old but still cool. I'm not a fan of the platforms that constantly disappear for a few seconds, they just feel like a waste of time for me. While the level gets really creative with all the explosion effects, and varying platform rides, the weird-looking enemies kind of ruin it for me. Not entirely but they affect the atmosphere. Or maybe it's just me. Maybe the silly looks of them supports the overall atmosphere a Mario game should have. They're still zombies, though. :/ The malfunctioning lights near the end are really cool, it really feels like a blackout with the flashing. Good job on that. Thanks Mario =D
zlakergirl357 (9.4/10)
A stunning level. The design in this level is amazing and innovating. The whole concept of the level is amazing and very original. The gimmicks in this wasn't that well used however it they were nice additions. The atmosphere is what you nailed in this level. The placement of the different NPCs was well, however a bit overwhelming. Overall an amazing level and I loved it! I can imagine this winning the contest. Guess: Shinbison-Kof
Chad (8.6/10)
This level sure has a lot going for it. It does a great job at presenting an underground sci-fi base theme. The design is really interesting, with a variety of neat technological gimmicks such as lasers, toggling platforms, elevators, and flickering lights to give the player plenty to work with. The enemies are intriguingly creepy, I enjoyed the moving lava segment and how you thoughtfully made it stop to prevent overloading the level, the darkness gimmick is especially well executed, and the rising lava section at the end isn't too demanding considering everything that comes before it. The level isn't without its issues, though. One consistently present problem is that all the detail, though excellent-looking on its own, made it more difficult to tell what's solid and what's not. It's mostly not a big deal, but sometimes the scenery will look similar to a platform and it'll be a little unclear how you're supposed to progress, especially where laser generators are concerned. This isn't helped by the fact that the laser sounds are playing through the ENTIRE level despite only encountering them a few times, so that's annoying at first but eventually I started to tune it out and it loses its effect as an indicator. A better way to do this in a level this size would be graphically, like removing the sound but making them a different color or faded scenery versions when they're about to appear (and don't make them lava, that's mean). Also, the ghost coins don't accomplish much of anything, and look like regular coins. They could reward you with a Mushroom or 1up or something. Another potential problem is that the midpoint should be just before the block train, because it has an unclear path and you have to redo everything because of it if you die. Finally, the explosion at the very end nearly knocked me off the pipe and into the lava near the star, and that would be another incredibly lousy way to die. Other than those, this level is quite good. It's immense, it's got a ton of exploration, an interesting story, and a lot of challenges to keep the player invested. It definitely requires frameskip-disabling though, so take note, players!
Joey (8.0/10)
This was quite an interesting level. The thing that bothered me the most was how much was going on graphically, to the point where it was hard to tell what you can jump on and what you can't. There needs to be more differentiation between what is there to look cool and what is there to be useful to the player; it's great to make the useful stuff look cool, but do so in a different way from all the other cool stuff. I had a lot of lag playing this level, but was able to finish it. Pretty good overall.
Layla (9.3/10)
This level has a truly astounding atmosphere, and a truly astounding on nearly everything it does. The music plays onto the downright astounding graphics, using modified versions of GFX I've seen before as well as a lot of new custom stuff that adds onto this subterranean lab kind of them to it. I couldn't count the number of different gimmicks you used and the fact that you used them all flawlessly. You put a LOT of different things in this level, whether it's the gimmicks (hello flickering lights, flipping platforms, lasers, etc), NPCs (Hello grudge girl) and tileset mixing (Hello Steins;lab). What's an issue with the level? Maybe it's just because of my computer and how incredibly slow it moved, but I didn't have too much fun playing the level. I would also like to point out towards the end there's a toad placed right under a warp pipe. That toad is in a godawful position. The switch from that trippy industrial music to the SM item room music also eats at the atmosphere at the end of the level.
Valtteri (8.8/10)
The floating Jesus is pretty weird. =P This level is filled with detail. It looks absolutely gorgeous. It feels like an underground laboratory research central thing. It's perfect! The lasers are old but still cool. I'm not a fan of the platforms that constantly disappear for a few seconds, they just feel like a waste of time for me. While the level gets really creative with all the explosion effects, and varying platform rides, the weird-looking enemies kind of ruin it for me. Not entirely but they affect the atmosphere. Or maybe it's just me. Maybe the silly looks of them supports the overall atmosphere a Mario game should have. They're still zombies, though. :/ The malfunctioning lights near the end are really cool, it really feels like a blackout with the flashing. Good job on that. Thanks Mario =D
zlakergirl357 (9.4/10)
A stunning level. The design in this level is amazing and innovating. The whole concept of the level is amazing and very original. The gimmicks in this wasn't that well used however it they were nice additions. The atmosphere is what you nailed in this level. The placement of the different NPCs was well, however a bit overwhelming. Overall an amazing level and I loved it! I can imagine this winning the contest. Guess: Shinbison-Kof