Turtwig wrote:The part where you step on a certain location and a whole path opens up (sort of like in NSMBWii) was very well implemented, and I have never seen it before in SMBX.
http://www.supermariobrosx.org/forums/v ... =64&t=7737
Anyway, my review:
This is certainly a neat level. It's pretty much just an average Basic Grass Level, except there are certain areas where SMB3 Bob-ombs can be used to blow up bricks and access secrets. Sure, it may not be anything too special, but it's implemented well for the most part. However, there are a few problems with the level. First of all, there isn't enough indication for the first fake wall; you should have the blocks curve away from the indentation at the bottom like the others (one unit should be enough). Second, due to the Bob-omb generator above the lake beside the halfway-point, it's really easy to blow up the bricks above the pipe that leads to the secret star's section for what's supposed to be, you know, a secret. I recommend removing that generator and forcing the player to use a bomb from the Show 3 generator; it's a bit tricky to blow the bricks up like that, but possible, and much easier to do than blow up the bricks in front of the pipe in Section 8 leading to the key and keyhole (so don't try and argue that you
wanted the secrets to be easy to reach). Due to the various Piranha Plants in between the Bob-ombs and the bricks combined with the placement of the sizable at the end of that section make it
extremely difficult to blow up those bricks without taking damage. Even if you intended for the bricks to be destroyed with the Koopa shell, that section is designed so that first time players will use the Koopa's shell to destroy the bricks blocking the Ace coin. On top of that, the bricked-pipe isn't visible from anywhere besides the end of that section, so first-time players won't even know that there are bricks to blow up in the first place, almost guaranteeing that they will have to play the level a second time (at least) to reach the key/keyhole exit; at least allow the player to see the bricked-pipe from where the Ace coin is. On a minor note, the mushroom in Section 2 is accessible right after the first ? block power-up, and it's a bit annoying when the second power-up is guaranteed to be a basic mushroom.
Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-Bomb-able blocks' implementation is well done for the most part.
-Block placement is done well.
BAD:
-First fake wall is unintuitive.
-Super-easy-to-reach secret contrasted with a really-difficult-to-reach secret (Koopa shell excepted).
-The bricks blocking the key/keyhole exit are nigh impossible to blow up.
-The second power-up is a mushroom.
In conclusion: It's a pretty good level overall; the bombs are implemented relatively well, but it's nothing that will blow you away. I'd say this deserves a 7/10.