New level, a classic castle level with a twist:
Escape from Another Castle HQ9-W44-TRF
The level is best played with Toad: the idea is you've been kidnapped by Bowser, but you don't want to wait to be rescued by Mario, and you escape by your own means. The level is very accessible and humorous, focusing on indirect death for Bowser's minions. It can be played by children playing slowly and methodically, but the level design is also very compatible with a speedrun approach. For people who may have played an earlier version: there are now 1-UP rewards, and mostly, the level has been changed to be even more speedrun-friendly.
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Feedback:
I admit I didn't get it. After we get the leaf, we're supposed to go back to the beginning, then fly again?
Cosmic Ballet!
Code: 7BY-9FD-RLF
Game Boy 30th Anniversary Party!
Code: P3G-HDQ-FKF
I couldn't get past the very first part of Cosmic Ballet despite spinning all I could.
The Game Boy level is
ABSOLUTELY AMAZING. Not only the concept, but how well you made it work and play well and be fun despite all the constraints. Superb.
A very difficult level that I made in fifteen minutes. There are two exits!
I didn't get it. We're supposed to kill the Thwomp with the switch (?), but after that, the bombs are difficult to use without dying, and I don't see how useful they could be.
Swinging snappers was always my own personal fave stage I made in SMM1, the world didn't quite share the same enthusiasm but oh well.
The autoscroll section is mostly copied wholesale, everything else is not the same game, it's not the same content!
So yeah, there are chomps, some are swinging! some are bounding!
And this one takes my old "Flight of the Thwomps" stage idea and, well it's basically a completely new stage that makes use of numerous new SMM2 tidbits....and checkpoints which didn't exist back in the long long ago.
I absolutely
LOVED Swinging Snappers, it's fun and exciting and surprising and fair during the whole level!
A Flock of Thwomps is also very fun. If I'm not mistaken, it doesn't feature checkpoints, but the level is very clear and fair the whole way, so it adds a nice little tension.
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EDIT: more feedback:
I find the level a bit confusing:
- At the very beginning, why a yellow pipe to generate the bombs? That obliges you to turn on two bombs in a row, or the unlighted bomb pushes the lightened one. Is it on purpose?
- Then, I don't understand the use of the trampoline.
- At the part where you lift the bomb with the ! block: why choose to have two bomb explosions needed instead of just one?
- The next section, the one with the many clear pipes before we see the first checkpoint, is VERY confusing. I eventually went past it, but you should remove the unnecessary elements IMHO, because it's unclear, and every mistake means you have a lot to do for another attempt.
Magikoopa Magmacademy
RDG-9B9-L5G
I
loved the first part, but the second part is extremely chaotic with "uh, what?!" deaths, and you have to redo the first part at every attempt.
Skyway Shipyard is intended to have a more focused approach on difficult platforming.
Near the beginning, just after the first pipe, you intuitively jump on the Bullet Bills to cross the gap, and are suddenly attacked by four diagonal cannonballs that are impossible to avoid if you don't know exactly what to expect and what to do.
Enjoyed your Dream convoy level, and really appreciated the concept with objects easily recognisable as parts of the carriages. First part was the most intricate and challenging and then it seemed to open out as the level went on. I skipped the second Bowser Jr as I met him just before the flagpole and it was too tempting to jump over.
My son was full of praise for your Stone, Fire, Spikes and magic level, blitzing through it in his first try. He went back for a WR but no joy. He also liked Wendy's Thwomp castle. Asked for some specific feedback he said "the Thwomps had good timing". Hope that helps!
Thanks a lot to both of you :-) !
Cloudswitch Castle
FMX-77N-2VF
Lakitu clouds are stressful and tricky to use because of inertia and limited use, and the (otherwise great) level would benefit from not being as strict IMHO.
Course Name: A Cool Stroll Back
Course ID: 5YP-V42-08G
Perfect flow and visuals, and great fun, as usual. I love how the way back is different. Superb.
A joyous, typically Mario-esque, fun romp.Thank you!
It Is I Who Notes To That
7L1-9PG-6HF
Yeah, it's awful. But if I didn't get it out, I'd have been up all night thinking about it.
Despite my hate for bouncing obstacles, I actually finished it and had fun. So I liked it.
AAANNNNND I'm done, I've caught up with the thread!