============================================================================================================== JUDGING NOTES ============================================================================================================== - For contest and "scoring" purposes, all disqualified entrants from me count as an F for me, regardless of how I actually feel about them. - Anything that's written in "Other Notes" are comments, quips, statements, or just me fooling around and are not to be factored into my verdict for a given level. - Counterfeit's judging file has a better format than mine and I hate her and her guts for it. - If for some god forsaken reason the above person wants to go anonymous for this judging again, Lightvayne, replace that person's above name with "Judge 2" and "her" with "their". - Why am I talking about that stuff here? ============================================================================================================== Entrant: Sockbat Replica - Fortress Castle Commentary: Right off the bat, you have miscolored stone blocks. The choice of palette overall is inconsistent and questionable, to say the least. The general FG/BG compliment a forboding setting and the lava, Podoboos, and Lil' Sparkies are rather fitting (being fire and all) but everything else sticks out like a sore thumb, literally. A palette for the Thwimps, rocky platforms, and spikes really would've helped them out. The level itself isn't rather fufilling. The second Thwimp is bound to hit a player on their first run into the level; and there's nothing really in here to make the level all that interesting to play through, not to mention it just... ends. There's no mixing anything up to make it feel fresh- just the usual motions and all that jazz. Verdict: Unfulfilling Other Notes: You could argue that the Sparkies are actually electricity, but they always struck me as fire more than anything else, but details, details... ============================================================================================================== Entrant: Hadron/zigil1 - Sky Adventure Commentary: This one's pretty well overall despite nagging issues holding it back. There's a fair amount of stuff to check out in the level and it accomodoates to a number of playstyles to a good level. However, there is a major "shortcut" you failed to take into account, shortly after halfway through the first half, Mario can just jump over the top of the screen and casually make his way to the exit pipe (though he'll miss the checkpoint). The next instance of this isn't as bad (since it's near the end of the level and actually looks like it was intentiona), though. Verdict: Enjoyable Other Notes: SUPER SUPER SUPER SUPER ============================================================================================================== Entrant: Purple Rex/Mario's Hat - Athletic Something Commentary: Pretty enjoyable, if I must say so myself. I don't really see anything outright wrong in this, other than the odd use of the trees growing out of each other. (You should know what I mean by that.) Everything from beginning to end was just handled right. Verdict: Favorite Other Notes: My favorite part of the level is when Mario (unknowingly) eventually falls into the pit back to earth during his victory march. Man, what an idiot. ============================================================================================================== Entrant: Gamma V - Bullet Bluffs Commentary: Verdict: Enjoyable Other Notes: ============================================================================================================== Entrant: Javier - Hills And slopes Commentary: Entrant has been since permabanned from SMWCentral for reasons unrelated to this contest, but this entry will be judged regardless. AxemJinx (Axem) has a term that refers to levels that consist of obstacles that require little to no difficulty dealing with called Jump Over Everything (or JOE for short), and this level fits that term for the most part. While the terrain is somewhat varied (the slopes mostly), there is never any challenge thrown at the player. Well, other than the gap on screens 0C-0F, but that's due to how high and easily unaligned the Parakoopas are that taking damage from (or falling into the pit) is almost a guarantee for blind players. After that spot, the level goes back to being just as easy as everything before that point. Oh yeah, the level has a bad sprite memory header- the Banzai Bill causes Rexes to disappear. Verdict: Unfulfilling Other Notes: The official version that was judged was the updated "Chocolate Level Design Contest", which is really just the original version of your entry but with a brown palette, altered layout in one spot and the level as a whole is three screens longer. (Way to be misleading with your description.) Not that it really matters here, however. The quality of both versions is overall low. ============================================================================================================== Entrant: SilverSwallow - Road to Larry Commentary: This is a pretty neat take on Valley of Bowser 4's concept as far as fitting in the original SMW goes. Nothing extraordinary or to write home about, but pretty competent regardless. Just about everything clicks together well. Verdict: Enjoyable Other Notes: ============================================================================================================== Entrant: GlitchMr. Commentary: The Baltimore Ravens vs Denver Broncos 2012-13 Divisional Playoff Game was probably one of the most exciting (and "nerve-wrecking") games of football I've ever watched. Despite me going for the Ravens this entire season, I Denver to take this and send the Ravens home. They almost did, too, until Joe Flacco threw a deep ball to Jacoby Jones with less than 40 seconds left in the game to tie it. How did the Baltimore Special Teams get burned twice by Tridon Holliday? How did Rahim Moore let the game tying FG happen? Corey Graham is the goddamn man with picking off Peyton twice, the second one helping lead Baltimore in making a 47 yard field goal to punch a ticket up to Foxborough (thanks to Justin Tucker, btw). Is my incoherent fanboy showing? Even though the Broncos were statistically the better team going into the game, Baltimore showed that they wanted to win that game more. Next season is going to be a rough ride, though. Verdict: Peyton Manning is a great quarterback, but he downgrades badly during the playoffs. Other Notes: RG3 actually went to the High School in the area I live in. ============================================================================================================== Entrant: luigiman09 - Random Double Path Commentary: I'll come out and say this right now. This has to be one of the ugliest palettes I've ever seen in a Vanilla contest entry. Nothing about it looks neither pleasant nor pleasing to the eye and it looks like you just randomly threw together in a matter of seconds. As for the level, it's not good at all. The left door leads to an auto-scroll (which feels arbitrary) sublevel where the strategy is basically Jump Over Everything (also known as JOE Syndrome). The only real trouble comes from a Amazing Flying Hammer Bro (AFHB) you have to jump on, but since the level is located on a submap, this is made annoying than it should be (Note: The frequency of their hammers is faster if the "parent" level, in this case 1C, is on a submap.) The right door leads to another annoyingly low AFHB and a pointless, fruitless, and meaningless Star Run over a Muncher Pit that can be barrelled through easily. Both sublevels lead to a small room with a Flower and a checkpoint, not like either is needed (knock on wood) that takes you to another room that has the grass actually have dirt textures. After a pointless P-Switch grab to get past to walls, you'll have to deal with Lakitu- but the large abundance of slopes makes his Spinies non-threatening in the slightest, and the excess Koopas can make getting rid of Lakitu himself an easy task, nullifying any challenge the rest of this level could throw at you. The following room contains even more non-threatening enemies, another remarkably easy cape (there's one RIGHT BEFORE the pipe), a boatload of coins, and the Goal Sphere. The level as a whole just feels very uninspired, thrown together, and ugly to look at. A waste of time, you could say. The initial FG position for level 1C is too low, by the way. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: sokobansolver Commentary: Nice concept, but it would've helped out wonders where I was supposed to go. I felt like I was just endlessly wondering around and just stumbled upon the goal through sheer dumb luck. Even puzzle/labyrinth-type levels should at least try to help out the player on what to do, where to go, and all that jazz. This... doesn't really do that. You're just thrown into the level and are expected to figure everything out on your own- even if what you're doing is correct. That especially goes for entering one room in a certain spot and are required to go to the "real" entrance of the room just to reset the layers so you can continue on your way. There is a secret exit, but it's just not worth the trouble here. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: Ladida/"Bonni"/Ladidadidadidadidadidadidadidadidadidadildodidadidadidadida/SuperSmashCombat Commentary: If I were to describe this level in two words, it would be "Unncessarily Stupid". Right out of the gate, you put the player in immediate danger of taking damage which is practically a guaranteed hit if you're Big Mario. There's two instances of "Instant Difficulty, just add Generator" arbitrarily placed in the level, the trek over/under the three Volcano Lotuses with a Chuck at the end is 1-2 too many when there's no variation whatsoever in the run. (Holding out on telling the player that the "correct" path requires something from a "wrong" path doesn't help matters either.). Every single Yoshi Coin save for the last one (obvious reasons) feels like a pointless waste of time especially when most of them put Mario at a risk that often isn't worth it. Oh, and there's also some forced P-Switch waiting out even in this case it's only a couple of seconds long. Jimmy52905 sux btw The power-up and checkpoint distribution is also stingy. The first (and by all intents and purposed "should" be the "only" one in the level is on screen 0A, but you'll be backtracking a small bit anyway so it's really in the realm of 0F-10. The second one is in a spot so counter-productive, why even bother to get the thing? The checkpoint in the level was a suprise to me, since I intially thought that there wasn't even one to begin with! It requires the Springboard in the first "half" of the level and use it. Oh, don't forget that there's a ceiling of spikes above the door that LEADS to the checkpoint (they're hidden from view thanks to the camera) and the room is just stupid anyway- it's protected by two Volcano Lotuses and a Cheep-Cheep generator. The checkpoint is roughly placed 1/2-3/5 into the level, but the post- checkpoint section of the level runs by so fast that it feels shorter in comparison. Did I mention that there's another instance of Big Mario Discrimination (otherwise known as BMD) Aesthetically, the palette choice looks pretty great and the underwater theme fits better than expected. However, none of that can save the level from what it is. Verdict: Not For Me Other Notes: That's an interesting intro screen. ============================================================================================================== Entrant: KY2010 - The Terrible Whiteness Of A Sadistic Castle Commentary: "It's somewhat fairly hard and I tried to aim it being an original SMW level as much as possible." I'd say that you only succeded at that as far as aesthetics and the first room go, arguably the second room as well. The level starts to look bleak in the second room (the layer 2 one) because you're suddenly expected to rush in various instances since "safe zones" are hardly marked for the player. "Safe Zones" you get no breathing room whatsoever and often you're strange bedfollows with a "persisitent" enemy, whether it be Dry Bones, Bony Beetle, or some Grinders. Because "Sure, why not?" "Sure, why not?" best describes this level, because everything beyond the checkpoint just feels like they was arbitrailly added in. The ice path is just dumb with its low-ish ceilings percision jumps (with single tile platforms over grape kool-aid/lava) and some Parakoopas you'll encounter mid-jump because "Sure, why not?". The Magikoopa path just comes off to me as a less offensive version of last year's VLDC entry "Kaleidoscope Castle" (minus that level's poor contrast)- in which both levels overwhelmed the player with constant danger all around them but this one also throws in an auto-scroll so you're forced to go at the pace the author wants you to go at WHILE dealing with all of that overwhelming nonsense. "Sure, why not?" There's also a key in the level, but who in their right mind would want to go for that with everything else the level throws at you? Maybe Incognito/GN, but he was a masochist in a past life >_>. It is far, far more troubling than it's worth. Verdict: Not for Me Other Notes: plzdonthurtmegn ============================================================================================================== Entrant: notgoodwithusernames - Concussion Mountain Commentary: You seem to have a knack for constantly trying to kill Mario whenever possible (read: all the time). Pent up rage? Prefer to have Luigi as the star character? Are you a sadist? Kidding aside, this was a neat level with how the obstacles were distributed. It certainly looks more intimidating than it actually is (referencing my above statement), which isn't a bad thing. Proper inclines, proper length, (almost) proper visual appeal, proper nouns. I have complaints about some of the palettes, but they're mostly trivial. (Palette 9, namely.) Verdict: Favorites Other Notes: Glitched Graphics Thwomps! ============================================================================================================== Entrant: AirMario - Entry Commentary: Outside of the terrible palette used for the FG and BG, this level is a display of how influential SMWHacks 101 style of aesthetic design is for all of the wrong reasons. The terrain looks abstract for the sake of it, which in turn is just distracting as hell. The afformentioned palette looked like it was thrown together with no regard of actually making it look good at all and was just better off not touched at all. As far as how the level itself plays out, it's mediocre at best. It's another JOE syndrome level despite the narrow corridors owing itself to how random the enemies feel placed int the level. Not much else can be said about this entry, though I do expect AxemJinx (Axem) to tell us about his walk to the store this morning. *cough* Verdict: Unfufilling Other Notes: ============================================================================================================== Entrant: Morsel - Entry Commentary: Overall, a decent level with nagging issues. Verdict: Ambivalent Other Notes: MorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorsel MorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorsel MorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorsel MorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorselMorsel ============================================================================================================== Entrant: Shog - Ashy Plains Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: Magiluigi/Magi Commentary: Verdict: Enjoyable Other Notes: ============================================================================================================== Entrant: Aquamentus - Lava Mansion Commentary: While this level certainly looks like an SMW-based firey ghost house, a lot of it just feels like a pointless waste of time. It utilizes fake doors until you realize that the solution is always the hardest/most annoying task to endure. Using the P-Switch/Springboard to make it to the checkpoint is just a dumb timing game (especially if you don't plan on taking any damage) with a little bit of luck thrown in to really drain out the P-Switch's timer. The P-Switch shenanigans continue into the second half with some close calls with taking an incinerating bath. Why? Because the Boo Streams (or "Lasers" if you will) just like to oh so get in the way of progress. The checkpoint is also moreso for the secret exit, which hilariously enough is just the regular exit with some extra spice added towards the end (this is one of those levels that basically have you play it twice for both exits). It's as if you wanted the level to be a red one, so you just slapped something together at the end and called it a day. The level as a whole isn't outright BAD, but it is seriously feels like it could be much more than it is currently. Verdict: Unfulfillingly Ambivalent Other Notes: Bowser's flying around a magic floating sign. I think he got bonked on the head a little too much. ============================================================================================================== Entrant: ShadowPhoenix - Choco(late) Mountains Commentary: A pretty simple but effective- yet somehow lacking- level that also has a nice aesthetic appeal to go along with it. It can work very well as an early-ish game level, but that's not a bad thing. My issue comes from how abundant the "jump over this guy" setups are and the lack of height that should really get the level even more engaging instead of the typical "JOE" aura that makes itself present. It picks up late into the level, but by then, it's too late. Much like the 49ers in Super Bowl XLVII, for a little (American) Football "humor". The time limit is also a little too short. Someone that's akin to explore the level, and there is a little bit to check out, may notice the sub-100 seconds timer play during a blind run. The first Yoshi Coin is placed in a non-intuitive spot that is not marked at all, to boot. Verdict: Ambivalent Other Notes: Colin Kaepernick is a pretty damn good quarterback, though. ============================================================================================================== Entrant: Yan - A Haunted House Commentary: There's a lot of arbitraty and nothing in this one, however much sense that makes. This level is marjorly straightfoward item fetching to use here or there. There is some decent platforming on the road to the Shell you need to continue, but once you obtain that, the rest of the level ends up being runs through largly empty areas to do this or that. Boring and suspectable level padding, basically. One notably offending case is a small room where you need to find a block that contains a P-Switch, but it's not marked. This is pointless because (1) the block you're looking for is the very platform the Koopa is standing on, and (2) using a Cape that the same room provides you is must more efficient than the recommendation of the Koopa. Instincts told me that there had to be mroe to this level than I saw already, so I looked through this level in Lunar Magic and discovered that there is actually a secret exit inside- a poorly marked one in every sense of the word, too. The secret exit room is an almost standard autoscroll level ("almost" because it uses the Butter Bridge scroll) with some Boos and a couple of Chucks sprinkled and an Instant Difficulty Eerie Generator thrown in for flavor. This part of the entire level is OK at best since, like I said, the Eerie Generator does most of the work for this part of the level. Though a lot of the time you'll be doing, well, nothing. Style can only take you so far. Prioritize quality levels over a pretty picture. Verdict: Unfulfilling Other Notes: ============================================================================================================== Entrant: Doopy Buckride/DerpyBackslide - VLDC Entry Commentary: Types of submissions that are recurring in every major official sitewide event (collabs, contests, C3, etc.) are ones that try to include as many level themes into them as possible with no regard to flow or cohesiveness. This entry is no different from those. In addition to that nonsense, this level contains a fair amount of bad decisions and disproportionate rewards- starting with the grassland's multi-coin block, Yoshi Coin, and blind dropoff (near the end); the cavern's narrow corridors and another blind dropoff (again near the end), the Ghost House being a glorified luck-based door maze and the surprise attack from a Fishin' Boo in the castle segment. For those that didn't play this, trust me, there is a lot more to this level than I'm bringing up. There are also "lenghty" (as in at least eight screens long) night sky and underwater segments. The entire thing just feels very uninspired and serves to be one of "those levels" that I mentioned at the beginning of this writeup. A waste of time, basically. Definitely nowhere near the worst contest levels I've played, but once is definitely enough here. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: THY/twoheadedyoshi - muSTARd Nightfall Commentary: Amazing visual appeal- everything clicks together extremely well. On the level front, it's more fitting for an early-ish spot in a full game, owing itself to the easy to overcome setups and the enemy distribution is mostly grounded ones that can all be dealt with very easily. Yes, even for the ones that have the advantage. Verdict: Enjoyable Other Notes: !!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!! ============================================================================================================== Entrant: Punk Sarcophagus/Sarco/Coffin/Giant Shy Guy/some dinky large enemy Commentary: Two levels masquerading as one, though as a whole it plays respectablly well. Verdict: Enjoyable Other Notes: ============================================================================================================== Entrant: MarioFan22 - Cave Escape 2 Commentary: Getting this one out the way, you basically have the player go through the entire level twice to obtain both exits. Imagine having to take a test again even though you got a passing grade for it the first time around- that's basically how that is here. Nonetheless, this level does play like a cavern in the sense of how everything's laid out, but it doesn't feel obtrusive or claustrophic for the most part (that's a good thing). There is a nice use of variety of obstacles and other than a Bullet Bill(x2) encounter near the start of the second section, it remains to be a respectable threat to the player and feels in-place with the level. The bonus rooms feel a tiny bit disportionate, however. The first one is a little tricky to get the P-Switch needed for it and the reward are just a few handfuls of coins, while the other fares out better with it's timed platforming for an extra life. Verdict: Enjoyable Other Notes: Mario really needs to watch where he's walking. ============================================================================================================== Entrant: yogui - A Simple Level Commentary: For such a simple level, there are quite a number of multiple ways to tackle this. Regardless, all of the paths feel the same when you come up to them again. Water portions are partially narrow with a couple of Cheep-Cheeps and a Clappin' Chucks, and dry areas are more open and consist of setups that are easily trivialized. Like I said, these sections are reused throughout the entire stage with little variation in how they're utilized. Verdict: Unfulfilling Other Notes: if i m a uknowwhat u are A55 nub lol gg pwnt ============================================================================================================== Entrant: levelengine - How did I get here? Commentary: This one really could do a lot more with the "gimmick" of rising/falling water. There is some potential with how some obstacles present themselves (Turn Block Cheep-Cheep, a few footballs, etc.), but it never takes off from there. The difficulty remains consistent throughout- never really getting more or less difficult. Verdict: Ambivalent Other Notes: ============================================================================================================== Entrant: Hawthorne Commentary: The FG/BG palette is pretty nice and there is a nice variety of of enemies along with the platforming in the level, but that just about ends everything positive I have to say about this one. This level is a waste- the entire thing is comprised of jumping over grounded enemies and jumping on falling platforms ad nausem. This leaves a respectable amount of potential to make this a true standout entry, but all of it is squandered. There are approximately three platforms where you'll need to stand on them for a slight moment longer before continuing onwards, and two of them are shortly after the checkpoint. To wrap this up, the powerup distribution is a lopsided one, while one is essentially at the beginning of the level, the second one is right after the platforming secquence after the checkpoint- but at which point, the level is about 75% over anyway. Verdict: Unfufilling Other Notes: ============================================================================================================== Entrant: Dark Mario Bros - Chocovanilla? Commentary: I don't even know where to start with this. In a word, it's terrible, just terrible. When not having to deal with the not-so-subtle remaints of Yoshi's Island 1, Oiram has to endure largely ground (harmless) enemies that can be jumped over with no effort, enemies that attack way too soon (Super Koopas), stupid setups that involve a trio of Pitchin' Chucks lined up in a way that practically guarantees taking damage, and a lose-lose scenario involving a pipe cannon. (Hold B and land in front of a Chuck vs not holding B and landing in front of a Parakoopa/Piranha Plant.) Additionally, there are four painstakingly easy extra lives to obtain, leaving me to question how hard did you consider to implement them into the level. Furthermore, there is another instance of "react on entrance immediately or get hurt (midway entrance) and "Instant Difficulty: Just add Generator" (also at midway entrance), neither of these help at all with redeeming the level. The visuals are OK, but nothing I would call great. Verdict: DISQUALIFIED - Not Vanilla Other Notes: ============================================================================================================== Entrant: Mr.Blue Yoshi - Boo's Forest Commentary: I question the requirements for promotion in Big Boo's army if strongest troops aren't even close to posing a formidable threat. This level is almost a literal case of Jump Over Everything, with the exceptions coming from a couple of Grinders (where you run under them instead) and Boo Rings (which mostly consist of pointless waiting around doing nothing). Big Boo also hilariously failed to spawn for me the first time around- forcing me to suicide. The aesthetics of the level are standard SMW fare- nothing terrible, but nothing to talk about either. I'm just padding this writeup out. Verdict: Not for Me Other Notes: ============================================================================================================== Entrant: tjdtsnsu-snails Commentary: Arbitrary, pointlessly long, uninspiring, dull, and boring. What more needs to be said? Verdict: DISQUALIFIED - Uses castle bricks and a Switch Palace Switch as passable objects. Other Notes: ============================================================================================================== Entrant: ShadowFire - Forest Stroll Commentary: This is a little stroll through a forest level. It's rather fitting for an early game setting with the way everything is setup and whatnot. The aesthetics look appealing and contain some extra variation while not going into the territory of being abstract or distracting, which is a nice plus if I must say so myself. Then the level just ends. Seriously, this level is short. It feels like you only played half of your hand during a round of Poker and just folded before you truly got anywhere. While a longer level isn't necessarily better and I think you chose to take a safer route this time around compared to your entry last year, but this one feels lacking of meat. Verdict: Unfulfilling Other Notes: Hopefully this was the correct level you wanted judged this time from the getgo. *cough* ============================================================================================================== Entrant: Blue Leaf - Sky Island Commentary: No real complaints here; this is just an overall very well made level through and through. From the steady difficulty curve to the consistent interest curve to the overall aesthetics utilized, this whole is greater than the sum of its parts. Verdict: Favorites Other Notes: ============================================================================================================== Entrant: Dakress - Grand Galleon Commentary: Overall, it feels like I'm doing nothing throughout the level. There is a boatload of open area from start to finish that has nothing all that engaging to deal with. There is so much open space and so little of that area is covered by enemies that it really feels like the terrain was built first and the enemies were added later. The first half of the stage handles this better, but it's offset by the very, very slow pacing of it. The transitions into each section is done very well, something that you normally don't see in levels or hacks all that often. The settings of each of the areas are done very nice to help it out, too. However, style can only get you so far. Verdict: Unfufilling. Other Notes: ============================================================================================================== Usless Entrant: Zmann - Negative World Commentary: Sequel Levels, huh? The vertical portion of the level feels off. It feels complete, yet incomplete at the same time. I suppose it could be due to the short length of it. I'd say The rest of the level I'd say is alright. It feels slightly emptish until after the checkpoint, where it takes off. Boos until then don't pose a threat and there is a repetitive feeling to the obstacles. There are some Boo Blocks namely in the level, but they come off as a one-shot obstacle that could've really been used for different setups in conjunction with the other hazards featured. Verdict: Ambivalent Other Notes: Meiling is a better Touhou than Reisen ever was or will be. So is Yuuka. And Yoshika. And Kasen. And Seiga. And Parsee. And Tewi. ============================================================================================================== Entrant: Marioyoshishade - Blazing Desert Commentary: When I saw the title and intro screen and the palette you used in it, I was hoping that this would be a red herring in the sense that the level at hand wouldn't look that bad. I was wrong. The palette choice you made for the FG is poor because of the lack of any proper shading, which makes everything look uglier than it should be. The base palette is practically a gradient, after all. Regarding the level itself, it's nothing interesting at all. The terrain just feels very plain and thrown together while the enemy placements come off as if they were just thrown on top of it. While virtually none of the hazards of the level ever truly are an actual hazard, everything can be especially trivialized by sticking to the top path at all times. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: Everest700 - Land of Mystery Commentary: The setting you have here is great-looking but not what I would say was used to its utmost potential. The color choice you chose to give off a dusky mountainside, but it only applied to the FG (sans blocks and pipes) and the BG. The sprites really could've helped out the setting as well. The level plays like you have a working foundation, but doesn't feel like it was fleshed out well. You have all of the standard forest spriteset enemies there and they essentially fit, but that's it. In a way, you could say it just ends before it begins. The Diggin' Chuck cavern goes on about two times longer than it should since it's 1.5 screens of doing the exact same slow thing (spin jumping on a rock in a narrow corridor). Quite frankly, I just wanted to tank the hit on the muncher patch and gun for the other side. (This is possible, by the way.) All of this is just for a Flower and a 1up- which is silly since this level also contains a 3up Moon that is far easier to get and it right near another point of interest. The Yoshi cavern section is a tedious exercise in frustration. Having to go at a slow pace in the sublevel to collect edible items with virtually no room for error isn't exactly my idea of "fun"- and it certainly doesn't help that even getting the Yoshi Wings to get out of the area is very easy to screw up- what with everything you need to do. I honestly have a difficult time deciding if this should be Unfufilling (wasted potential) and Ambivalent (what's there works at the bare minimum), so... Verdict: Unfufillingly Ambivalent Other Notes: ============================================================================================================== Entrant: Carld923 - Forest, Cave 'n Mole Commentary: For contest entries that have palettes that set the level in a different area or time of day entirely (ie: underwater, at night, in a dark cavern, erc.), it's common to see people not give Mario the same treatment. So kudos for not being one of those entrants. The setting, while standard fare, is still pretty nice overall mostly due to the palette choice you made. The level itself provides a nice variety of challenges every step of the way, which is good to have when done properly and it helps maintain the pacing of the entire run. There is a hiccup at the start of the cave portion (react immediately or eat pigskin) and the Turn Block junction shortly after the checkpoint (Mario can easily hit the underside of the route he didn't take and get the prize easily), but that's about it. Verdict: Enjoyable Other Notes: I went left and died. Jerk. ============================================================================================================== Entrant: HyperMario - Frozen Wonderland Commentary: Length wise and stand alone, this level seems more fitting to have multiple checkpoints which would make each section of it feel "complete" Having the checkpoint at the end of the first section just feels lopsided. Similarly, the entire third section could've been absent from it since it feels the most "out of place" of them all and as if you were just draging it out. The overall level is alright. It fits well in an early-midgame type setting in challenge while reamining interesting to play and the palette choice is pretty neat. The semi-cramped nature of some sections of the cave area and the repetitiveness of the last area (glorified Koopa hopping in a way) Verdict: Ambivalent Other Notes: ============================================================================================================== Entrant: Archie - Rocky Land Commentary: This is an interesting level- it in general works out rather well from start to finish. However, I don't like how the level feels to just pad itself out in the later portion of it. It presumably continues on inside the mountain itself but plays nothing like anything that lead before it. To boot, it feels like all of that stuff would be better off expanded upon in its own level. The "play most of the level twice" factor doesn't help matters either- in fact, I was surprised to see that the door at the end of the shifting mushrooms room (sublevel FB) lead on to the rest of the level and just wasn't a reset door that I assumed. That's not to say that I have some issues with the outside sections either. The falling rocks (or at least the first one) in sublevel FC don't exactly allow for a "proper" reaction time when they spawned. The second one is only slightly better in this regard despite a more cramped setup. The P-Switch and its at the end of that section is akin to a circle, as well. There's also the matter of the Splittin' Chuck near the start (one of the Chucks jump into the pit and I feel that a Jumpin' Chuck would've been a more beneficial choice. Regardless of my above complaints, this is an overall adequetly designed level. Verdict: Enjoyable Other Notes: ============================================================================================================== Entrant: 1UPdudes - Dino River Commentary: AxemJinx (Axem) has a term that refers to levels that consist of obstacles that require little to no difficulty dealing with called Jump Over Everything (or JOE for short), and this level fits that term for the most part. While the terrain is somewhat varied (the slopes mostly), there is never any challenge thrown at the player. That sounds familiar. The quote above that I made on Javier's entry can very easily fit here. The mellowed palette you used for the FG/BG and it's not often you see Yoshi in contest entries, but none of that can save this level from being a mediocre jump on/over everything excursion. Hell, even Yoshi is treated like a disposable object here (only being needed for a Yoshi Coin at the end). Verdict: Unfulfilling Other Notes: ============================================================================================================== Entrant: ferrety111 - Fine Line-Guide Ride Commentary: Pretty solid, I'd say. A nice level concept (or "gimmick") that keeps its head on all the way and doesn't get caught up in anything else. Pretty basic stuff at the core, but it just goes to show that you don't need a gimmick or to take risks to make a competent level. Verdict: Enjoyable Other Notes: The last entry I played before this one was Cave Escape 2, which came to be because Mario fell and found himself in a cave. I read the level intro to this one and... ...wow. Get your act together, Mario! ============================================================================================================== Entrant: Guinimo - The Distant Island Commentary: This one looks like it tries to do something new with Yoshi's Island 1/2, but ultimately falls flat on its face at the starting line. Ignoring the obvious vibes of those two levels, the level itself is largely flat terrain with grounded enemies that rarely- if ever- pose any real threat to the player. They're just literally going through the motions ad nauseum with nothing around to break it up at all. To be frank, a waste of time. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: Ripperon-X - Weaklevel/Entry Commentary: Weak level indeed- this feels remarkably phoned in. Everything from the terrain, to the aesthetics to the gameplay in general carries a "meh" feeling, as if no serious effort was put into it. There's not much I can really say about it. It's one of those levels you have to see in action for yourself. Verdict: Unfufilling. Other Notes: ============================================================================================================== Entrant: Kenny - Sunrise Mountain Commentary: "Claustrophobic" is what best describes some of this, though there are other glaring issues infesting this level. At both the start and midway entance you ambush the player with having them have to react very quickly (as opposed to a few seconds of breathing room) or they'll take damage. Requring the player to be forced to wait/lead out enemies in very tight corridors then proceed onwards- capping it off with another tight squeeze and low ceiling/ platform jumps that's sure to do Mario in at least a couple of times. One notably horrendous offense is near the level that is one of the most blatant examples of Big Mario Discrimination I have ever seen and makes me think that this level was designed and tested with Small Mario in mind only. Blindish drops are also present (screens 03 and 10)- with it often being too late for Mario to actually adapt to what he needs to get by here. The setup at the end with the AFHB and Volcano Lotus is just a dumb game of waiting for everything to line up properly since the time frame window for it is very small without getting hit. The power-up distribution is also odd. The first one is slightly out of place (to the left of the entrance "guarded" by a Monty Mole that jumps into the hole. The next one is just a waste of time trying to obtain since you're more than likely to get damaged while trying to work for it- prompting the player to just forgo the damn thing. The third one is an invisible Mushroom that is slightly out of place and has no indication of where it would be, and the remaining two (one in the cavern area) are mostly fine. Verdict: Unfulfilling Other Notes: ============================================================================================================== Entrant: PatPatPat/Patgangster Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: Underway - A Thousand Burning Skulls/Fierce Fire Flow Commentary: The atmosphere looks very pleasing and non-obstructive, not that I expected different from you anyway. The palette helps give off the firey tone of the level without being too harsh, a complaint that was made about last year's Apocalyptic Ruins. From the core gameplay front, it plays very well from start to finish- well, except for two major issues that really should've been tested better. The reset door that's supposed to be used in the event the P-Switch segment goes wrong not only sends Mario to the goal room, but it also kills him. Additonally, the P-Ballon part- while it is optional instead of continuing to use the raft up to that point- requires perfect timing to collect it and to utilize every second of it it to the very end. This essentially means that the player will need to have advanced knowledge of the level, something that should not be expected of them from a blind run. Nonetheless, it's an excellent level, but stupid mistakes hold it back. Verdict: Enjoyable Other Notes: :3 ============================================================================================================== Entrant: TomPhanto - Kumquat Cavern Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: Snifit - Forgotten Fortress Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: PowerNewTop - Ghost Tower Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: Hobz Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: EvilGuy - Mushroom Fields Commentary: Verdict: Ambivalent Other Notes: ============================================================================================================== Entrant: chineesmw - Autumn Forest Commentary: This one is contains some inconsistency. You have dark platforms that aren't safe to walk on, you have dark platforms that ARE safe to walk on. You have trees blocking the view but have platforms behind them that are safe to stand on. You have trees blocking the view but have platforms behind them that AREN'T safe to stand on and you'll just fall through. Mind you, this is all the first part of three. Surprisingly, the remainder of the level feels better on this, but the gameplay itself feels unrefined and more like you prioritized style over substance. The "spooky" section of this level just amounts to five Boos and a slightly darker color palette before going back to the setting of the first section. The bonus music also doesn't fit the setting of the level at all. Verdict: DISQUALIFIED - Violation of Rule 5.b (5b. You may ONLY use foreground graphics for foregrounds, background graphics for backgrounds, and sprite graphics for the sprite(s) they were originally used for. You may NOT use overworld, cutscene, or any other miscellaneous graphics in the level.) You used Ghost House platforms as passable objects when they originally were not. Other Notes: I don't see the point of you including a TXT file that contains nothing in it other than "Made by Chineesmw" in the filename. You could've easily did that in the intro level message of your actual entry anyway. ============================================================================================================== Entrant: GloomyStar - Mountaintop Bridges Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: Caracc - Colorsplash Castle Commentary: ...The FG/BG palette is absolutely hideous- hideous to the point that I think that it was intentional. Making a greyscale is perhaps the easiest thing one can do in the palette editor and most of the enemies here have a properly greyscaled palette. Beyond that, the level has a few mediocre at best rooms that suffer from being underdeveloped (the first, the Piranha Plant, Magikoopa, and Block Snake rooms). The first is just basic stuff, the Thwomp and Autoscroll suffer mostly from being slow claustrophic endeavors. The Piranha Plant just uses two variants of "one" sprite and is slightly less claustrobic (thoug there is an instance of Big Mario Discrimination). The Magikoopa room is designed to give Mario the huge advantage (come on, at least use Turn Blocks), and the Block Snake room can be blown through with more than plenty of time to spare, but you're still forced to wait for the snake to catch up to so he can continue onwards. Verdict: Not For Me Other Notes: Samuel L. Jackson is a real muthafuckin' badass, I agree. ============================================================================================================== Entrant: Lemonade - Molten Magma Meadow Commentary: It's obvious that you spent a lot of time and effort on the atmosphere of the level to make it look as stellar as it does, but on the level aspect though it feels fitting for early game, it's somewhat lacking. You're basically just going through the motions for the most part and being able to mindlessly jump over the obstacles presented. Hell, even some of the Sumo Bros can be passed before they can attack. (I like how you made their lightning/fire cause an eruption in the lava.) It starts to pick up a little after the checkpoint, but by then I feel it's too late. The jumping sequences inside the cave was something I thought was interesting, though I suppose I'm just a fan of those when the timing isn't so damn strict. The small platforming sequence before the cave, while basic, still holds up enough on its own. Overall, there's a working foundation, I feel it just needs to be expanded upon, is all. Verdict: (barely) Unfulfilling Other Notes: ============================================================================================================== Entrant: FPzero & Teyla/FirePhoenix & Tyty - Simmering Stalagmites Commentary: The level as a whole strikes me as being a little TOO generous with power-ups. Whether it's some that are just lying around, inside some blocks along the way, or a double-up station at the checkpoint entry, this level is not in short supply for assistance. Regardless, this level remains to be very good. It provides a nice challenge in a more cavernous setting without being (too) intrusive with the more narrow portions of it. The setting's great and helps the level stand out even more without coming anywhere near being distracting at all. Verdict: Enjoyable Other Notes: What's with you and alliteration? What's with you and the color purple? What's with you and lava/fire? Are you an arsonist? ============================================================================================================== Entrant: Hielus/Agent Q/Chamillionaire64 - Tenacious Commentary: Despite maintaining the same setting in both sections, this level feels like two completely different levels. The first is basic slip-slide icecapades featuring Mega Moles, Bullet Bills, and Ninjis- while the second is an auto-scroll (read: much slower paced) on the uncommonly used orange platform featuing Ninjis and Fuzzies. While both portions individually are quite enjoyable, combined it creates an odd dissonance that just feels like the two halves should be expanded upon as their own full individual levels. Despite the negative tone of this writeup, this level is very good. Verdict: Enjoyable. Other Notes: Fuck you and your goddamn gyrating hips. ============================================================================================================== Entrant: Koopster - The Haunted Forest/Haunted Treetops Commentary: Overall this is quite good. It starts off kinda slow, but quickly picks up to be a nice little level that could fit well around the mid point of a full game. The aesthetic appeal is very nice here as well, from top to bottom, helping the level out even more. I don't have much to say about this entry- it's just very competently made. Verdict: Enjoyable Other Notes: ============================================================================================================== Entrant: (Professor) Egadd - Mountainous Mountains Commentary: How well was this tested? I have had Sumo Bros and Volcano Lotuses not spawn for me, the 10 -> 21 level transition is inconsistent, and there is embarrassing cutoff at the end of sublevel 10 that there's no for it to exist other that this was rushed. That's not to say the rest of the level fares out better (it does, but not by all that much). The level has a working foundation, but it never expands upon it beyond the potential of having to use a Whistlin' Chuck to summon Super Koopas, but even that is squandered. (Chuck's guarding a springboard.) Verdict: Unfulfilling Other Notes: ============================================================================================================== Entrant: bokuNES - bokuSECRET STAGE 1 Commentary: Jump Over Everything is what best describes this level. This level looks like it was made in less than twenty minutes, given how everything is set up here. If that's not enough, the level still somehow manages to get the player to play through the entire thing as much as THREE times for a full completion. It's nowhere near the worst levels I've ever played, but it's far from something I would even call mediocre. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: FrankyC253 - Small Vanilla Castle Commentary: This level has an odd relation with wiggle room. It looks spacious enough, but at the same time, feels very claustrophobic with frequent jumps that are close calls with the spiky ceilings. What there is to the level is alright at best, but it ends before it can really get itself going anyway. Verdict: DISQUALIFIED - Unbeatable. Player ends up inside an endless Bonus Room at the end of the first room. Other Notes: ============================================================================================================== Entrant: K1ngHacks - Deep Dark Cave Commentary: The level comes off as if you did the terrain and added the sprites on top of it as a means of populating it. I'd say the only real natural threats to come from the enemies in this level are a Green Parakoopa (since he has height advantage), one Swooper, and a couple of footballs. There's also a Swooper that ambushes the player mid-jump and has the extra advantage of being obscured by the status bar. You have a midway entrance set up, but there's no midpoint to be found in this level. If the player re-enters the level with a cape, they can fly up over the large wall at the end of the first section and fall through the dirt into the pit below. There's additionally a "beta element" you failed to remove in sublevel 106 that provides the standard cutoff since there was a slope tile beyond the standard level of play that causes said cutoff. Furthermore, it's also possible for small Mario to get stuck in that tiny space where the springboard was, forcing him to wait out the timer. Granted, that would be a case of player stupidity, but stuff like that should be compensated for regardless. You also force the player to wait out the P-Switch for no reason at all. Verdict: Unfulfilling Other Notes: ============================================================================================================== Entrant: Burst Man Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: Jonny Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: RealMarioGamer Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: The Secret Exit Commentary: Verdict: Other Notes: ============================================================================================================== Entrant: Amida - Air Plains Commentary: An absolute, incoherent mess. There is no flow to anything here, as if you just slapped everything together in a few hours at most. It's a poorly developed mismash of ideas that never get the time to be expanded upon. Just abitrary, really. Verdict: Not For Me Other Notes: This would be a disqualification due to one of the exits being impossible to get, but since the goal and (unobtainable) Yoshi wings section both trigger the normal exit, the level is saved from that fate in spite of a keyhole being present. ============================================================================================================== Entrant: Mariocool1999 - Reznor's Fields and Fortress Commentary: Incohesive design- the difference in the halves here are like night and day from aesthetics to the gameplay. The grass section is so broken up into so many tiers that the enemy distrubtion is remarkably sparse, provinding very little challenge- or anything interesting for that matter- for the player. The castle is littered with tclaustrophobic jumps and a sudden spike in difficulty for the wrong reasons. There's also a stupid Yoshi coin to get shortly after the checkpoint that is much more annoying to collect compared to the other four in the stage (spin jumping on a Grinder that follows an uneven path over lava with a low ceiling), which certainly doesn't help matters. Too open then becomes too tight, to put it another way. Verdict: Unfulfilling Other Notes: ============================================================================================================== Entrant: SomeGuy712x - Magikoopa's Fun House Commentary: I must say, this is a really neat level. There's a lot to look out for while not feeling intrusive. It's respectable length and difficulty helps out a lot, too. There's multiple to tackle the level and you're rewarded for doing well in spite of what Magikoopa and Co. throws out you. (I also like how blocks of interest are specifically marked for the player.) It just feels right, really. Verdict: Favorite Other Notes: ============================================================================================================== Entrant: Findoku29 - Jumping and Stuff Commentary: When I saw the level name for this entry, I was expecting this to be one of those "JOE"-styled levels that leave much to be desired. What I ended up getting was a level lopsided with its difficulty while also being annoying, repetitive, and luck based with what you're tasked to do. Bullet Jumping isn't really a difficult thing to do, but having to do it while being harassed by a Super Koopa generator just makes a simple task annoying due to the random nature of how the buggers will spawn. After the checkpoint, the level ironically becomes EASIER to do since the Bullet Jumping and Super Koopas are mostly gone. Having to hop on an Amazing Flyin' Hammer Bro also when the level is located on a submap (making them throw hammers faster) WHILE dealing with the Super Koopa generator returning is an exercise in annoyance. Verdict: Not For Me Other Notes: ^_^ ============================================================================================================== Entrant: Daizo Dee Von/DiddyKaizo100- Platform Pothole Commentary: This is a slow, cramped level that uses obstacles that are both pointless (some Chucks careen right into the lava) and obstructive for the wrong reasons (all the other Chucks). You have the hint at the start that is very vague at what you exactly mean, then you have them break their necks trying to keep a shell alive while in a very narrow corridor with aggressive enemies... all for a damn 1up. However, the level isn't that offensive. When it's not trying to make you have claustrophobia, you're given decent amounts of time to react according to everything else at you and the enemy placement in line with the terrain is respectable. Verdict: DISQUALIFIED - Uses and encourages an "obscure" (using that word lightly here) manuever in order to obtain the secret exit. While blocking the door with a Yoshi Coin (and requiring the player to get all five) is a creative way of making a secret exit, it does not fit the rules this contest imposes. Using the Ex-Animation of the door would've been a better option here. Other Notes: ============================================================================================================== Entrant: neosaver - Volcano Valley Commentary: This one's interesting. There is a working foundation with the level in what you're tasked to do when you start off, but at the same time, the level remains empty in a number of places, giving off the impression that the obstacles are largely isolated from one another instead of a more consistent stream. The Chuck formations were mostly good, especially the one with the P-Switch. The other main problem I have with this level is how you basically need to play almost the entire thing twice to obtain both exits- a major inconvenience and feels like the secret exit was tacked on here. Verdict: Ambivalent Other Notes: ============================================================================================================== Entrant: DPhoenix29 - Burning Boiler Commentary: The level has a polished (especially compared to last year), but very incomplete feeling about it. There's a foundation, but hardly anything is built upon it. Enemy formations are relatively basic, but they're just that- basic. ... Come to think of it, that's essentially what this level is in the end. Nothing poor, but its pretty unremarkable as well. Verdict: Ambivalent Other Notes: ============================================================================================================== Entrant: Poloros - The Great Koopa Gate Commentary: This is just a linear excursion that never expands to be much of anything at the end of the day. It's as if you came up with an idea for a foundation, but don't see it through to the very end. Every aspect of the (core) level is underdeveloped, and it mostly shows with how the enemies seem to serve no purpose but to populate the level and make it seem more active than it really is. Yes, the level breaks off into four other sections, but multiple routes doesn't mean a level can't still remain to be linear. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: Oh Hell No - Complexity, In a Nutshell Commentary: As visually appealing everything looks, there's no cohesion with the level as a whole whatsoever. It's essentially a mishmash of multiple level themes/concepts poorly stitched together instead of finding one or two things and sticking with them. The gameplay is ho-hum at best. The foundation is there, but it never takes off because of the constantly changing themes that took prioritiy. Oh yeah, Bob-ombs carried through the pipe in the forest section show up with glitched graphics. Verdict: Unfulfilling Other Notes: Worry about the actual level first before a pretty picture. ============================================================================================================== Entrant: Masterlink & MaxodeX - Super Amazing Castle w/ Nets Commentary: It's not common to see contest entries that change the entrie palette setting to something else entirely and give Mario the same treatment, so to see that Mario himself wasn't neglected is a plus in my book. However, the level is hampered with a couple of dumb mistakes. For starters, you have the player have to put more work than necessary to get the FIRST power-up in the level. I was tempted to just forgo the damn thing and hope that the rest of the power-ups wouldn't be so annoying to get. Thankfully they weren't, whic begs me to ask "Why even do that in the first place?" The springboard hopping is annoying mostly due to the narrowish ceilings you have to put up with along with the the distance you have to clear from what is basically a complete stop. The 3up Moon is easier to get than either of the above issues I brought up, for comparison. The vertical section is filled with, by all intents and purposes, areas where you're basically doing nothing- what with the lack of any actual dangers to put up with- or anything at all. A lot of downtime, you could say. The lack of compensating for the camera scroll for the power up on screen 07 (It's basically blind where you have to land on your first encounter.) doesn't help out at the start, either. Not bad, but could be a lot better. Verdict: Ambivalent Other Notes: ============================================================================================================== Entrant: 678ruby678 - The Time Dimension Commentary: A waste of time, not to mention extremely lazy. You have the player go through the same room not once, but FOUR times (each with different sprites), but the level doesn't make any notable changes other than that. Hell, for the most part, the level plays the same regardless of the different sprites. There's also some remarkably corrupted graphics in the level as well as some blatantly obvious cutoff that makes me question what the heck you were even doing messing with the BG if you thought that was a good idea. Oh yeah, the lava surface in the final room show glitched graphics. The rooms themselves? Uninspired. The way they're set up allows for Mario to easily stick above most of the danger as if there was not danger at all, there's inconsistent priority with the layer 3 tide, and since the level is copy/pasted into four strongly suggests the sprites were just thrown just to populate it. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: Lui37 Commentary: You sure do like Eeries. Perhaps a little too much, considering the frquency you use the wave motion ones. This was a pretty nice run. It combines Torpedo Teds with ghostly enemies, namely Eeries, to a pretty nice effect without being (too) bothersome. The issue I see here is the above mentioned Eeries, in which their population shoots up while the layout of the dry portions remain the same (read: straightish corridors). It comes off like you played your hand in a game of poker enough to do well, but a little extra strategy could've helped you go even further. Verdict: Not For Me for using a Big Boo Boss at the end. Have some goddamn consideration for the judges next time. Punk. Other Notes: My verdict is actually Enjoyable. ============================================================================================================== Entrant: X-cniS - goat world snes Commentary: Loves or pursues or desires to obtain pain of itself, because it is pain, but circumstances occur in which toil and pain can procure him some great. To take a trivial example, which of us ever laborious physical exercise, except to obtain some advantage from it? But who find fault chooses to enjoy a pleasure one avoids a pain produces no blinded by desire, that they cannot foresee blame belongs to those who fail in their duty through weakness of will, which is the same as saying through shrinking from toil. Get any of that? Pretty incoherent, right? The above paragraph can also apply here in which there was nothing for for the level; as if you just plastered something together and called it a day. Nothing is consistent with anything (other than being inconsistent); nor does it ever come anywhere close to it. Verdict: Not For Me Other Notes: ============================================================================================================== Entrant: tatanga - Bowser's Blocks Commentary: This one starts of pretty slow, but ends up becoming (a lot) better than what I was expecting. However, the timing required for screens 08-09 of sublevel 26 is rather stupid and borders on trial and error/luck. The second half additionally could've used a second powerup around halfway through (75% into the level basically). Other than those quips, the level fares out pretty well. Verdict: DISQUALIFIED - Uses "used" blocks as Munchers Other Notes: ============================================================================================================== Entrant: Pikerchu13/Paikerchu - African Cave of Ice Commentary: Fundamentally, this level works. But with the low ceilings, hazards everywhere, slippery physics, and eventaully auto-scroll, this level seriously pushes the line between hard and unreasonable. Frankly, I would say the tight spaces you have to work with is the biggest problem here, as they're often surrounded by Munchers, Spikes, or some other immediate danger. Somewhat overwhelming, to be frank. It makes a turn for the worse when auto-scroll is thrown into the mix, forcing you to play at the level's pace. Inherently there's nothing wrong with that, but the working room you're given doesn't allow for mistakes. Podoboos will come out from the lava below in unmarked locations and too often you'll be making close calls by design since you'll also be forced to wait out obstacles befor you can make your turn. The level is not horrible, but it should really cut the player some slack. Verdict: Unfufilling Other Notes: ============================================================================================================== Entrant: NoelYoshi & Incognito/GN Commentary: Verdict: Enjoyable Other Notes: ============================================================================================================== Entrant: LuigiTime - Mario and the Quest for the Perfect Picnic Spot Commentary: Lots of stuff wrong here. The length is pretty up there and the pacing is all sorts of shot (arbitrary nonsense in the first half, and underwater sections are self-explanatory). Cutoff is commoplace, the giant pipes- while I see what you were getting at- doesn't come out looking too good, forced power-downs/Big Mario Discrimination. (Narrow corridors with Torpedo Teds). An arbitrary secret exit placed in plain sight, a complete lack of a checkpoint. Overall, it feel like this level was rushed to meet the contest deadline, really. Verdict: DISQUALIFIED - Uses guardrail tiles as vines and (green) water as lava. Other Notes: ==============================================================================================================