FOREST STROLL by DARKLORDKEINOR
Overall: 2.25/5
+ The level looks decent and has plenty of activity.
+ I like the bubbles...
- Still too short!
- Not much in the way of secrets, challenge, or cohesion (there are some strange block choices, for instance).
EPIC ELITES by JACKALOTRUN
Overall: 1.5/5
+ The gimmick is interesting: fast enemies can be a challenge.
+ I like the bullet bill gauntlet.
- The level is too short and bare!
- The gimmick isn't realy used well; the speed doesn't really alter things that much, aside from making the jumping a bit more tricky.
FAIRY BOY by HALIBABICA
Overall: 4/5
+ I like the layout and look of the level.
+ The second half of the level is a legit challenge.
- A refresher on Link is a near must!
- A second pendant would've been nice. I also didn't find many secrets and the first half was kind of boring aside from the rupees.
MAGMA CAVERNS by SEIROMEM
Overall: 2.25/5
+ Rising lava creates a sense of urgency.
+ The wrapping is utilized fairly well, though there is a lack of optional nooks and crannies.
- The level could use a larger second room w/a checkpoint.
- There are some awkward design choices (e.g. strange enemy choices, TOO MANY BATS IN A WRAPPING LEVEL, awkward and/or overly tight jumps, etc.). These poor design choices combine to make the level more annoying than it has to be; they drag down the score significantly.
COLD CLOUDS by TOMSTAR
Overall: 1.75/5
+ The clouds are pretty well shaped.
+ I like the amount of koopas. Makes the level feel nice and busy.
- The level needs to be expanded by about 400 percent.
- It's the definition of mediocre; it doesn't play poorly, but it's very monotone and brief.
CASTLE NOTSOBAD by ISRIERI
Overall: 2.5/5
+ The level is a reasonable challenge.
+ Most things are done okay. I mean, it's simple...
- The castle itself is pretty bland, outside of the traps and moderate number of enemies. Where are the coins? Decorations? Blocks? Secrets?
- There are some cheap tricks; the fireball plant, for instance. Not expected in this type of level. And there's no powerup on the first or second screen! Margin of error might be too tight in some areas Some of the cheapness is Kaizo in mentality (but not in degree of challenge)
SMB2 by SEIROMEM
Overall: 3/5
+ I like the busyness, length, and look of the level.
+ Lots of good SMB2 tropes being used.
- The catcus plant digging sequence is overkill.
- Some questionable design. Extraordinarily tight margin of error, use of bomb-oms instead of regular bombs, the gap on the very first screen combined with the onslaught of enemies (bad for mushrooms!), non-SMB2 tiles, overlong mushroom block stair sequence...the list goes on. Please brush up on your fundamentals! I think it'll go a long way.
BOSS BLITZ BONANZA by JACKOLOTRUN
Overall: 2.25/5
+ Yay, boss rush.
+ Pacing seems right. Not too many bosses, but not too few either.
- The first two areas between the bosses are harder than the first two bosses, because the bosses are plain! A boss rush should showcase the bosses and make them the challenge. I suggest spicing up the boss arenas and simplifying the transitions.
- First mushroom goes off screen, transition areas that just too tight and narrow, etc.
TOMB OF THE TOADSTOOL EMPEROR by RATTY 524
Overall: 4.25/5
+ I loved the feel and the look of this level. The approach to the tomb, the interesting rooms inside the tomb, etc. Good level.
+ Everything was placed well. No cheap tricks, except maybe the spike room.
- A boss would be neat...
- Some minor faults. The spikey dude room is absolute overkill, and it took me a couple tries to figure out that the movable platform was actually a movable platform and not some spike wall coming for me.
GOOMBA'S PASS by DARKLORDKEINOR
Overall: 2.75/5
+ Fundamentally sound level. Lots of coins, some secrets, etc.
+ The cloud coin platforms were very rewarding!
- Not enough Goomba mechanics!
- Plays a lot like my first couple of levels - safe, lots of coins, perhaps a bit on the short side, etc.
PEACH'S STROLL by SEIROMEM
Overall: 3.5/5
+ I liked this level. It was nice and busy, with plenty of places to go and good use of Peach's floating mechanic.
+ The length seemed to be spot on, though the checkpoint was a tad late IMO.
- There seemed to be a distinct lack of powerups in the middle part of the level. If there are high/low areas, please make sure to spread your powerups accordingly.
- There may have been a few too many enemies lurking about.
BLASTED BOOS by JACKOLOTRUN
Overall: 2.75/5
+ Seems to be inspired by Mario vs. Moon Base, which is good!
+ I like the use of the P-Switch.
- Could've been higher! The special star seems impossible to get. The platforms disappear!
- Boss is probably too tough, mainly thanks to the annoying boss arena.
WOODCUTTER CASTLE BY NIN8HALOS
Overall: 3.75/5
+ I liked the level - there was lots to explore, some secrets and rewards, and a good balance of enemies.
+ The dark wood background is used really well.
- The level feels a bit too large, especially after the checkpoint. Like the ruins level, I think it can be tightened a bit.
- There doesn't seem to be a lot of decoration in the interiors (coins, "windows", other doodads).
BRILLIANT BATTLE by TOMSTAR
Overall: 2.5/5
+ Fun little concept.
+ A well-timed powerup...if the level would've been hard, that is.
- For a "brilliant battle" I found it to be a walk in the park. The challenge could be upp'd!
- Underwhelming climax boss. Triple birdos would've been epic :)
SKY MOUNTAIN by DAVENPORT
Ovearll: 2.75/5
+ One of Davenport's better levels.
+ Pretty graphically consistent relative to some of his other levels.
- Still some random choices (e.g. blue coins, Birdo, excessive color blocks, SMB1 clouds, etc etc etc.).
- The level tends to drag. I love these types of climb levels, but this one could end about 75 percent of the way through and still feel beefy. Part of the problem is that it just seems to throw a lot of tropes, tiles, and techniques at us.
ANGRY SUN by KENTONA
Overall: 4.25/5
+ Challenging level that punishes speed players (like me) harshly. It forces you to play slow!
+ Plenty of coins, blocks, and p-switches - deja-vu of World 3 from MMB.
- There may be a few too many of the jumping blocks.
- The level itself is pretty straightforward, which can be good or bad depending on the type of player you are.
SAND TOMBS by APA649
Overall: 2.75/5
+ The level is pretty well-paced and split between inner and outer.
+ No cheap tricks from what I can tell.
- Tried a few things but none of the gimmicks really stood out - it seems fairly run-of-the-mill to me, except maybe some of the tile choices (which were hit-and-miss).
- I did like the red coin trap thingy.
JACKALOTRUN'S CASTLE by JACKALOTRUN
Overall: 2/5
+ The boss was cool.
+ Music was also cool.
- The gauntlet was just a hodgepodge of random enemies and bombs. No real level design here.
- Graphically it's a bit baffling. Wooden airship-type things inside a castle? Perplexing.
DR. TOADLY by SEIROMEM
Overall: 3.25/5
+ I like the use of the futuristic tilesets and enemies. Pretty cool and innovative.
+ Motherbrain bosses are fun, and the rainbow shells were a nice unique spin.
- Level is a bit too short and brief.
- The actual design of the level is pretty hit-and-miss. The boss and intro chase are cool, but the middle segment is lacking to me.