"Banana Patch" -- Shog
Level Design: 7/10
Graphics: 8/10
Difficulty & Funfactor: 7.5/10
Functionality: 8.5/10
Total: 31/40

C+

Summary/notes: Why was the midpoint placed at about 1/3 of the way through the level? I also dislike the fact that the level must be played twice for both exits. However, the visuals are well used, except for the icicles. At first I thought those were threatening. It fits the holiday spirit. Happy holidays, if you peeps are still into that.

"Burning Forest" -- Lavir
Level Design: 7/10
Graphics: 6/10
Difficulty & Funfactor: 7/10
Functionality: 9/10
Total: 29/40

C-

Summary/notes: Tough level (especially the 4 consecutive koopa jumps, until you know how to line them up). I was surprised that I would have such a challenge. There were lots of cutoff instances with the water and various things in it. The palettes weren't executed in the best way either, though everything does run as intended.

"camino del monte" -- dragoniante174
Level Design: 6/10
Graphics: 8/10
Difficulty & Funfactor: 6/10
Functionality: 8/10
Total: 28/40

C-

Summary/notes: Weirdest level I've played. Sure, let's walk through the city and find Eeries, Ninjis, footballs, Boomerang Bros, and even a Magikoopa all in the same level. Poor citizens must be scared s**tless. Going into the doors and backtracking to get a few coins (twice) just wasn't worth it. I do like the background though, where did you get it from?

I at first thought that on screen A I was getting stuck in the level. Turns out you need Magikoopa to get though there.

"Christmas Sewers" -- Aquamentus
Level Design: 8/10
Graphics: 10/10
Difficulty & Funfactor: 8/10
Functionality: 9/10
Total: 35/40

B+

Summary/notes: Very weird and comical choice of GFX. You can be as abstract as you want with me. In fact, you got a 10 for graphics just because of this creativity.

The level itself feels a bit claustrophobic, with the tight passages. The second part is tough, requiring you to be quick and agile (to dodge all the baseballs) with the grab blocks in your hand, but you only need to worry about 4-5 screens, so it's not too hectic.

"gcat on boards while mips on mic" -- Egadd
Level Design: 7/10
Graphics: 8/10
Difficulty & Funfactor: 7/10
Functionality: 8.5/10
Total: 30.5/40

C

Summary/notes: Very generic and simple pure vanilla creation. As a result, I can't say much about it. Nothing special that'll be remembered, but maybe that's just because we're being flooded by chocolate hacks all the time.

"Rykon-V73-3ASSSLDC" -- Rykon-V73
Level Design: 7/10
Graphics: 9.5/10
Difficulty & Funfactor: 8/10
Functionality: 9.5/10
Total: 34/40

B

Summary/notes: So here we have another use of the SA-1 patch. It clearly shows, because the game runs smoother than normal. The graphics choice is a favorite of mine, and the level is an enjoyable play. Except it's tricky. On screen 2, there really should be a warning about that falling ceiling. Plus the ending with the Thwomp seems a little unnecessary, since the slope just sends you into him.

"Shouldering On" -- Morsel
Level Design: 9/10
Graphics: 8/10
Difficulty & Funfactor: 6/10
Functionality: 9/10
Total: 32/40

B-

Summary/notes: Definitely the most interesting gimmick I've seen, but it requires swift reaction time to clear though. I find that this level is a bit too demanding for first-timers. Actually, it's just tedious and difficult in general.

"Star Spooks" -- Sockbat Replica
Level Design: 7.5/10
Graphics: 7.5/10
Difficulty & Funfactor: 7/10
Functionality: 8/10
Total: 30/40

C

Summary/notes: Some jumps are tight and require precision. If anything, I found the jump on screen 7 to be trickiest. Graphics are odd and could look better, though they are definitely acceptable and reasonable. The level itself has little variety with the enemies, but uses them in enough different ways to keep the level afloat. The Boo Strings have an only slightly strange hitbox. Nothing major.