_______________________________________________________________ -;; user - lvlname ;;- AUTHENTICITY: /10 GAMEPLAY: /20 CREATIVITY: /10 TOTAL: /40 Comments: ********************** ^FORMAT^ ******************************* _______________________________________________________________ -;; Aeon - BISCOITO FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 16/20 CREATIVITY: 7/10 TOTAL: 27/40 Comments: The level itself is really neat. The constant bouncing on noteblocks while avoiding spinjumpable sprites is clever. Though, there's not a chance that Nintendo would make a level like this unfortunately. It's too hard, it uses coins as guides which isn't obvious usually, and some of the challenges presented are a bit demanding. Overall, I really liked it, even if it loses a lot of points in authenticity. _______________________________________________________________ -;; Agent Q - DONUT FORTRESS ;;- AUTHENTICITY: 6/10 GAMEPLAY: 14/20 CREATIVITY: 6/10 TOTAL: 26/40 Comments: This reminds me of a mini Morton's Castle, but with water. You did a fair job making it feel authentic, and there was some nice minor progressive use of the thwimps, though those enemies already get introduced in morton's castle. The water challenges feel like a harder version of Yoshi's Island 4, though here you're forced to avoid mines by jumping out of water or going under them. It feels a bit demanding for something like Donut Plains. To make it more "fair", you could have thrown more platforms or switch palace blocks around. _______________________________________________________________ -;; allowiscous - DONUT FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 13/20 CREATIVITY: 6/10 TOTAL: 22/40 Comments: This level feels just unusual, but imaginative; I still find it unrealistic though (just a romhack level). The platforming is pretty fun at least, and the setups are neat to play through. I find everything else not fitting into SMW still. _______________________________________________________________ -;; amhunter - COOKIE FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 8/20 CREATIVITY: 3/10 TOTAL: 14/40 Comments: This level is rather boring. It's just a bunch of castle enemies thrown around, with some questionable structures (empty holes in the ground, random cements blocks, etc) which feel like there should be things there but there are not. I do not have much else to say besides you didn't take unto accounts that escalators are janky to jump off of if you move to the opposite side. There's a lot of design issues which there are too many point out. _______________________________________________________________ -;; Big Brawler - DONUT FORTRESS ;;- AUTHENTICITY: 2/10 GAMEPLAY: 12/20 CREATIVITY: 5/10 TOTAL: 19/40 Comments: I will say it right way that the level wouldn't fit it's place at all into SMW. It's a bit too difficult for Donut Plains, and it's using non-castle enemies which is too unusual. The design of it all is very romhacky and quite random. The placements of some of the enemies are a bit rude for the world it is in. The water section is awkwardly built, with some slight oversight like the spikes that float on the "1F0" tiles and many others. There's a lot more to mention but I won't go through them. _______________________________________________________________ -;; Blue Leaf - FALAFEL FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 16/20 CREATIVITY: 8/10 TOTAL: 29/40 Comments: This level is fun and creative. The bowser statues are nicely used and introduced in a fair way, though you could have a varied it up by using some of the normal castle enemies at least once, but it's fine the way it is. I think the structure of the level is a bit unfriendly at certain parts, like raising some of the ceilings would have made some jumps less awkward. Otherwise, it is good, but doesn't feel the most authentic. _______________________________________________________________ -;; Centipede - COOKIE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 16/20 CREATIVITY: 8/10 TOTAL: 28/40 Comments: I think the level is very neat and it reminds me of something that would be in VIP series. This means however that it is not at all something that would be in SMW. It's too lenghty, and it demands a big amount of precision sometimes. I highly doubt Nintendo would use mechakoopas outside of Bowser's castle, but I appreciate the many ways you can use them in this level. There is neat uses of the triangles here as well, though the first challenge with them is you having to do a jump on it, which is a rather unfriendly way to introduce it. _______________________________________________________________ -;; chineesmw - DONUT FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 13/20 CREATIVITY: 5/10 TOTAL: 23/40 Comments: You make some nice uses of the pokeys, and the focus on throw blocks in the second half is also nice. However, there isn't much progression with the use of the lotus in the first half; for the most part they're just there. In the second half, they get a bit more use at least. _______________________________________________________________ -;; Daizo Dee Von - DONUT FORTRESS ;;- AUTHENTICITY: 2/10 GAMEPLAY: 10/20 CREATIVITY: 4/10 TOTAL: 16/40 Comments: secret exit lol. This level is a bit too strange; it doesn't feel like a fortress at all. The fact that it has this weird puzzle to get the secret doesn't really fit in SMW (You cannot even reenter castles in JP version). I find that there is a lack of any progression or focus in the level, and so it feels rather boring. _______________________________________________________________ -;; darken - Cookie Fortress ;;- AUTHENTICITY: 1/10 GAMEPLAY: 5/20 CREATIVITY: 3/10 TOTAL: 9/40 Comments: At worst, you could have had custom graphics, otherwise everything about this is not SMW. In it's own way, the level is adorable, you tried (this is not sarcastic). _______________________________________________________________ -;; Divemissile - GOTCHA ;;- AUTHENTICITY: 1/10 GAMEPLAY: 10/20 CREATIVITY: 3/10 TOTAL: 14/40 Comments: I can appreciate that it's short and it gets to the point: thwomps, thwimps, grinders covered in chocolate (and cookie?) goodness. Though you can't tell me that this would show up in SMW. Aesthetically it looks nothing like it besides the obvious thing that it's vanilla. The overall design of it is basically romhack quality (forced spinjumping, weird use of sprites, etc). _______________________________________________________________ -;; dragoniante174 - BUTTER BRIDGE 2 ;;- AUTHENTICITY: 1/10 GAMEPLAY: 12/20 CREATIVITY: 4/10 TOTAL: 17/40 Comments: At first, I was like "where is the fortress?", then I found it when I got to the second half. The level itself is average and fine, and sort of fun. I can say that you did miss the point of the contest though. I don't think it's too hard to figure out what. _______________________________________________________________ -;; Eminus - DONUT FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 11/20 CREATIVITY: 3/10 TOTAL: 17/40 Comments: The level is pretty bland. It looks authentic but it just plays like the most regular castle level. There is cement blocks layed down for reasons quite unnecessary (marking where thwomps and thwimps will land, even though it's obvious). _______________________________________________________________ -;; Enjl - COOKIE FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 15/20 CREATIVITY: 7/10 TOTAL: 27/40 Comments: Looks like someone forgot to disable vertical scrolling! The level is pretty nice, although not the most interesting execution of the bowser statues (it's basically a level length version of Bowser's room 7). I still appreciate it's simplicity. There were a few parts there and there that were a bit too empty, or could have been shortened by 1 or tiles. In conclusion, it's good and feels fairly authentic. _______________________________________________________________ -;; Erik557 - BRIDGE FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 14/20 CREATIVITY: 7/10 TOTAL: 26/40 Comments: I like that you took the risk of using a custom sprite, which I do see it being a possibility in SMW. There is some design hiccups like these weird long jumps over the lava, how congested some sections can be (filled with many sprites and such) and some unnecessary low ceillings. The sprite itself is a bit wonky unfortunately. _______________________________________________________________ -;; Everest - DONUT FORTRESS ;;- AUTHENTICITY: 7/10 GAMEPLAY: 13/20 CREATIVITY: 5/10 TOTAL: 25/40 Comments: This is a really "a u t h e n t i c" entry. I felt a little blueballed by the second half since I was liking the first one way more. There were some nice set-ups with the sparkies, then suddendly it's just some random bullet shooters placed around. At least it felt a little bit like SMW! Seriously, this had potential. _______________________________________________________________ -;; Flan. - COOKIE FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 15/20 CREATIVITY: 7/10 TOTAL: 25/40 Comments: What an intense level. Although there is no way nintendo would design something like this, I still found it very fun. So it has that merit. I feel it is a little insane (especially for world 4), and way harder than anything in SMW. The usage of grinders is really neat. _______________________________________________________________ -;; FrozenQuills - COOKIE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 16/20 CREATIVITY: 7/10 TOTAL: 27/40 Comments: Really neat level, though a bit too hectic for SMW. The challenges presented are genuinely fun, and the way the balls are used is exquisite. Only would see this in romhacks sadly. _______________________________________________________________ -;; ft029 - CHEESE FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 16/20 CREATIVITY: 7/10 TOTAL: 28/40 Comments: The level is satisfying to play, though the set-ups are a little too "clever" and "fantastical" if you know what I mean. It's still quite fun. There is a few screens where jumps could be less tight but some of the switches sort of make up for it. I'm not strongly feeling the SMW authenticity besides for how it looks. _______________________________________________________________ -;; G.D. - DONUT FORTRESS ;;- AUTHENTICITY: 6/10 GAMEPLAY: 14/20 CREATIVITY: 6/10 TOTAL: 26/40 Comments: The idea of having to go behind the nets is neat, though the way it's presented doesn't feel legitimate (by this, I feel nintendo would have done it differently). There is some parts where it could have been a little safer, but it's basically an expanded Morton's castle (one part of it at least). _______________________________________________________________ -;; GeminiSunfall - COOKIE FORTRESS ;;- AUTHENTICITY: 7/10 GAMEPLAY: 18/20 CREATIVITY: 6/10 TOTAL: 31/40 Comments: This level is really well done. It's not the smoothest thing to play but it's very gratifying. It's a bit hard to think there would be a P-Switch run this soon into the game (it's similar to that Valley Of Bowser's Ghost House), and some parts are a bit too demanding for low-skilled players. Nonetheless, this was a fairly authentic SMW experience. _______________________________________________________________ -;; GlitchMr - BUTTER FORTRESS ;;- AUTHENTICITY: 7/10 GAMEPLAY: 16/20 CREATIVITY: 6/10 TOTAL: 29/40 Comments: I love that you provided a lot of free space in the environment; it makes the level feel less restrictive. The design is like a mix of BUTTER BRIDGE 1 and FOREST FORTRESS. Although it's a little harder than those two levels. The progression of the challenges may not be very clear and it feels not well organized or carefully considered. Though, the existence of a level like this is somewhat believable. _______________________________________________________________ -;; Hobz - FLYING FORTRESS (Cookie??) ;;- AUTHENTICITY: 3/10 GAMEPLAY: 15/20 CREATIVITY: 6/10 TOTAL: 22/40 Comments: I would love to think nintendo would make a fortress half outdoors then half indoors. Sad to say, it wouldn't happen (especially all this "a e s t h e t i c"!). The design of the first half is rather meh, then the second half has neat set-ups with the drybones and thwomps. Though you're forced to stomp on the drybones to progress, which is a little weird for SMW. _______________________________________________________________ -;; Hook - DONUT FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 10/20 CREATIVITY: 4/10 TOTAL: 17/40 Comments: It's an average level, it would more fit as filler into a romhack than anything in SMW. I didn't like that the "heated pipes" were just vanilla colors because it kept confusing me. They looked like any other pipes in the game. It's kind of a useless gimmick since they could just have been replaced with spikes. Everything else in the level doesn't feel like it has much significance. _______________________________________________________________ -;; idol - SODA FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 11/20 CREATIVITY: 3/10 TOTAL: 18/40 Comments: I was liking that the level used a spotlight, which provided a sinister atmosphere to it. But I was also expecting something more than just bullet bills and bouncin' chucks laying around. You could have done something much more interesting with them (in combination with the turn blocks). Instead, it feels like they're just used as filler. _______________________________________________________________ -;; imamelia - BRIDGE FORTRESS ;;- AUTHENTICITY: 6/10 GAMEPLAY: 12/20 CREATIVITY: 4/10 TOTAL: 22/40 Comments: You almost nailed the authenticity of smw, but there's a lot of weird things in the design that keeps it from being as genius as the original. Particularly with the podoboos which are sometimes very harmless and have no chance of hitting you (goes over you) at all. In the second half, the most notable thing is that there doesn't feel like there is much of a progression with whatever the idea of the level is. _______________________________________________________________ -;; JaphetMario21st - DONUT FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 14/20 CREATIVITY: 6/10 TOTAL: 24/40 Comments: This level is pretty fun and neat. It's neat in the way it explores the use of the elements (pitching chucks, lotus, platforms). Though it doesn't start strong, with it's awkward cramped little beginning, and how some of the platform jump don't flow well (could have been better lotus placements). Also, non-castle enemies wouldn't really make sense at this point. _______________________________________________________________ -;; JeanOliveira - DONUT FORTRESS ;;- AUTHENTICITY: 9/10 GAMEPLAY: 18/20 CREATIVITY: 6/10 TOTAL: 33/40 Comments: Absolutely authentic. The design of it all feels very delicate and thoughtful. It's open and allows for a lot of movement. The elements presented are consistently used and evolve with care. The use of the brige give it a bit of an identity too (they look like donuts). I do have one thing to point out about a specific obstacle (thwomp in between of two lava pits?) and it's a little tough for something like world 2. Otherwise this entry is pretty great. _______________________________________________________________ -;; Katerpie - COOKIE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 13/20 CREATIVITY: 5/10 TOTAL: 22/40 Comments: The level is fine. It has some neat moments. The placement of the rocks are a little awkward sometimes, along with others. Though none of this feels like SMW, but feels more like a romhack level. _______________________________________________________________ -;; Koopster - COOKIE FORTRESS ;;- AUTHENTICITY: 2/10 GAMEPLAY: 15/20 CREATIVITY: 6/10 TOTAL: 23/40 Comments: In an alternate universe, where SMW used SMB1 firebars again for whatever reason. The way they're used here is pretty cool. There is some progression in level with them being used in more complexity, with adding in the bowser statues. It might be a little tough for world 4 though. _______________________________________________________________ -;; Lazy - (SODA) LUCY VAN PELT'S FORTRESS ;;- AUTHENTICITY: 1/10 GAMEPLAY: 17/20 CREATIVITY: 10/10 TOTAL: 27/40 Comments: Incredible level by itself, and very creative. I wish I saw stuff like this in SMW though lol. There's a few challenges here that seem confusing but overall it's cool. _______________________________________________________________ -;; Leiras - COOKIE FORTRESS ;;- AUTHENTICITY: 1/10 GAMEPLAY: 15/20 CREATIVITY: 8/10 TOTAL: 24/40 Comments: Insane level, possibly missed the point of the contest, but seems intentional. It's pretty fun once you get the hang of it, but at times it gets a little confusing. At least you kept the smw aesthetic! _______________________________________________________________ -;; Lemonade - CHEESE FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 12/20 CREATIVITY: 4/10 TOTAL: 19/40 Comments: This whole level is weird in ways I'm not sure how to describe. It doesn't lacks a ceilling, it's oddly brief, and it is too empty. You have some cool little setups but other than that, it mostly happened??? _______________________________________________________________ -;; leod & Medic - DONUT FORTRESS;;- AUTHENTICITY: 6/10 GAMEPLAY: 15/20 CREATIVITY: 8/10 TOTAL: 29/40 Comments: I like the beginning, it's like a throwback to Yoshi's Island 4, with the mines and the platforms. A little harder since the platforms sink more. The crusher in the second half is really cool; the design of it could have been a little simplified though. I appreciate the secret that was added and all. There are other small things that make me feel that it wouldn't 100% fit into SMW. _______________________________________________________________ -;; Lui37 - SODA FORTRESS ;;- AUTHENTICITY: 8/10 GAMEPLAY: 17/20 CREATIVITY: 7/10 TOTAL: 32/40 Comments: This level was very good and "a u t h e n t i c". However I'm not sure what to say about it, besides that it seems to understand the SMW mindset. The challenges are smooth and are well setup, with the exceptions of a few parts near the second half that feel a little precise. Anyways, I want to add as well the I appreciate the use of the other uncommon vanilla palettes. _______________________________________________________________ -;; MarioFan22 - DONUT FORTRESS ;;- AUTHENTICITY: 7/10 GAMEPLAY: 16/20 CREATIVITY: 6/10 TOTAL: 29/40 Comments: The first half is a little weak, and could have used some more space in the environment. However I really like the second half, with it's simple use of the eating block. There is some little hiccups in design in that section, but I find it nice overall for SMW. _______________________________________________________________ -;; MarioFanGamer - (DONUT) TOP SECRET FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 10/20 CREATIVITY: 4/10 TOTAL: 18/40 Comments: A lot of weird issues with this level. First of all, the background moving in the same speed as the ground is kind of disorienting (and some solid tiles don't stick out). Second, the pillar blocks you use match too much with the background and so confuses me if it solid or not. Finally, it doesn't do much at all that Morton's Castle hasn't already done (thiwmps, thwomps, etc) besides the few setups you created. _______________________________________________________________ -;; Mathos- COOKIE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 12/20 CREATIVITY: 5/10 TOTAL: 21/40 Comments: This level feels unique and not too unbelievable of an SMW level aesthetically (besides the outdoors). The design of many parts don't feel too well-though or are a bit tricky. There's several blind jumps as well that could have been more careful. I doubt they would introduce this kind of koopa though. Otherwise I like the idea but it's not done that well. _______________________________________________________________ -;; Morsel - COOKIE FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 15/20 CREATIVITY: 7/10 TOTAL: 25/40 Comments: The level was pretty creative. Although some section felt a bit too unfitting for SMW. Also, underwater enemies being outside of water? I doubt it. I would say it's a good romhack level, especially by the challenges that cleverly use the enemies presented. _______________________________________________________________ -;; msi810 - lvlname ;;- AUTHENTICITY: 4/10 GAMEPLAY: 14/20 CREATIVITY: 5/10 TOTAL: 23/40 Comments: The progression of the level feels very SMW-like, though there is some minor thing that keeps it from feeling that authentic. That secret exit is kind of pointless and hidden in such a weird place. Also you cannot reenter fortress in the japanese version of SMW! I think overall this level needed a bit of polish in the way it was constructed. _______________________________________________________________ -;; natnew - DONUT FORTRESS (ICE) ;;- AUTHENTICITY: 3/10 GAMEPLAY: 10/20 CREATIVITY: 3/10 TOTAL: 16/40 Comments: Quite an uneventful level. The design of it all is a little lacking to even be in SMW. You could have done more with the challenges of ice physics, but here it's just used to it's minimum. The second half feels just like another "Iggy's castle" with the layer 3 smasher giving us a visit again. Honestly, not that good. _______________________________________________________________ -;; Prizm - COOKIE FORTRESS ;;- AUTHENTICITY: 2/10 GAMEPLAY: 9/20 CREATIVITY: 3/10 TOTAL: 14/40 Comments: A terrible idea to start off with: unable to distinguish jumping statues and shooting statues. With only a barely visual hint (jumping ones look one pixel browner). The design of the whole level has a lot of issues (doesn't feel like there was much thought). The second half is so short and happens so suddenly. Not a good use of custom palettes (should have used none). Just kind of a mess in general and barely authentic. _______________________________________________________________ -;; Pseudogon - COOKIE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 12/20 CREATIVITY: 5/10 TOTAL: 21/40 Comments: Feels already like a mistake to use custom palette. The focus on sumo brother is pretty nice (though dubious to think it would happen in a fortress), but you may have too much variety of enemies being used here (especially the non-castle ones). The design feels like something that would belong more in a romhack than SMW, as it doesn't feel all too polished. _______________________________________________________________ -;; Roberto zampari - DONUT FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 10/20 CREATIVITY: 4/10 TOTAL: 18/40 Comments: Pretty boring level involing thwomps and spike smashers (both who's goal is try attempt to crush your body). The thwomp is done way better (and shorter) in Morton's castle, so it feels rather unnecessary to use them here. There isn't a whole lot going on with the design as it is just enemies placed around everywhere. _______________________________________________________________ -;; RussianMan - Cookie fortress ;;- AUTHENTICITY: 3/10 GAMEPLAY: 14/20 CREATIVITY: 5/10 TOTAL: 22/40 Comments: nice reznor man. I like the chainsaw setups you have here for the most part. You have some ridiculously easy to get stars though, which makes several challenges too easy. Speaking of difficulty, this level is a bit too precise for SMW. I doubt they would have used chainsaws in a fortress too. _______________________________________________________________ -;; S.N.N. - COOKIE FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 16/20 CREATIVITY: 6/10 TOTAL: 27/40 Comments: This level's pretty neat, although I have doubts for the use of timed platforms being seen in a fortress, but it made me believe a bit more. The design of it should have been a little friendlier (lava could be spikes instead, ceilling more higher, etc), since following it, you jump on a lot of grinders. So it feels like a weird difficulty progression. Either way, there is little hiccups there and there in design but otherwise it's decent. _______________________________________________________________ -;; Sixcorby - COOKIE FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 11/20 CREATIVITY: 6/10 TOTAL: 20/40 Comments: A level that's a honestly too hard for SMW. It starts off too dangerous (lava everywhere mang chill). Whole level has some nice setups though. I particularly like the segments that you ride two line guides on, and the falling layer 2, though not they're not done perfectly. _______________________________________________________________ -;; SnoruntPyro - COOKIE FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 15/20 CREATIVITY: 6/10 TOTAL: 24/40 Comments: In an alternate universe, where SMW used SMB1 firebars again for whatever reason. The way they're used here is pretty tame, but forgiveable (not as violent), as there is some nice progression with them. I wish the level attempted to look a little more like SMW, since it just looks kinda bland for any standard. _______________________________________________________________ -;; Sokobansolver - CHEESE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 14/20 CREATIVITY: 6/10 TOTAL: 24/40 Comments: THE LEVEL IS MOSTLY LIKE CHOCOLATE FORTRESS BUT EXPANDED, BECAUSE OF THE HEAVY USE OF THE PENCILS. THE CHALLENGES PRESENTED ARE PRETTY CLEVER, WITH THE ADDITION OF BOWSER STATUES AND OTHER ELEMENTS TO SPICE IT UP. HOWEVER I WOULDN'T SEE THIS REALLY IN SMW (ESPCIALLY SO EARLY INTO THE GAME). ALSO, WHAT'S WITH THE WEIRD GAPS IN THE CEILLING??? _______________________________________________________________ -;; SpicySeafood - COOKIE FORTRESS ;;- AUTHENTICITY: 6/10 GAMEPLAY: 16/20 CREATIVITY: 5/10 TOTAL: 25/40 Comments: This level is well designed. It introduces two elements being the grey platform and the moving castle block, then presents them into different challenges in a demonstrative way. It progress fairly nicely too. The flow isn't all there personally, but it's well thought-out, besides the weird midpoint. Also it's outdoors which I doubt would be a thing in SMW. _______________________________________________________________ -;; StrikeForcer - Banzai Cookie Fort ;;- AUTHENTICITY: 1/10 GAMEPLAY: 14/20 CREATIVITY: 6/10 TOTAL: 21/40 Comments: It feels you missed the point of the contest. This level plays like a romhack level than SMW at all. I really like the creativity of the setups here, even if they're a bit mean sometimes. I also think the level is too long and demanding for whatever world it is in. why secret exit. _______________________________________________________________ -;; Super Cascade Adventure DX - DONUT FORTRESS ;;- AUTHENTICITY: 3/10 GAMEPLAY: 10/20 CREATIVITY: 4/10 TOTAL: 17/40 Comments: This level is a bit obnoxious to play. Mostly because of the placements of enemies and the structure of the level. There doesn't seem to be a consistent theme besides water, and a lot of enemies get used (ninjis, bowser statues, etc). The ice doesn't add much and gets forgotten in the second half. _______________________________________________________________ -;; Super Marks 64 - COOKIE FORTRESS ;;- AUTHENTICITY: 6/10 GAMEPLAY: 15/20 CREATIVITY: 5/10 TOTAL: 26/40 Comments: The first half of the level is really strong. It has a focus on sparkies and mutates that idea very elegantly. It gets a little flaccid in the second half, but still keeps in mind another idea, which is line-guided stuff (grinders and platforms). Though I don't feel it's explored here as well as the first half did. If it were the first half alone, and that you changed the palette to not ressemble chocolate fortress, I would have rated this higher in authenticity. _______________________________________________________________ -;; Super Stiviboy - DONUT FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 12/20 CREATIVITY: 4/10 TOTAL: 21/40 Comments: The level is rather brief, although it still has a midpoint. The first half's focus on the expanding turn block is done fairly nicely, while the second half only really does a few more things with it and is actually very short. There wasn't much combination of the other elements presented, which is rather unfortunate since you definitely had the opportunity to. _______________________________________________________________ -;; toad64 - DONUT FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 11/20 CREATIVITY: 3/10 TOTAL: 18/40 Comments: The first half of the level is too similar to Iggy's castle smasher room, which is also too recent to revisit, since the layer 3 smasher shows up again in FOREST FORTRESS. Other than, the level isn't too exciting. There's a weird transition in the middle where you go in the same room but after the cement block wall, which is very awkward. By the way, your last dragon coin is broken (in middle of subscreen boundaries). _______________________________________________________________ -;; Tob - COOKIE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 13/20 CREATIVITY: 4/10 TOTAL: 21/40 Comments: Once again, a fortress in the sky doesn't seem too believable to me, especially with such an early introduction to the timed platforms, which I feel get better intro in Valley Of Bowser (whatever level they show up in first). There isn't much progression in the challenges (aside from the platforms, which don't really get complex either) as it is mostly enemies put around in the environment. It mostly lacks a focus on having to do something. _______________________________________________________________ -;; Torchkas - COOKIE FORTRESS ;;- AUTHENTICITY: 4/10 GAMEPLAY: 12/20 CREATIVITY: 5/10 TOTAL: 21/40 Comments: This level's central idea is using sumo brothers, as usual, not an enemy you'll be seeing in a fortress any day. They're kind of pointless to use them again (they show up in the previous level) when the the level only really mixes them up with the castle enemies (which I don't find are that well combined). Other than that, there is this weird unnecessary non-linearity going on with having to have a mushroom to get a dragon coin, and being able to skip over all of the first half (which seems intentional but too unusual for SMW). In the second half, there's a bunch of awkward setups with the sumos and other enemies, which kinda makes the level less polished. _______________________________________________________________ -;; Toxicrave - COOKIE FORTRESS ;;- AUTHENTICITY: 9/10 GAMEPLAY: 18/20 CREATIVITY: 8/10 TOTAL: 35/40 Comments: Pretty well thought-out level. It honestly feels like something I'd see in SMW (we see grinders again very soon in FOREST FORTRESS though). It is very open, the challenges presented get complex but not too overwhelming, the timing of the grinder and platforms feel delicate and feel nice to play, and the central idea it has is very appropriate since you play a level not too long ago (BUTTER BRIDGE 1) that relies on riding platforms. The whole thing feels brief and concludes nicely with a tricky little jump right before the boss. _______________________________________________________________ -;; Wavee - DONUT FORTRESS ;;- AUTHENTICITY: 7/10 GAMEPLAY: 16/20 CREATIVITY: 7/10 TOTAL: 30/40 Comments: This level looks polished. The challenges are very far apart and don't conflict much with each other, which is really good. It is quite open so you don't have deal with stuff like claustrophobia. The central idea is consistent, with the use of chucks that break walls and punting chucks behind them (though the latter doesn't get much complexity). There was some really neat uses of the "breaking turn block" chucks which were pretty creative. Though there is some little oversights which could be tweaked slightly to make it play as smooth as the original. Finally, I have some doubts about having chucks in a castle/fortress (bowser's door 8 is an exception). _______________________________________________________________ -;; white_moth - DONUT FORTRESS (FLY BALL) ;;- AUTHENTICITY: 2/10 GAMEPLAY: 15/20 CREATIVITY: 5/10 TOTAL: 22/40 Comments: This level is pretty funny, while not SMW at all (romhack level as usual), it is fairly fun to play. Though I don't get that much fun as I thought I would because it's really short, which may be for the better probably. The whole level is pretty open and clean, so at least I like that a lot. _______________________________________________________________ -;; willian125677 - COOKIE FORTRESS ;;- AUTHENTICITY: 2/10 GAMEPLAY: 11/20 CREATIVITY: 2/10 TOTAL: 15/40 Comments: This level happened so fast! It's kind of over the place. The only reason consistency I see is the use of grey platforms, but it kinda gets repeated over and over. Also don't use coin guides for podoboos, it looks rather ugly. _______________________________________________________________ -;; yogui - DONUT FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 14/20 CREATIVITY: 5/10 TOTAL: 24/40 Comments: The first half of the level is fairly neat. It has a nice little progression with the moving castle block, though very short. I feel half of it is a little too occupied by the dry bones everywhere. I find one bony beetle's placement a bit too tight near the middle of the level. The second half isn't really that fun, but I find it at least imaginative. The podoboos coming from the lava kinda prevent you from getting p-speed in it, which makes you stop all the time, which a little annoying. Otherwise, I find it okay with the exception of that second half, that could have been a little better. _______________________________________________________________ -;; ZMann - COOKIE FORTRESS ;;- AUTHENTICITY: 5/10 GAMEPLAY: 13/20 CREATIVITY: 5/10 TOTAL: 23/40 Comments: The level is fine. It relies on using line-guided platforms and grinders, which aren't bad of a combo, though I don't think they work too well if used in the same line (if it's only horizontal, then it's not too bad. Things get complicated when there is verticality however). The first half does the basic challenges of those elements mentioned, with some random non line-guided grinders. While the second half's goal is to make you fall down to the pits if you don't move fast enough. This gets mixed with the line-guided grinders. There is some weird obstacles that might throw you off though (mostly near the end). There is just these little things that felt like could be tweaked.