1. mariofan1000 - Level Entry (V2) (Aotmeg Hills 1) Creativity: 4/10 Difficulty: 5/10 Appeal: 7/10 Functionality: 8/10 Fun: 3/10 Overall: 27/50 The level didn't have any functional problems and looked decent, but it felt like there was not much thought put into the level. Long sections of nothing but simple jumps with or without carrying something made the level not very fun to play. ----- 2. 10204307 - Star Cave Creativity: 7/10 Difficulty: 2/10 Appeal: 5/10 Functionality: 4/10 Fun: 5/10 Overall: 23/50 This is not a kaizo mario hack contest. A lot of the methods you used to increase difficulty, like that fish muncher tunnel at the beginning would definitely fall under "kaizo". I used 4 game overs to get through the first area, then had to use savestates to finish the rest. Wendy's fight was very hit or miss with her sometimes appearing under the blocks formed by the p-switch. It was an interesting concept, but not very well executed in my opinion. Even though it was insanely hard at times, I still couldn't help but feel like I had to press onwards so I still managed to have fun and get a laugh or two at my deaths. ----- 3. SomeGuy - Contest Entry (Majestic Hills) Creativity: 6/10 Difficulty: 8/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 35/50 The level was nice, nothing that really stood out but not bad in any way. A few cutoff tiles like at the 1-up pokey ride hurts appeal. The level didn't really have much of a central theme, at times it felt like you randomly placed SMW elements but it wasn't a bad thing, just a bit weird at times. ----- 4. Brad172 - Shine Forest (V2) Creativity: 8/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 8/10 Fun: 8/10 Overall: 39/50 I liked the map16 manipulation all around. I feel like the level needed more time though as I hit under 100 seconds playing through at a moderate pace. The secret exit feels tacked on, like you didn't have time to finish that path but it's not a big deal. ----- 5. super pokemon world - Water Island Creativity: 4/10 Difficulty: 4/10 Appeal: 5/10 Functionality: 6/10 Fun: 4/10 Overall: 23/50 Consistently mediocre. It was incredibly easy and short. I had no trouble beating it whatsoever. There really wasn't much to it. ----- 6. Master S - The Grassy Hills (V3) Creativity: 8/10 Difficulty: 8/10 Appeal: 8/10 Functionality: 8/10 Fun: 8/10 Overall: 40/50 Fun and consistent. The palettes were nice to look at and the difficulty was a good level so even if you did take a hit, there were plenty of powerups in the level to help you keep going. Some bonus areas to explore would have been nice but as it is now it plays well. ----- 7. Tails_155 - Subaqua Adventure Creativity: 8/10 Difficulty: 7/10 Appeal: 9/10 Functionality: 8/10 Fun: 8/10 Overall: 40/50 The level was very visually appealing and complex. I liked the use of the 1 tile wide cave foreground tiles to simulate a coral reef effect and the colors chosen were very soothing. I can tell a lot of time was spent putting the level together. On a side note I loved the choice of Bubble Man's music for the level. ----- 8. jur132 - Travel to the Bottom Creativity: 7/10 Difficulty: 6/10 Appeal: 6/10 Functionality: 6/10 Fun: 7/10 Overall: 32/50 I've seen these travel deep into caves concepts before so while it's not really a new idea, the level was rather solid. A difficulty spike in the last area hurts the functionality a little. Palettes were okay but could have used a little work. WHat was with that almost all black area, there was nothing there but 2 coins. Seems like you had an area for there but didn't have time to flesh it out. ----- 9. RedToonLink - Chalk Road Quarry (V6) Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 6/10 Fun: 9/10 Overall: 40/50 I really liked the palettes you went with throughout the level. Difficulty ranged from medium to hard though progressively, meaning in a good way. I got a couple game overs but stuck through with it and had lots of fun doing so. The multiple paths were a nice touch as well. The difficulty in the cloud area was a bit high compared to the other areas, but since it turned out to be completely optional, functionality doesn't take much of a hit. The underground area actually felt like a drawback to the level. The idea, while interesting, felt like it could have been executed better and a couple times I found broken pipe boundaries. The whole area felt unfinished and slightly rushed. I had to take another point off functionality here. The map16 manipulation in the castle area was very impressive and detailed. ----- 10. sky_blue_wiggler - Pirate Ship Dip Creativity: 7/10 Difficulty: 7/10 Appeal: 5/10 Functionality: 7/10 Fun: 6/10 Overall: 32/50 I liked the bobbing ship on Layer 2. Unfortunately, this meant that you couldn't have a background meaning that it was rather bland. You could have spiced up up the sky by placing some BG clouds on Layer 1 or trying out some fake HDMA. As is, it's okay, just a bit bland. Other than that, the silent bullet bills weren't the best; I'd really recommend either placing cannons for them (which would make sense since it's a pirate ship), or removing them. Other than these minor details, nice level. ----- 11. Z. Raffle tikt - Late Evening Stroll (V2) Creativity: 6/10 Difficulty: 8/10 Appeal: 7/10 Functionality: 8/10 Fun: 7/10 Overall: 36/50 A quick fun grassland level. Nothing special and unique but very solid in terms of overall design and enjoyment. I liked the use of wall ledges all over to add detail and variation to the landscape. ----- 12. Neutron - Sunset Fortress (V2.5) Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 8/10 Overall: 40/50 Very nice use of SMW graphics to create new tilesets. I really enjoyed the castle areas and how many sets you combined to make new ones. Your palettes were also very pleasing to the eye. I loved the use of the Ludwig Fireball as the flame jets for the airship section! It took me a good 30 seconds to figure out where the graphics came from. ----- 13. Senjan - Elemental Adventure (V3) Creativity: 8/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 8/10 Overall: 41/50 Originally I had a complaint about the time being too short in the level. Maybe it's because it was a subsequent playthrough but I found myself with plenty of time this time. I'd still be careful about how much time you add to levels simply because of how much there was to explore in places. The level of detail you added in all areas is very nice and I enjoyed looking at the level as much as I did exploring it. ----- 14. Luigi Pikachu - Splash Castle Creativity: 6/10 Difficulty: 5/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 32/50 The level could have used more enemies especially in the castle part. Other than that it was a quick and simple level with some decent palettes. ----- 15. DragonManGuyDude - Entry Creativity: 3/10 Difficulty: 3/10 Appeal: http://jul.rustedlogic.net/images/smilies/ewww.gif (0) / 10 Functionality: 1/10 Fun: 5/10 Overall: 12 + ewww.gif / 50 Even if it's a joke entry it doesn't technically break any submission rules...It's sorta like playing Chaos CompleXX, you just keep playing because you want to see how terrible it will get. ----- 16. BBkaizo - Bianco Hills Creativity: 5/10 Difficulty: 5/10 Appeal: 3/10 Functionality: 6/10 Fun: 4/10 Overall: 23/50 *DISQUALIFIED FOR GRAPHICAL CHANGES* Paletting was pretty bad overall, with orange sky and bright green hills. Design was okay but nothing special. It wasn't too fun to play for some reason. Graphical changes means disqualification unfortunately. ----- 17. jailerman - Some Random Level Creativity: 5/10 Difficulty: 5/10 Appeal: 3/10 Functionality: 3/10 Fun: 5/10 Overall: 21/50 The stacked munchers really hurt your Appeal score and the bullet bill section hurt your functionality. Lots of blind jumps, extra long jumps and general confusion, plus that p-switch disappearing then reappearing, the level was long, confusing, hard and often not pretty to look at. ----- 18. hebesphenomegacorona - NO EXIT Creativity: 7/10 Difficulty: 3/10 Appeal: 8/10 Functionality: 3/10 Fun: 5/10 Overall: 26/50 More like "won't beat it on your 100th try." The level was incredibly tough and glitch abusive. I'm not sure if I was meant to bring that non-disappearing throw block across the whole level but damned if I didn't try valiantly, eventually getting it. Big Boo was tough and minorly glitchy with the excess of Eeries around and how he disappeared when you brought the block through the pipe, almost to the point of me thinking it unbeatable. The mood was nice and surreal, something I enjoyed and the idea behind it all was nice enough. Even with its insane toughness I still managed to have enough fun to want to finish the level. ----- 19. Lunar Rico - Super Mario Marathon Creativity: 6/10 Difficulty: 5/10 Appeal: 6/10 Functionality: 7/10 Fun: 5/10 Overall: 29/50 It was over too quickly, there wasn't enough time to get "in" to the level. Level elements also felt randomly strewn around like they were placed without much rhyme or reason. It was okay but more time spent on it could have made it better for sure. ----- 20. DemXiX - Dust World (V2) (V2 BAD PATCH) Creativity: 6/10 Difficulty: 5/10 Appeal: 7/10 Functionality: 7/10 Fun: 6/10 Overall: 31/50 Felt a bit lacking and sort of non-cohesive. It needed more variation in terms of color and design to make it truly interesting. As it is now, it's okay, but nothing spectacular. ----- 21. joeblevins123 - Vanilla Contest Entry Creativity: 7/10 Difficulty: 5/10 Appeal: 6/10 Functionality: 5/10 Fun: 6/10 Overall: 29/50 The puzzle with counting the Blarggs in the level was clever, however I didn't like how choosing the wrong answer led to a forced death. You shouldn't make the player die in a case like that, instead send the player back to the start of the level. Other than that it was an okay level, nothing much special but not a bad one. ----- 22. fakescaper - Opticallity (V3) (Subliminal Messages) Creativity: 10/10 Difficulty: 3/10 Appeal: 4/10 Functionality: 2/10 Fun: 10/10 Overall: 29/50 *DISQUALIFIED FOR ASM USAGE* I have no earthly idea what I just saw or what the hell just happened or where the hell Mario was! Very...interesting gimmick. That's about the only way I can think of to describe it. ----- 23. Darkdata - Luna Bridge Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 7/10 Fun: 8/10 Overall: 41/50 I loved the silhouette idea that you have going. The only issue I saw was that Fire Mario's palette wasn't pure white. In addition, I felt that another 100 seconds on the clock would have been nice, but I was still able to finish with over 50 seconds so it wasn't a huge issue. ----- 24. Miguel20 - Multi-Colored Castle Creativity: 7/10 Difficulty: 5/10 Appeal: 6/10 Functionality: 4/10 Fun: 6/10 Overall: 28/50 The flashing background colors were a bit seizure-inducing to be honest. The layer 2 gimmick in the second room was cool but there needed to be more room for error when jumping over those mega spikes. A midway point, or more time would have also been nice, as there weren't many places to be faster. I barely finished the level with less than 10 seconds left. Remember, it's always a good idea to add 100 more seconds than how fast you can beat the level. ----- 25. doownayr89 - Pika Plains! Creativity: 6/10 Difficulty: 5/10 Appeal: 7/10 Functionality: 6/10 Fun: 6/10 Overall: 30/50 *DISQUALIFIED FOR GRAPHICAL CHANGES* Unfortunately, because of the player graphics changes and the status bar editing, the entry has to be disqualified. The actual level was nice to play but tricky in sections like with how Yoshi was needed for various parts but losing him meant restarting, and how you never powered up, meaning everything was one-hit kill. ----- 26. cyphermur9t - Colorful Castle Creativity: 8/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 7/10 Fun: 8/10 Overall: 40/50 The subdued colors of the palette were very pleasing to the eye. It was tough at times simply because of the length of the level but that's something you'll run into any time you make a long level. It was fun to play, good difficulty, very enjoyable. ----- 27. Chikane - Mystery Mine Creativity: 8/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 8/10 Overall: 41/50 The palettes were very nice throughout the whole level. The varied environments were welcome and plentiful. It flowed well and even though the invisible tiles portion looked daunting, it wasn't unfair. Solid level design, very enjoyable and even though it doesn't count, nice backstory additions. ----- 28. Immortality - Cherry Blossom Ruins Creativity: 5/10 Difficulty: 4/10 Appeal: 2/10 Functionality: 6/10 Fun: 5/10 Overall: 22/50 With a name like that I expected some level of pink, however I didn't expect EVERYTHING to be pink. The amount of bright pink used made the level not very fun to look at. It was way too short and easy so it was over before I could really get in to the level. ----- 29. Toad8642 - Up or Down (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 (REMOVED) ----- 30. TiersWTF - Crumbling Defeat Creativity: 3/10 Difficulty: 5/10 Appeal: 4/10 Functionality: 3/10 Fun: 6/10 Overall: 21/50 Some blind jumps, cutoff tiles, forced hits and ways to get yourself stuck hurt this level, but the worst offender is that the level was an obvious Chocolate Island 4 remake. This is a contest about making your own levels, not slightly modifying existing levels. ----- 31. dottedboy - Overgrown Creativity: 8/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 7/10 Fun: 8/10 Overall: 38/50 The theme was very consistent throughout the whole level which was nice. It looked and played like an overgrown forest. Second half felt short and wasn't nearly as varied as the first. Getting to the secret exit was also quite hard as big mario and I resorted to taking a hit so I could clear the jump. On a side note, the choice of DKC2 Web Woods as music was perfect. ----- 32. TOS - The Lost Land Creativity: 8/10 Difficulty: 7/10 Appeal: 9/10 Functionality: 8/10 Fun: 9/10 Overall: 41/50 The use of the switch palace was well done and I liked how there were many distinct segments to the levels, none of them too difficult but all of them very nice looking. Palettes were superb. A bit difficult due to length but that's to be expected with long levels. I feel that you could have done the cutscenes better by adding images to them, especially the second set, but it's not a big deal and I'm not taking off for it or anything like that. Had a lot of fun playing this level. ----- 33. TRS - Mystery of the Green Switch Palace (V4) (The Investigation) Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 8/10 Overall: 42/50 The Layer 1/2 grassland and mushroom sections instantly boosted your Creativity score. I've only seen multiple layers simulated through clever layer 1 and 2 usage in Super Metroid where it's a bit easier than SMW to do. You managed to simulate multiple layers perfectly, including the background. That area was incredibly pretty to look at because of it. The blue blocks were a bit odd to see because of knowing what they were but you put them to interesting usage. Use of those arrow tiles to hint at secrets was cool too. ----- 34. LunarYoshi - Foresty Forest (V2) (Forest Conundrum) Creativity: 8/10 Difficulty: 8/10 Appeal: 10/10 Functionality: 8/10 Fun: 8/10 Overall: 42/50 I loved the abnormal but very eye-pleasing paletting. It was a welcome change from the standard Super Mario World fare. Aside from the creative paletting, the rest of the level was a nice, good difficulty level with interesting design to spruce it up. Very enjoyable and a cleverly hidden secret exit. ----- 35. ZMann - Scaling the Icy Mountain (Snowy Mountain) Creativity: 7/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 8/10 Overall: 40/50 A rather straightforward level but presented with pretty palettes and enjoyable design. Details were plentiful but not so much that they were overbearing, which is good. I liked the secret bonus behind the goal post. ----- 36. booblock - Beetletarian Creativity: 8/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 6/10 Fun: 7/10 Overall: 36/50 I don't like how you used the glitched spinies as red beetles in the red area because up until then you can jump on beetles like normal, but now they kill you It's confusing for the player. Palettes were nice overall and it was interesting theming a level around Buzzy Beetles. ----- 37. superwiidude - Mountain Fortress Creativity: 10/10 Difficulty: 8/10 Appeal: 10/10 Functionality: 8/10 Fun: 9/10 Overall: 45/50 Generic level name, ANYTHING BUT generic level. The skill you showed in mixing and combining vanilla tilesets into new and creative sets and decorations astounded me and your palettes did nothing but make them look fantastic. I'd feel like I was lying if I gave you anything less than 10 in creativity and appeal because of how pretty the level looked. And even though it was pretty cosmetically, the level design wasn't affected. Always new places to visit with new combinations made the level never boring and always fun to continue traveling through. ----- 38. Playnoweverybody - Super Mario World 2 V3 (STILL BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 (TO BE RATED) ----- 39. Best Video Gamer - The Invisicave Creativity: 8/10 Difficulty: 4/10 Appeal: 5/10 Functionality: 5/10 Fun: 7/10 Overall: 29/50 I know it's supposed to be hard but it's really too challenging at times. It would have been slightly easier if the background had been set to not scroll, so you could judge distances by using the background. Not sure what to put for appeal, considering the level was invisible. BG palette was nice I guess. The level certainly worked as intended, it's just a shame it's so hard because of it. Definitely creative, just too difficult. ----- 40. Wizard the Wizzisential - Mario's Adventure Creativity: 3/10 Difficulty: 4/10 Appeal: 7/10 Functionality: 5/10 Fun: 3/10 Overall: 22/50 Looked and played fine but was ultimately bland and boring because there simply wasn't any challenge. No enemies until the last part with the flying and even then you can just fly over then all. Needed more enemies. Bowser fight had some sprite memory issues. The flames and mechakoopas kept disappearing. ----- 41. DarthYoshi492 - Misted Mountain Creativity: 7/10 Difficulty: 5/10 Appeal: 8/10 Functionality: 6/10 Fun: 6/10 Overall: 32/50 I don't know why but I had unimaginable amounts of trouble with your level. I was dying left and right. The variations in the landforms was interesting and enemy placement was great for difficulty. Secret exit was all sorts of tough to get simply because of all the backtracking through treacherous terrain. Saw some slight glitching at times with the sumo flames. ----- 42. Ddoomm10 - Mario's Endless Adventure Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 9/10 Overall: 43/50 I loved this level. The palettes were superb and the manipulations were great as well. The added cutscenes were a nice touch and I laughed at the 4th wall break at the end. Escape sequence was great and the use of thwomps offscreen to make it shake was ingenious. ----- 43. Time Traveler - Temple of Time (V3) Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 6/10 Fun: 5/10 Overall: 32/50 I have no clue if I solved the puzzle right or not but I know I had to use savestates to make it in time. It was creative though, I'll give you that. The midway point was broken, so restarting after dying just led to death. (Update: Now I realize you used the SMW-fix patch to fix the silver p switch glitch so the puzzle wasn't nearly as hard as I made it out to be so I can increase points for difficulty. Still like my first method better though. :( ) ----- 44. HuFlungDu - I R Maek Levl 1337 (V3) (DROW5r5 FORTr35) Creativity: 6/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 6/10 Fun: 6/10 Overall: 32/50 The creativity of the multi-layered area and the gravity switching one were great but the various cave areas detracted from it. They felt bland and unnecessary, like not much thought went into them. The multi-layered area was fun but at times, walking on the back layer was tricky because you couldn't always tell if there was land hidden behind the front layer. ----- 45. boredman - Whatever the Weather! Creativity: 5/10 Difficulty: 5/10 Appeal: 6/10 Functionality: 6/10 Fun: 4/10 Overall: 26/50 There wasn't much to the level. It was kind of boring to be honest, nothing but a slow autoscroll populated with a lakitu and a few enemies. and the lakitu was never an issue because of the amount of shells you could get and how low he was. Needed more substance to it in general. ----- 46. Diddy Kong - One Level Challenge Creativity: 5/10 Difficulty: 5/10 Appeal: 5/10 Functionality: 6/10 Fun: 5/10 Overall: 26/50 At first I thought it was going to have two exits because of the split at the start but was disappointed to find that they both led to the same route. I felt like it needed more challenge overall, as there weren't many enemies until the cave area. ----- 47. Desert-Fox - Midnight Canopy Creativity: 8/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 6/10 Fun: 6/10 Overall: 34/50 *DISQUALIFIED FOR GRAPHICAL CHANGES* The detail in the level was impressive, barring a few cutoff instances, but unfortunately the level had to be disqualified due to the various squarings of graphics plus the sign graphic change you made. The clouds in the second half seems to work in funky ways as I saw the koopas walking on them jittering about as they walked. ----- 48. CCF9Unite - Exploring the Marsh Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 35/50 Above average level with nice palettes for the most part and areas both above and below to explore. I liked the little nooks and crannies you added to explore and how there was usually an upper and lower route to take. ----- 49. Dotsarecool - A Normal Day for Mario (V2) Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 7/10 Fun: 8/10 Overall: 41/50 I loved the paletting and detail you put into the level, especially the psuedo-layering in the ground. Level design was great as well, though I felt the cave FG section needed more to it but that's not a big deal. After using the reset pipe in the water area, BG garbage showed up. Also, in the line guide section I never could get past those saws and fuzzies without taking a hit. I also think the key shouldn't have been hidden in such a way that you needed to walk on ground that was offscreen to get to it. ----- 50. vindew332 - Topsail Havoc Creativity: 5/10 Difficulty: 4/10 Appeal: 5/10 Functionality: 5/10 Fun: 4/10 Overall: 23/50 Creative idea to use the ghost house set to create "sails" but aside from that the level didn't have much going for it. It was incredibly short and the sails were pretty much just copy-pasted throughout the level with some enemy generators thrown in. Needed a lot more effort put into it. ----- 51. Randoguy101 - Strange House (V2) Creativity: 7/10 Difficulty: 7/10 Appeal: 6/10 Functionality: 7/10 Fun: 7/10 Overall: 34/50 The multiple paths were a nice touch. The level looked nice overall with the exception of a few palettes. I feel that had I not died and therefore gotten my time back from the midway point, I would have been hard-pressed to get to the boss room in time. Pretty enjoyable. ----- 52. Zildjian - Mario Takes a Stroll (V3) Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 9/10 Overall: 43/50 Very enjoyable level filled with fun design and pretty palettes. Nicely done graphical manipulations and pseudo-layering helped bring the level to life. Difficulty was very good, a consistent, "just right" level. ----- 53. kurosaga - A boy and his boo Creativity: 6/10 Difficulty: 4/10 Appeal: 3/10 Functionality: 3/10 Fun: 5/10 Overall: 21/50 There was a good deal of cutoff tiles in the level. There were also glitched graphics on the lakitu cloud and note block sprites. The last screen was very hard to get to the goal sphere, which was also glitched graphically. I was also able to get inside the walls at the part with the staircase tiles. Ironically, that was the only way I could continue because the intended path was a 2-tile high hall with eeries and spikes on the bottom which was way too tough for my enjoyment. ----- 54. Mariowings77 - Super Happy Fun Time Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 6/10 Fun: 7/10 Overall: 34/50 I liked how there were a lot of non-essential things included in the level like the switch palace and the red Yoshi. The name of the switch got a laugh out of me too. Only problem I noticed was that there could get to be a lot of slowdown from sprite overload in the last area due to the coin clouds, flying lakitu and wiggler sprites all together. Also, the layer 3 tide disappeared from the goal post at the end. ----- 55. GoldRogerPirateking - Tundra Creativity: 4/10 Difficulty: 3/10 Appeal: 5/10 Functionality: 3/10 Fun: 5/10 Overall: 20/50 I disliked the Yoshi jump section as that was just difficult for the sake of being difficult. I'm also not a huge fan of how you required a glitch for the secret exit. Aside from the difficulty it was a rather mediocre level; nothing special but not horrible. ----- 56. Snowshoe - Acacia Valley 2 Creativity: 5/10 Difficulty: 7/10 Appeal: 5/10 Functionality: 5/10 Fun: 6/10 Overall: 28/50 A good level, just didn't have much going for it. I mean, it was solid, but there was nothing that really stood out to me. I never found the secret exit, even when looking in Lunar Magic. ----- 57. MarioFan22 - Cave Escape (V2) Creativity: 7/10 Difficulty: 6/10 Appeal: 7/10 Functionality: 7/10 Fun: 8/10 Overall: 35/50 A bit long but still enjoyable. It would have been nice if the midpoint for the section after hitting the switch was placed earlier. I noticed that I grabbed all the yoshi coins before finding it. Palettes were good for the most part. It was a bit heavy on the "use item to get item" puzzles but overall the level was fine. ----- 58. Darky - Muncher Sphere Creativity: 8/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 7/10 Fun: 7/10 Overall: 38/50 You had some nice little puzzles in the level for both the normal and secret exits. The level looks nice too with a good amount of detail. Only thing I didn't like was how visually distracting the overlay in the big puzzle room got. It was a bit annoying to look through the whole time. ----- 59. Pikerchu13 - Isle of Confusion (V2) (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 ----- 60. E-Man - Vile Volcano Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 35/50 Fun level with a consistent theme. Palettes were good for the most part. I feel that the bonus area shouldn't have taken you all the way past the midpoint and close to the end, as it wasn't very hard to find. ----- 61. neosaver - Shoot the Bullet Creativity: 4/10 Difficulty: 2/10 Appeal: 3/10 Functionality: 2/10 Fun: 3/10 Overall: 14/50 Kaizo levels are generally not very well scoring and this one is no exception. Floating munchers galore, cutoffness, and the kaizo trap at the end. After dying at the end because the lower bullet had despawned somehow, I gave up. Too hard, not very fun, just not good at all for the contest. ----- 62. GanonTEK - Element Castle Creativity: 5/10 Difficulty: 6/10 Appeal: 4/10 Functionality: 4/10 Fun: 6/10 Overall: 25/50 Palettes weren't always the best throughout the level and the used of bullets without launchers made for some hectic moments as I scurried to avoid them all. A lot of the difficulty came from enemy spam which isn't the best type of difficulty for sure. Level design was okay though, nothing spectacular but not bad. ----- 63. Smallhacker - Blocks of Chaos Creativity: 3/10 Difficulty: 3/10 Appeal: 3/10 Functionality: 5/10 Fun: 3/10 Overall: 17/50 Not sure what kind of point you're trying to prove by this; I get what's happening here, I can see that the level randomly generates the blocks when you enter. Obviously you did SOMETHING outside of Lunar Magic but since I did promise to not disqualify you, there's nothing I can do about it. Though it doesn't mean I have to rate you well. While technically impressive I guess, the level is boring to play and look at with no difficulty other than hoping the blocks have generated well enough to clear all the jumps. ----- 64. mootbooxle - Yoshi's Back Yard Creativity: 5/10 Difficulty: 5/10 Appeal: 5/10 Functionality: 5/10 Fun: 6/10 Overall: 26/50 I didn't like the cave background much as it looked rather glitchy. There were a couple cheap hits in the level, like right before the midpoint when bouncing up the springs. I also noticed that the second half felt like a 105 edit which is never a good thing especially in a contest about your personal level design abilities. ----- 65. HighVoltageGamer - Isle of the Damned (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 ----- 66. K3fka - The Castle Raid Creativity: 6/10 Difficulty: 7/10 Appeal: 5/10 Functionality: 7/10 Fun: 6/10 Overall: 31/50 Palettes were okay for the most part, with the occasional strange color in a gradient making them look slightly imperfect. Level design was good for the most part. ----- 67. Elite Goomba Hacker - The Haunted Church Creativity: 6/10 Difficulty: 7/10 Appeal: 5/10 Functionality: 7/10 Fun: 6/10 Overall: 31/50 It was clever how you hid the cape required for the secret exit in the P-switch ? blocks. There was a lot of invisible coin block usage in the level but since it's a ghost house I guess I should have expected a level of trickery like that. Pretty good overall, I just wish you'd chosen to use a custom palette or some of the ghost house details to spruce up the level a little more. ----- 68. Snifit - Cerulean Cove Creativity: 9/10 Difficulty: 6/10 Appeal: 7/10 Functionality: 7/10 Fun: 8/10 Overall: 37/50 I liked a lot of the graphical replacements for enemies and the map16 manipulations were great as well. The level suffered from difficulty due to length which could have easily been fixed by inserting a midpoint. I liked how there were multiple areas to explore and even a bonus room in the bonus room. Palettes were good for the most part but the outside area with the palette exanimation was a bit distracting due to it. Not horrible though. ----- 69. xman0444 - Volcanic Grassland Creativity: 4/10 Difficulty: 4/10 Appeal: 5/10 Functionality: 3/10 Fun: 5/10 Overall: 21/50 The level didn't scroll vertically no matter what I did which leads me to question whether or not you tested the level because there was obviously stuff going on above the screen. Thank goodness there was a lower path 90% of the time as I never was sure if i would crash into an enemy or not as I was up there. There was also glitches in the lava when things fell in. Second half of the level was just jumping across identical platforms to the end which wasn't very fun or creative. ----- 70. Hadron - The Swamp Demon's Lair Creativity: 9/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 8/10 Overall: 42/50 There was a great level of detail in the level and good palettes helped bring it to life. The cutscenes were well done and I liked how there were images for whoever was talking. Difficulty was at a good level with a midpoint perfectly placed. I really enjoyed playing this level. ----- 71. ---smwExpert--- - Jungle Labyrinth Creativity: 6/10 Difficulty: 7/10 Appeal: 6/10 Functionality: 6/10 Fun: 6/10 Overall: 31/50 I know you were going for the multiple paths and detailed level effects but it felt very cluttered and claustrophobic to play. Small Mario was preferable here because of the number of small paths and passages. At times it looked like tiles were placed haphazardly because of this. Design was okay in the end but i felt like in this case less may have been more. ----- 72. MajorasMask9 - HAUNTED UNDERWATER VOLCANO Creativity: 7/10 Difficulty: 5/10 Appeal: 7/10 Functionality: 5/10 Fun: 6/10 Overall: 30/50 It was tough avoiding the Rip van Boos you put in the small corridors. Theme was consistent and better than I thought it would be. It was different how you rewarded item puzzles with normal powerups instead of bonuses. ----- 73. RealLink - Mouldy Mansion Creativity: 8/10 Difficulty: 6/10 Appeal: 7/10 Functionality: 6/10 Fun: 7/10 Overall: 34/50 I liked the inclusion of lesser used SMW sprites such as the bubble enemies. The theme was nice and consistent the whole way through. Time felt short but that might have just been me exploring too much. At least you added time for the big boo fight which was nice considering I had 17 seconds left when I entered the room! ----- 74. Poseidien3 - Get Out of my Face Mario (Mr Toodles Factory) Creativity: 5/10 Difficulty: 4/10 Appeal: 3/10 Functionality: 4/10 Fun: 4/10 Overall: 20/50 Palettes weren't very good most of the time. The difficulty of the level was all over the place too, it started with a kaizo obstacle and then became quite easy in later sections. ----- 75. reghrhre - Mystical Orb Search Creativity: 10/10 Difficulty: 8/10 Appeal: 10/10 Functionality: 8/10 Fun: 10/10 Overall: 46/50 The level of detail in your level is huge! I loved all the little nuances like the torpedo ted platforms, spike tops on the walls, Rexes as Dry Bones and more. Colors was great if but a little monochromatic at times. Difficulty was solid. The biggest enjoyment was that the level had so much variety going for it. One second you're climbing nets, the next you're riding a moving castle block, a second later you're platforming over spikes and walls lined with foreground enemies. It was always fresh and new no matter where you were in the level. ----- 76. losoall - Ghost Ship Creativity: 8/10 Difficulty: 6/10 Appeal: 5/10 Functionality: 6/10 Fun: 7/10 Overall: 34/50 The puzzles with the p-switches were really neat and it was an interesting idea to use the silver p-switch glitch as a method to further extend the confusion caused by them. I had issues with your backgrounds, they didn't seem to work right in rooms where you weren't using layer 2. I looked in Lunar Magic and all your background map16 tiles were blown up into the "blank" tile. What was up with that? ----- 77. masterdud - Vanilla dome level (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 ----- 78. Akhenderson - The Great Dimensional Rift Creativity: 6/10 Difficulty: 5/10 Appeal: 6/10 Functionality: 5/10 Fun: 6/10 Overall: 28/50 There was a bit of muncher spam in the second area but at least they were all rooted to the ground and not floating. Unfortunately this led to lots of precision movements on the vines and easy deaths. Keeping Yoshi was easy for the most part but I feel that there should have been chances for the player to get another one if he lost him along the way. ----- 79. Kristian - Climb to the Clouds Creativity: 7/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 7/10 Fun: 8/10 Overall: 39/50 I really liked the palettes you chose for the level, especially the ones for the dino-rhinos. Design was great and difficulty was good as well except for the secret exit room where I somehow managed to spinjump my way to no damage but it was quite a large spike in difficulty. Fun level. ----- 80. CreatorofChaos - Azure Skyland Creativity: 7/10 Difficulty: 8/10 Appeal: 8/10 Functionality: 8/10 Fun: 8/10 Overall: 39/50 The level was plenty colorful and had lots of little places to explore. Any time there was something hidden below the screen height you always marked it with coins to indicate platforms so there were never any blind jumps. Difficulty was great, not to hard but not too easy. Moderate level of detail helped as well. ----- 81. swamp cecil - Cleft Cliff (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 ----- 82. LaularuKyrumo - CASTLE OF DOOM (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 ----- 83. arnpoly - SS Castle Creativity: 7/10 Difficulty: 6/10 Appeal: 6/10 Functionality: 7/10 Fun: 7/10 Overall: 33/50 Enjoyable castle level. A bit tough at times but with enough patience it was doable. Nice usage of Layer 2 Smash generators in the second half of the stage. The springboard jump with the thwomp above was a bit tough, as was the mass of thwomps at the midpoint. ----- 84. Dashie - Cookie's Fortress Creativity: 7/10 Difficulty: 6/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 34/50 There was a bit of an overabundance of spikes but they weren't ever too difficult to avoid given patience. ...Which means I ran into them a lot but that's my own fault for being impatient. Detail was nice for not having changed any map16 from what I saw, and level design was good. Time felt a bit short. ----- 85. ToasterTank - Volcano Fortress Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 7/10 Fun: 8/10 Overall: 36/50 You had a lot of good detail but the appeal was lowered on account of the massive amount of cutoff tiles. Now i know I said I'd make exceptions, but that was mostly meaning for things that were unavoidable. Since I can see how one might think I'm allowing cutoff tiles from the original game, I'm not deducting a lot but that's why it's only a 7 and not higher. Design and difficulty were both good and the level was plenty enjoyable. ----- 86. everest700 - Lava Rush Creativity: 6/10 Difficulty: 5/10 Appeal: 7/10 Functionality: 6/10 Fun: 6/10 Overall: 30/50 Palettes were good though a bit bright at times. Difficulty relied on heavy enemy placement but was okay for the most part. Those bouncing footballs were tough though because of the randomness factor in them. Design was okay. ----- 87. MoogleEmperor - Volcanic Valley Creativity: 7/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 6/10 Fun: 8/10 Overall: 36/50 The difficulty was high in this one, with lots of usage of enemies with projectiles like Lava Lotuses and Pitchin' Chucks. The last three pitchin' chucks were the worst because of all the baseball spam. Palettes were excellent and the level overall was fun to play and well designed. ----- 88. DaxterSpeed - Magic Forest (Forest of Day/Night) Creativity: 8/10 Difficulty: 7/10 Appeal: 9/10 Functionality: 6/10 Fun: 8/10 Overall: 38/50 Not sure which level you wanted me to judge but considering they're pretty much the same level but with different palettes I guess it doesn't matter. Paletting was excellent as was level design. The first areas were really tough to get through though with the overlay used. I feel more leniency would have been nice there. ----- 89. Hach - Castle Ruins Creativity: 8/10 Difficulty: 8/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 37/50 Difficulty was up there but it never felt unfair, instead creative enemy placement kept me on my toes and always careful. Design was good, I enjoyed having many paths to take. Palettes were a bit dull in places, seeing as it was all shades of brown the whole time, but I guess that's because it's supposed to be ruins. ----- 90. Lu-Kaz - Iron Grotto Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 7/10 Fun: 8/10 Overall: 36/50 The secret exit was cleverly hidden. Paletting was nice and level design looked good with nice path variation. Timing the jump at the end from the P-Switch run as a bit tough especially with the low ceiling. ----- 91. PwndGames - Re-Embodiment of Scarlet Devil Creativity: 4/10 Difficulty: 3/10 Appeal: 2/10 Functionality: 2/10 Fun: 4/10 Overall: 15/50 It was clear to me that you can't have tested this level well or else you would have caught the numerous glaring cutoff tiles, glitchiness and downright unfairness at times. The level wasn't pretty to look at most of the time, there were many enemy glitches, the layer 2 section was messed up at times, and you even messed up the Wendy fight somehow. ----- 92. MalcolmBellman38 - Tech Support vs WWSPA Creativity: 4/10 Difficulty: 4/10 Appeal: 5/10 Functionality: 3/10 Fun: 5/10 Overall: 21/50 I'm genuinely confused about what happened with the music and sound effects. All sounds were messed up. However since music isn't judged it won't affect the score...but man it left me feeling confused as to what happened. Level-wise, it was unfair in terms of difficulty at times, the palettes weren't always nice and the design felt bland at times. There wasn't much else to the level. ----- 93. mrwannabe - Death Mountain (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 ----- 94. PowerStrike - Oasis Isle (V2) Creativity: 7/10 Difficulty: 8/10 Appeal: 7/10 Functionality: 8/10 Fun: 8/10 Overall: 38/50 Enjoyable level with nice palettes and design. Difficulty was at a good level as well. It left me wanting more which is a good thing I guess! ----- 95. Riolu180 - Chrominus Castle Creativity: 9/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 37/50 It was quite hard at times. The monochromatic effect, while cool, was visually distracting at times. The idea though was good, as was the cleverness in accessing the secret exit. It was a tricky puzzle to solve, even trickier to get the koopa over to where I needed it. ----- 96. Lynnes - Forever Factory Creativity: 10/10 Difficulty: 7/10 Appeal: 10/10 Functionality: 7/10 Fun: 10/10 Overall: 44/50 It's really amazing what sorts of graphics one can create by mixing vanilla SMW graphics, and this level is a true testament to this. As soon as I saw the "sleeping" Chuck, with the invisible Rip Van Fish included so the sleeping Z's would appear, I knew there was a treat in store for me. Excellent usage of graphical creativity made the level fun to look at and progress through, if only to see what sort of effects would appear next. Length and semi-high difficulty made the level quite difficult at times, which is my only real complaint. ----- 97. GN - Larry's Volcano Creativity: 9/10 Difficulty: 7/10 Appeal: 10/10 Functionality: 7/10 Fun: 9/10 Overall: 42/50 Paletting and general look of the level were both very nice. The muncher cave was a bit over the top in terms of difficulty which is unfortunate because the rest of the level for the most part was hard but pretty fair. Very enjoyable level if cramped feeling at times, especially in the volcano parts. ----- 98. Patgangster - Underground Castle Creativity: 7/10 Difficulty: 8/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 36/50 Fun level with some good palettes and decent difficulty level. The red buzzy beetles threw me for a loop at first because I expected them to be glitched spinies. Nice job tricking me! Not sure what was up with the Luigi head at the end but oh well, no matter. ----- 99. x-treme - A Normal Day for Mario Creativity: 7/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 8/10 Fun: 7/10 Overall: 37/50 Palettes were nice to look at and the few map16 manipulations you made added nice effects to the landscape. Difficulty was fairly good, though the wendy fight, while creative was a bit harder than the rest of the level, which I guess makes sense for a boss... Still, enjoyable level. ----- 100. PercentN - Randomness Creativity: 9/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 7/10 Fun: 7/10 Overall: 37/50 What was up with the random black walls at the ends of sections? They were really jarring and ugly to look at compared to all the other well done map16 manipulations. Difficulty was decent and the level flowed well, though it's a shame that you didn't get to finish. ----- 101. kirbyeatsbomberman - Mossy Castle Creativity: 7/10 Difficulty: 5/10 Appeal: 7/10 Functionality: 6/10 Fun: 7/10 Overall: 32/50 The room with the Thwomps and Thwimps that used overworld graphics confused the heck out of me. It just sort of came out of nowhere and didn't fit with the rest of the level. Other than that, the outside area seemed to rely a little too heavily on grinders for my tastes. The rest of the castle part was kind of short for being the normal exit. Not a bad level by any means, just a bit odd at times. ----- 102. yogui - Teleporter Room Creativity: 10/10 Difficulty: 8/10 Appeal: 9/10 Functionality: 8/10 Fun: 10/10 Overall: 45/50 Okay, now that was a REALLY cool idea. I loved the smw recreations of all the Megaman 2 stages along with their respective music tracks. It's surprising how well you were able to recreate them, even Metal Man's stage's funky palette. Difficulty was smooth the whole time except Quick Man's section, with the moving spikes, though I guess that's to be expected from Quick Man. Very fun to play and for saying you didn't think this would get close to winning, I think you have an honest chance at placing. ----- 103. mariocool1999 - Adventure Island Creativity: 6/10 Difficulty: 4/10 Appeal: 5/10 Functionality: 3/10 Fun: 4/10 Overall: 22/50 The biggest issue was the glitchiness of the level. Map16 didn't act correctly in parts of almost every room. The biggest offenders were upside-down slopes. There was also lots of sprite memory issues. Cramped and extra-lengthy level design made it tedious to advance, especially in the first cave. I didn't even finish the level entirely because of the length (the switch palace was totally unneeded) and the glitches with the map16, which caused me to be stuck for good. More testing needed to be done on the level as a whole. ----- 104. BlackEagle766 - Castle of Illusions Creativity: 7/10 Difficulty: 6/10 Appeal: 6/10 Functionality: 6/10 Fun: 6/10 Overall: 31/50 The rotational puzzle was a nice idea but didn't seem fully realized since I was able to solve the whole thing on one rotation once I rotated it correctly. The rest was pretty good, though there was one huge glitch with the midpoint, where the pipe exited Mario into the lower pipe, causing him to hit the midpoint but die a second later. It could be avoided by jumping immediately but it seemed like a pretty big oversight. ----- 105. Rocket Sparkster - Magma Cave Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 7/10 Fun: 7/10 Overall: 35/50 Level design was pretty good the whole time and the variation in the insides of the dirt kept the level from looking boring. First palette was a bit funky for a magma cave, what with being blue and yellow, but the rest were good. ----- 106. Purple Mario at the Red Cliffs (BROKEN LINK) Creativity: 6/10 Difficulty: 3/10 Appeal: 5/10 Functionality: 3/10 Fun: 4/10 Overall: 21/50 I never finished the level because I could not figure out how to progress in the room with the boo ceiling. I even looked in LM and found that there was a p-switch door but couldn't locate the P-Switch. The level seemed to be hard for the sake of being hard and as a result wasn't very enjoyable. Palettes were meh and design felt pretty poor. ----- 107. Aqualakitu - Lunar Island Exploration Creativity: 10/10 Difficulty: 8/10 Appeal: 10/10 Functionality: 8/10 Fun: 10/10 Overall: 46/50 The level was incredibly pretty to look at. Combining the various tilesets made the level look great and the palettes used were perfect and varied as well. The puzzle at the switch palace was fun and the portal references made me laugh. Difficulty was even the whole time and never too hard or easy. Lots of fun. ----- 108. BloodyToothBrush - The Secret in Mario's Pad Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 (REMOVED) ----- 109. FUGGNUTZ - The Maze of Puzzles Creativity: 8/10 Difficulty: 6/10 Appeal: 6/10 Functionality: 6/10 Fun: 7/10 Overall: 33/50 Clever puzzles but I wish there was a way to restart them if I had messed them up. Palettes were a bit funky at times but not horrible. Overall, it was a pretty fun level. ----- 110. Rayman Man - Koopa Kaves (Cliffside Caves Part 1) Creativity: 7/10 Difficulty: 7/10 Appeal: 6/10 Functionality: 7/10 Fun: 7/10 Overall: 34/50 I wasn't a fan of the washed out palettes you chose, they were too bright for my tastes. Other than that, the level was interesting, if not a bit long and low on time at times. I hit the "low time" sound three times, causing to music to get faster and faster each time. ----- 111. Agent Q - Watchtower Duke Out Creativity: 9/10 Difficulty: 7/10 Appeal: 9/10 Functionality: 7/10 Fun: 8/10 Overall: 40/50 You set a really nice atmosphere with the paletting and lightning generator, and the use of the castle destruction graphics as actual graphics was a really cool idea. Difficulty was a bit high at times with all the fireballs that were often onscreen, and I thought that the darker floor pieces actually being pitalls was a bit cheap. ----- 112. VideoGuy - Parallel Dimensions (BAD PATCH) Creativity: /10 Difficulty: /10 Appeal: /10 Functionality: /10 Fun: /10 Overall: /50 ----- 113. Marioman - Checker-Filled Mountain Creativity: 9/10 Difficulty: 8/10 Appeal: 8/10 Functionality: 8/10 Fun: 8/10 Overall: 41/50 The checker effect was a lot better done than I had anticipated and although it was a bit odd visually, it wasn't bad to look at. It's too bad you didn't follow through with this idea for the castle part though, considering there was a lot of the level in the castle. At the end I noticed you could fall down and end up back at the start of the castle but with the timer still going. Probably would have just been better to warp directly to the goal post. ----- 114. Whoamme - Mario: Lost Color Creativity: 8/10 Difficulty: 8/10 Appeal: 7/10 Functionality: 7/10 Fun: 8/10 Overall: 38/50 I guess the reznor fight was purposefully only three reznors because they weren't a real end. There were a lot of clever puzzles in the level that I enjoyed. Palettes were pretty good for being grayscale, though it can get boring to look at after a while. ----- 115. TheGamer - Vanilla Rain: Endless Raindrop Creativity: 10/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 6/10 Fun: 7/10 Overall: 37/50 There were lots of cool ideas in the level, especially the cutscene fight with Mario and Luigi, but the ideas weren't always implemented in the best looking of ways. Also, there was lots of plot but there should have been heavy grammar and spellchecking done on the dialogue because it was hard to make sense of the story at times. ----- 116. Argumentable - Twilit Hills Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 7/10 Fun: 8/10 Overall: 36/50 Paletting was consistently nice to look at. The layer 2 clouds section was really well done as well. I also discovered that your level is quite difficult if one tries to rush through it. Level design was good for the most part but the secret exit felt a little bland, like you wanted to do more but ran out of time so you just quickly threw down some enemies and platforms. ----- 117. keckcellent - The Hills Seek Vengeance Creativity: 10/10 Difficulty: 7/10 Appeal: 9/10 Functionality: 6/10 Fun: 8/10 Overall: 40/50 The Reznor statues were always a gamble to me. i was never sure which ones were safe. Difficulty was high at times, mostly in the second chamber and in the boss room. Creativity throughout the entire level was incredibly high, especially the use of the overworld hills as actual enemies and the use of the BOMB!! at the boss. Paletting was also very good the whole time. ----- 118. Counterfeit - Black Day? Creativity: 8/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 7/10 Fun: 7/10 Overall: 37/50 Design was good throughout. It was interesting how you could only get one ending per file, that was a nice little touch. A little tough at time but not too bad. Palettes fit the mood very well. ----- 119. Bowser's Level Designer - Cinnamon Coast Creativity: 8/10 Difficulty: 5/10 Appeal: 4/10 Functionality: 4/10 Fun: 6/10 Overall: 27/50 Okay this level confused me in terms of both design and well, everything else. The entire level was very haphazardly thrown together, with tiles strewn all about, most often acting like other tiles. The background in the first area was annoying to look at since its palette and contents were such a similar contrast to the stuff in the foreground. It made it hard to tell what was what. There were some decent ideas, like that walljump section with the triangle blocks in the castle section. All in all, very weird, decent ideas, poor implementation. ----- 120. MAGUSANDMETROIDFTW - Stop the Pollution Creativity: 7/10 Difficulty: 7/10 Appeal: 6/10 Functionality: 7/10 Fun: 7/10 Overall: 34/50 Only thing was that paletting was a bit odd because of the backstory you chose. Browns and grays are kinda bland. Puzzles in the ghost house were okay, though I encountered a few disappearing sprites in the room with the pure brown background. Other design was okay as well, though I was surprised at how short the water section was. Did you just not finish it? ----- 121. tatanga - Bowser is a Jerk Creativity: 9/10 Difficulty: 6/10 Appeal: 7/10 Functionality: 6/10 Fun: 7/10 Overall: 35/50 There were lots of cool ideas, like the grinder room but high difficulty hurt the scores a little. The grinder room was very difficult and hard to get right most of the time. Palettes ranged from good to meh. Bowser's taunting was clever and enjoyable. I especially liked the message that showed up after dying and restarting from a midpoint. ----- 122. imamelia - A Magical Mystery - The Saga Creativity: 7/10 Difficulty: 7/10 Appeal: 7/10 Functionality: 6/10 Fun: 8/10 Overall: 35/50 I would say the biggest issue with the level was that a lot of the length felt unnecessary. I think you could have made it a lot shorter and still gotten the story across. It's not a bad level by far, it's just that there was a lot of generic mario level feel to it. The spoken dialoguing was funny and enjoyable and there were nicely done palettes as well. Also, the puzzle in labyrinth 2 was quite confusing. I'm still not sure if i did it right or not... ----- 123. jesus - Mountain Path Creativity: 7/10 Difficulty: 4/10 Appeal: 6/10 Functionality: 4/10 Fun: 6/10 Overall: 27/50 The difficulty kills it for me. I'm not a big fan of hard levels. Some of the traps seemed clever enough but it's always so hard to do them that it kills the fun for me. Though I guess when you do manage to beat it you get the thrill of winning so overall it's a somewhat fun level. I can't comment too much on the design since I don't follow hard level design standards. Visually it was fine though the thwomp area confused me a bunch with the ledges in the background. ----- 124. TLMB - SMWorldbound 2 - Bowser's Rage Creativity: 8/10 Difficulty: 7/10 Appeal: 8/10 Functionality: 7/10 Fun: 7/10 Overall: 37/50 I'm still not sure I found all the areas in the level but I spent a deal of time searching so I think my scores can accurately reflect the level as a whole at this point. There were lots of nice tileset combinations and palettes in the level and it was cool having lots of path choices. Unfortunately the path choices caused lots of confusion to me, as often I found myself randomly in a different or previous path I had already been to on a different path. It's not a big deal in terms of design, it's simple a mental thing on my end. Creativity: Did you take the original SMW and bend it to form new, creative puzzles, clever areas, and tricky obstacles Difficulty: Is the difficulty just right? Is it not insanely tough, but at the same time, not insanely easy? Appeal: Does the level look nice? Are there any graphical glitches? Functionality: Does the level work properly? Are there any retarded places that are unfair/can kill the player too easily? FUN: Is your level FUN OVERALL?