221. Patgangster - Funkytown Survival (V2) Level Design: 15.5/20.0 Appearance: 2.5/5.0 Functionality: 4.0/5.0 Total: 22.0/30.0 Comments: Definitely a tough beginning to the contest! Design overall was pretty decent, you can tell that every enemy was carefully placed into the level to make it difficult, but (usually) fair. Design did get a bit claustrophopic at times, especially in the low corridor with thwimps. Appearance was rather odd due to the color choice but it wasn't too bad. A point of Functionality was lost because on different occasions sprites did not spawn. ----- 2. Glitch.Mr - The Hack 3 Level Design: 14.5/20.0 Appearance: 2.5/5.0 Functionality: 5.0/5.0 Total: 22.0/30.0 Comments: A fairly standard level, probably World 1 or 2 material from what I gather. Design is standard, good but not great. It just feels like it needs something. The monty moles and pokeys are introduced carefully and their formations get more tricky as the level goes on, so thematically, you're all set. It just feels like there's room for something more. ----- 3. Mariosyoshishade - Luigi's Revenge Level Design: 12.5/20.0 Appearance: 1.5/5.0 Functionality: 5.0/5.0 Total: 19.5/30.0 Comments: The first "journey" level of the contest, journey levels are ones that traverse a wide range of level themes. Theme is important for a level, it brings the whole idea together, which, in turn, can influence how a level feels and its design. The first fault I had with the level was the background of the first area. The added background ledges and pipes only served to hurt the player because they look like objects you can stand on. A big oversight if you ask me. Combined with the unnatural landscaping, the first area was a little visually confusing and it hurt the score because of it. The rest of the design was about average. The only slight issue I took was that the underwater portion felt a little long, especially since there was still a decently long castle section afterwards. Thankfully I didn't die there, or the water section would have quickly become annoying to traverse again. ----- 4. Roberto zampari - Orange Forest Level Design: 12.0/20.0 Appearance: 2.5/5.0 Functionality: 5.0/5.0 Total: 20.5/30.0 Comments: Level was about average. It didn't seem like much thought was put into enemy placement, which meant they were just kind of "there". There was a little inspiration in the small "athletic" segments to deviate from the standard level progression, but they didn't stick around long enough to have a big impact on the level overall. The level could have benefitted from something more, like maybe a bonus. ----- 5. sunwarrior25 - PMP Micro Mini GO Level Design: 13.0/20.0 Appearance: 2.0/5.0 Functionality: 3.0/5.0 Total: 18.0/30.0 Comments: Another journey level. Theme was all over, though it was nice that there were little transitions built into the levels. I don't think it was a good idea to make the dark room light switch so far into the room, but the level wasn't too difficult up to that point anyways. Overall level design was nice and varied, enemies seemed well placed. Some Functionality points were lost because of the P-Balloons: they're surprisingly easy to miss grabbing due to the terrain where you find them. If you miss both balloons, there's no way to reset without dying. ----- 6. Sokobansolver - Punishing Pothole Level Design: 11.0/20.0 Appearance: 2.5/5.0 Functionality: 4/5.0 Total: 17.5/30.0 Comments: The idea behind the level where you make sprites not interact with layer 2 was very clever and made for a lot of interesting setups in the first half. However, the second half of the level felt very claustrophobic and soon a sharp turn for the hard. The sudden increase in difficulty and the claustrophobic level design held this entry back from being really good. Appearance was about average, pretty standard SMW stuff. Functionality lost a point for large amounts of slowdown towards the beginning. ----- 7. SilverSwallow - Awesome Vanilla Level Design: 7.0/20.0 Appearance: 3.0/5.0 Functionality: 5.0/5.0 Total: 15.0/30.0 Comments: Appearance was pretty nice, and Functionality had no issues. The absolute biggest issue with this level was that the design and ideas were pretty much taken wholesale from Awesome in the original game. Icy arch ledges with flying fish and star runs? That's the exact formula Awesome used. It's not you're idea, it's the original game, and that's why you took such a gigantic hit in Level Design. Oh certainly, the design was good, but it's the fact that it's not really original in any way is what really cost you. ----- 8. Sockbat Replica - Weird on the SMW Level Design: 8.0/20.0 Appearance: 1.5/5.0 Functionality: 4.0/5.0 Total: 13.5/30.0 Comments: The level design here seemed arbitrary in the first half. There also wasn't much to look at since everything in the foreground was green and the background was all gray. The second half was iffy with the ON/OFF switches. The layout was such that at any given time, there were still going to be invisible platforms that you couldn't really tell where they were located without some trial and error. As a whole, the level felt underwhelming and the issues with the second half didn't help it. ----- 9. Luigi370 - LAWL-ed Level Design: 12.0/20.0 Appearance: 3.0/5.0 Functionality: 4.0/5.0 Total: 19.0/30.0 Comments: Level Design felt a bit haphazard at times, but overall was pretty solid. Appearance was a mixed bag; the tileset mixing was nice, but the strange usage of pipe tiles for so many platforms didn't look so good. There was a lot of slowdown at the end from all the enemies. Speaking of which, you seemed to go really overboard with enemies at the end for no real good reason. ----- 10. Thehoundsquad - Muddy Mountain Level Design: 10.0/20.0 Appearance: 2.5/5.0 Functionality: 4.0/5.0 Total: 16.5/30.0 Comments: The level was rather short and didn't have much going for it, but there wasn't really anything wrong with it. It was pretty much a perfect example of an average level. Functionality lost a point because the screen did not scroll upwards when Mario climbed the vine--an oversight that would have been easily fixed with more testing. ----- 11. Doownayr89 - Mario & Friends Volume 7: Oh God Not Again (V2) Level Design: 15.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 24.0/30.0 Comments: The level design was pretty great. The varied landscapes were not a hinderance to the level's flow at all. The subtle usage of SMW elements that are not usually part of the normal tilesets accented the level nicely. The problem I ran into was that the springboard right after the midpoint that you're required to use to get up the wall was unusable. I looked through LM to see if it hadn't spawned, but instead I found that you had a z-order issue with the "air" tile you wanted to place over top the springboard. Because of the issue, Mario cannot actually spring off the springboard, trapping him unless you jump off the Chuck like I did. A simple oversight that could have been fixed through the smallest amount of testing in an otherwise very enjoyable level. ----- 12. Ripperon-X - Split Island (V2) Level Design: 10.0/20.0 Appearance: 2.5/5.0 Functionality: 5.0/5.0 Total: 17.5/30.0 Comments: Line guide levels are hard to get right. This one felt about average to me overall. There were a surprising number of sharp jumps in difficulty along both the normal and secret paths, the former being the spin jumps on the chainsaws and the latter being the riding of the disco shell over a muncher floor. The muncher bit felt the most out of place. Appearance was average overall. The palettes on the statue pillars in the background were weird and could have probably been fixed up a lot better. ----- 13. agie777 - Foopy Forest Level Design: 13.0/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 21.5/30.0 Comments: Palettes were interesting in the level with the lack of whites as highlights, but were still good. There was a variety of level design before the midpoint, but afterwards with the flying fish generator, there was none. The flying fish is always a gambit too due to its chaotic nature, and I don't think it worked too well here. Overall the level was still good but could have been stronger after the midpoint. ----- 14. Blind Devil - Slaughterhouse Level Design: 16.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 26.0/30.0 Comments: Palettes and thematic cohesion were great and consistent throughout the level. The Castle elements were all used in clever ways and the difficulty remained consistent throughout. I really enjoyed playing the level. ----- 15. Dakress - Reznor's Temple Level Design: 16.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 25.5/30.0 Comments: The level has a great sense of progression going for it. Platforming with the floating platforms gradually becomes more difficult, same with the complexity of the layer 2 section. The background in places could have been a little darker so as to differentiate the FG from the BG better. I loved the statue details: how the ones with open mouths spat fire. The one big thing I'd had changed was the single block wide platform for fighting Reznor. Had it been two blocks wide, it would have been more acceptable. ----- 16. Feenicks - Scarlet Woods Level Design: 13.5/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 21.0/30.0 Comments: A fairly solid level. Lots of Super Koopas but I felt like they were mostly psychological. Few were ever a true threat to me as I progressed, but it did make me continue cautiously. I like how after the midpoint you introduced Sumo Bros into the mix as well. The forest itself looked nice; palette was pretty good but I felt like it could have used a little more something to it. Not sure exactly what. ----- 17. miech10 - Taking a Stroll Level Design: 9.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 18.5/30.0 Comments: The biggest flaw was that the level was simply too short! What is there is good stuff, but there's no time for a buildup. It looked great, palettes were great, but there was no idea behind it simply because it was too short. I'd have loved to see the level concept expanded upon. As for an actual flaw in the level itself, if you get the star from the changing item block, you can basically get through the entire level unharmed, negating every enemy's usefulness. ----- 18. serplux - Through the Fields Level Design: 10.0/20.0 Appearance: 3.0/5.0 Functionality: 5.0/5.0 Total: 20.0/30.0 Comments: Level felt about average. Design seemed a bit random in its ideas and I never felt like there was a unifying theme in the level. There were also a couple blind-ish jumps that I fell victim to. Time was surprisingly short for a level that seemed to encourage a little exploration. ----- 19. SuperMarioRPG6400 - Athleticus Maximus Level Design: 13.0/20.0 Appearance: 2.5/5.0 Functionality: 5.0/5.0 Total: 20.5/30.0 Comments: A hard yet satisfying athletic level. I've used the "activate timed platforms then rush ahead to use them a second time" trick in levels before and it always provides a challenging, but usually fair bit of platforming. Inherent with these platforming challenges is the penalty of death though. It's not exactly an accessible challenge and I can see it being tricky for some to get used to, especially when there's little leeway given from start to finish. I did enjoy the level quite a bit though. Palettes were standard SMW. ----- 20. Riolu180 - THE LEVEL THAT... (V3) Level Design: 17.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 27.0/30.0 Comments: It's amazing how simply adding some pokey cacti and dead dry bones to the FG can really make a level feel like a desert, or at least an arid place. Palette certainly helped with that feeling too. Lots of enemies to face in this level but it never feels overwhelming, most likely due to the availability of Yoshi and a cape. Only part I was really iffy about was the couple of shell-kicking Koopas at the beginning, before I really had a way to defend myself. The setups were a little tough. ----- 21. Aquamentus - Twin Dungeons Level Design: 7.5/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 16.0/30.0 Comments: There was way too much item babysitting. Tight spaces made moving tricky at times, including lots of tough vine jumping, baseball chucks and more. Design really felt cramped. I don't understand the point of the second dungeon because, as mentioned, it is the exact same, but there's no appeal to it because it looks like an original cave with its paletting. Compared to the other one, which has blue lava, a leafy background and dark stone floor. ----- 22. FelipeUzumaki - The Four Elements Level Design: 3.0/20.0 Appearance: 2.0/5.0 Functionality: 4.0/5.0 Total: 9.0/30.0 Comments: This is why I said no Kaizo levels. And don't try to get me on a technicality that it's not Kaizo or something, it's excessively difficult and impossible to predict. Multiple times I did things or moved on ahead only to find I needed to bring something with me from a part I can't get back to, or ran out of supplies to progress, usually throw blocks. The medium scrolling in the last section made for a stupidly difficult time when combined with the throw blocks. Eventually I abandoned Yoshi and was thankful to find I didn't need him in the end, but considering what I had done before, I fully expected to need him the whole time. Unfun platforming, impossible to predict design, and it didn't really look good either. ----- 23. Neo carld923 - Apocalyptic Plains Level Design: 10.0/20.0 Appearance: 4.5/5.0 Functionality: 4.0/5.0 Total: 18.5/30.0 Comments: The palette really helped convey a post-apocalyptic atmosphere, and I liked that a lot. Design-wise, the level was mostly strong, but had a few issues. First, the large number of munchers seemed to only hinder the design, in that a lot felt randomly tacked on simply to make the player's life more difficult. The second was that the fire generator was, while not impossible to deal with like other levels, still a random element that can easily get in the way. I also noticed it causing sprites to disappear at times, hence the point knocked on Functionality. Lastly, I noticed multiple areas where Big Mario Discrimination was a problem. Due to the difficulty, I rarely made it to those parts with Big Mario, but when I did, I had a much harder time progressing due to low ceilings. ----- 24. Gamma V - Rex Ruins (V2) Level Design: 18.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 27.5/30.0 Comments: I loved this level; it felt like something out of the past, one of the old hacks that focused exclusively on level design because there simply wasn't much else they could do at the time. That's a good thing to me, by the way! It was a pleasant, simple romp through what's probably meant to be a World 1 or 2 level. The multiple bonus rooms were a nice touch, as were the choice of upper and lower paths through the level, with the upper usually containing higher rewards. Scenery gave a great ruins feel to the level and looked really nice as well. ----- 25. ferrety111 - Autumn Dragon Level Design: 14.0/20.0 Appearance: 4.0/5.0 Functionality: 4.0/5.0 Total: 22.0/30.0 Comments: Nice job building a level based around Yoshi. I liked how if you lost Yoshi, there were ways to get him back via extra Yoshi blocks or backwards looping pipes that also serve as side areas. Design was mostly good, though a bit stale at some points, as it was mostly unhindered left-to-right movement with Yoshi along for the ride. Palettes were nice and the cycle effect when you get all 5 Dragon Coins was a cool effect. There was one point where coins were placed above the transparent blocks, and as such caused that invisible block bug to occur. Make sure coins aren't placed over top blocks in the future. Timer could have also used an extra 100 seconds. ----- 26. Youmu Konpaku - Hill Island Level Design: 10.0/20.0 Appearance: 2.5/5.0 Functionality: 4.5/5.0 Total: 17.0/30.0 Comments: The first thing I noticed was that the silver p-switch served no purpose other than to force me to find it then backtrack for an arbitrary reason. After that the design got better, but still felt a little random at times. It just didn't feel like it had a unifying theme. I liked the choice of paths after the midpoint and ultimately went with the P-balloon one. A couple of bugs: after exiting to the second half of the level, the screen is too high up and scrolls down to catch up to Mario. Sprite bouyancy is also not enabled and the goomba near the water just falls right through without being affected by it. ----- 27. Uhrix - Her New Castle Level Design: 15.5/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 24.5/30.0 Comments: Palettes were good but had a bit too much contrast between them for my liking. I like that you were able to make a Layer 2 climbing level that didn't feel glitchy or unfair. I was worried as soon as I saw the first net moving but my fears quickly subsided. There was one part after the midpoint that had a very tough jump with a spike ceiling. I think it could have been made better by lowering the pipe end by one tile to allow for more player error. Also, with your introduction to the bridges not always being solid, it's very possible for the player to fall into the pit before the koopa does if they're moving quickly, defeating the purpose of using the koopa as safe instruction. ----- 28. yoshicookiezeus - Trauma Towers Level Design: 19.0/20.0 Appearance: 5.0/5.0 Functionality: 4.5/5.0 Total: 28.5/30.0 Comments: This level is just begging for some backstory. What are these towers? Why are they destroyed? Where is Mario anyways? The atmosphere feels oppressive due to superb paletting and detail. Design itself was fantastic. Vertical levels are hard to nail but I feel like you nailed it pretty well. Difficult but never unfair, the level gets progressively more and more tough to scale as setups with dry bones, thwimps and thwomps become more complex. Then the final segment with the falling tower as a last hurdle to overcome felt ingenious. A real joy to play, the only small issue I found was that the thomwps would not always respawn if you fell down in certain places, a likely issue with such small platforms to aim for. ----- 29. TheOtherGuy25 - Gloomy Grassland Level Design: 12.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 21.0/30.0 Comments: Palettes created a nice gloomy feel. Level itself felt pretty standard but not in a bad way. The biggest flaw I found was that the diagonal pipe led to immediate danger upon landing. I'd have removed the sliding koopa so the player doesn't have to worry about getting damaged upon landing. Other than that, I felt like the level needed more to it. There was a spark of an idea with the falling platforms but the idea never truly developed. ----- 30. Zildjian - A Few Blurry Memories Level Design: 10.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 19.0/30.0 Comments: This level would have scored so much higher if not for the excess of backtracking that has to be done to complete it. The path through the main portion of the level is pleasant, varied and interesting. The side rooms are nice diversions with small bonuses in them. But when they're all combined together and the player is forced to go back and forth over them for what is essentially padding, that is when the level takes a dive in quality. Combine the long level with a near complete lack of powerups and you're constantly on the worry that something will hit you cna make you start the backtracking all over again. It looks great, functions perfectly, but the design leaves so much to be desired, and only because you have to play it multiple times to win. ----- 31. Jolpengammler - Short But Fun Level Design: 12.0/20.0 Appearance: 3.0/5.0 Functionality: 4.0/5.0 Total: 19.0/30.0 Comments: The level felt pretty basic, and honestly was not that short like I thought it might be. That's actually a fault I have with the level, its length is not helped by interesting design. It's mostly just long stretches with some variation in terrain height and enemies placed around. Compounding this, the timer is rather short for the level even if you're running. It really needed something more going for it because as it is, there's really no idea beyond "long-ish level with enemies". Sometimes Jumping Koopas would leap off the top of the screen never to be seen again. Palettes were original SMW. ----- 32. KevKot - SMW Mission Dinosaur Land (V4) Level Design: 14.5/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 23.5/30.0 Comments: That was a very red level! Some may find it too bright but I found it ok on the eyes. Overall it felt pretty good. Difficulty was of an acceptable level with the exception of that one buzzsaw in between the spikes in the scrolling section. The puzzle for the secret exit unfortunately involved a lot of waiting since it dealt with P-Switches, but wasn't a hard or annoying one. I had to laugh at the story result of the secret exit because it was just so "Ok, bye Princess!" ----- 33. Dinomar - Sgarboo. Inc Level Design: 18.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 28.5/30.0 Comments: My mind is still reeling from trying to figure out how you made all the custom graphics using the original files. I'm sure you did and aren't trying to sneak something by us but it still boggles the mind. The level was long and really did feel like two levels in one, but the way you did it is perfectly legal by contest rules so more power to you for having thought of the way to do it. The level was big and varied but never felt random nor did it overstay its welcome. The tileset helped this because thematically the level was solid and because of this, the various areas never felt random. It was very enjoyable to play through. ----- 34. lugi-mario2563 - Takeover of Dinosaur World Level Design: 8.0.0/20.0 Appearance: 2.5/5.0 Functionality: 5.0/5.0 Total: 15.5/30.0 Comments: ----- 35. Argumentable - Kelp Forest Level Design: 14.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 23.0/30.0 Comments: ----- 36. Mannah - Click Clock Mario Level Design: 7.0/20.0 Appearance: 1.0/5.0 Functionality: 4.0/5.0 Total: 13.0/30.0 Comments: ----- 37. THY - Maroon Lagoon (V2) Level Design: 15.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 25.0/30.0 Comments: ----- 38. notgoodwithusernames - The Flipside (V2) Level Design: 18.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 27.0/30.0 Comments: ----- 39. Blue Leaf - Wooden Stronghold Level Design: 14.0/20.0 Appearance: 4.0/5.0 Functionality: 4.0/5.0 Total: 22.0/30.0 Comments: ----- 40. ShadowFire - Forsaken Fortress (V3) Level Design: 12.0/20.0 Appearance: 3.5/5.0 Functionality: 3.5/5.0 Total: 19.0/30.0 Comments: ----- 41. TomPhanto - Neon Pipeline (V2) Level Design: 16.0/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 24.5/30.0 Comments: ----- 42. Forty2 - Metal Gear Solid 3 Level Design: 11.5/20.0 Appearance: 4.0/5.0 Functionality: 3.0/5.0 Total: 18.5/30.0 Comments: ----- 43. XolifreX - Stardust Puzzle Level Design: 11.0/20.0 Appearance: 2.5/5.0 Functionality: 5.0/5.0 Total: 18.5/30.0 Comments: ----- 44. lomani57 - Wiggler's Revenge Level Design: 12.0/20.0 Appearance: 3.0/5.0 Functionality: 5.0/5.0 Total: 20.0/30.0 Comments: ----- 45. benvvv - No hope Level Design: 16.0/20.0 Appearance: 4.5/5.0 Functionality: 4.5/5.0 Total: 25.0/30.0 Comments: ----- 46. Snifit - Castle Street Level Design: 15.5/20.0 Appearance: 5.0/5.0 Functionality: 4.5/5.0 Total: 25.0/30.0 Comments: ----- 47. superwiidude - At Diamond Level Level Design: 18.5/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 28.5/30.0 Comments: ----- 48. xlk - Entry Level Design: 15.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 24.5/30.0 Comments: ----- 49. Lunatic Wolf - Weird Wreckage (V2) Level Design: 14.5/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 24.0/30.0 Comments: ----- 50. yogui - Mystery of the Giant Dark Switch Level Design: 12.0/20.0 Appearance: 3.5/5.0 Functionality: 4.0/5.0 Total: 19.5/30.0 Comments: ----- 51. Caracc - Mish Mash Mountain Level Design: 11.0/20.0 Appearance: 3.0/5.0 Functionality: 5.0/5.0 Total: 19.0/30.0 Comments: ----- 52. SyStemkraSh - Around the World Level Design: 16.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 25.5/30.0 Comments: ----- 53. mario56 - Grass and Lies: Spaghettios Level Design: 10.0/20.0 Appearance: 3.0/5.0 Functionality: 5.0/5.0 Total: 18.0/30.0 Comments: ----- 54. ZMann - Nightfall Level Design: 18.5/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 28.5/30.0 Comments: ----- 55. Sky - Multi-Level Wumping Level Design: 14.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 24.0/30.0 Comments: ----- 56. Darky - Forgotten Forest Level Design: 15.5/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 24.5/30.0 Comments: ----- 57. MarioFan22 - Beach Cavern (V2) Level Design: 15.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 24.0/30.0 Comments: ----- 58. Pison - Ghost Pirates Ahoy! Level Design: 17.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 26.5/30.0 Comments: ----- 59. GeminiRage - Glyph Edifice Level Design: 18.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 28.0/30.0 Comments: ----- 60. mariocool1999 - Mystery Island (V3) Level Design: 13.0/20.0 Appearance: 4.5/5.0 Functionality: 4.5/5.0 Total: 22.0/30.0 Comments: ----- 61. Shog - Caramel Castle Level Design: 14.5/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 23.5/30.0 Comments: ----- 62. aj6666 - Bowser's Castle Level Design: 16.0/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 24.5/30.0 Comments: ----- 63. miguel21450 - A Castle Level Level Design: 14.0/20.0 Appearance: 3.5/5.0 Functionality: 4.5/5.0 Total: 22.0/30.0 Comments: ----- 64. Morsel - Wraithwreck Level Design: 9.0/20.0 Appearance: 3.0/5.0 Functionality: 4.0/5.0 Total: 16.0/30.0 Comments: ----- 65. Octopus - What A Blue Hill Level Design: 10.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 19.0/30.0 Comments: ----- 66. Pribor - Forest Fortress 2 Level Design: 5.0/20.0 Appearance: 1.5/5.0 Functionality: 3.0/5.0 Total: 8.5/30.0 Comments: ----- 67. ZetMyst - Maple Woods Level Design: 13.5/20.0 Appearance: 3.5/5.0 Functionality: 5.5/5.0 Total: 22.5/30.0 Comments: ----- 68. Turbo Man - Swamp Marsh (V2) Level Design: 16.0/20.0 Appearance: 4.5/5.0 Functionality: 4.0/5.0 Total: 24.5/30.0 Comments: ----- 69. SomeGuy712x - Switch Block City Level Design: 17.0/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 25.5/30.0 Comments: ----- 70. mathelete - Nine Inch Fireballs (V10) Level Design: 2.0/20.0 Appearance: 1.0/5.0 Functionality: 1.5/5.0 Total: 4.5/30.0 Comments: ----- 71. xjakku - Another Grassland Level Design: /20.0 Appearance: /5.0 Functionality: /5.0 Total: N/A /30.0 Comments: Broken Patch. Whitescreen upon entering, LM shows nothing but white in level. ----- 72. AUS - Yoshi's Ghost House Level Design: 9.0/20.0 Appearance: 3.0/5.0 Functionality: 3.5/5.0 Total: 15.5/30.0 Comments: ----- 73. Yonowaaru - Kamek's Kastle Level Design: 14.0/20.0 Appearance: 4.0/5.0 Functionality: 4.5/5.0 Total: 22.5/30.0 Comments: ----- 74. Teyla - Volcanic Vegetation (V2) Level Design: 16.5/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 26.5/30.0 Comments: ----- 75. Underway - The Bubble Forest Level Design: 16.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 25.5/30.0 Comments: ----- 76. Vink - Mystic Moonlight Temple Level Design: /20.0 Appearance: /5.0 Functionality: /5.0 Total: N/A /30.0 Comments: SPC700 Stall Detected, cannot run rom. ----- 77. neosaver - The Tower Inferno Level Design: 11.0/20.0 Appearance: 3.0/5.0 Functionality: 4.0/5.0 Total: 18.0/30.0 Comments: ----- 78. TheGuyWhoIsSitting - Entry Level Design: 14.0/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 22.5/30.0 Comments: ----- 79. Lui37 - End of Procrastination Level Design: 15.0/20.0 Appearance: 4.5/5.0 Functionality: 5.5/5.0 Total: 25.0/30.0 Comments: ----- 80. RedToonLink - Mario Scales the Sky Tower (V2) Level Design: 15.5/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 25.0/30.0 Comments: ----- 81. MarioStarLuigi - Twenty Tests Level Design: 5.0/20.0 Appearance: 1.5/5.0 Functionality: 2.5/5.0 Total: 9.0/30.0 Comments: ----- 82. bbk61 - The Difficult Journey Level Design: /20.0 Appearance: /5.0 Functionality: /5.0 Total: N/A /30.0 Comments: Dead download link. ----- 83. Sarge - Kaleidoscope Castle Level Design: 8.0/20.0 Appearance: 3.0/5.0 Functionality: 4.0/5.0 Total: 15.0/30.0 Comments: ----- 84. DiddyKaizo100 - Koop-aroid Tower Level Design: 12.5/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 21.5/30.0 Comments: ----- 85. marioVSshadow - Chateau de Aeros Level Design: 13.0/20.0 Appearance: 4.5/5.0 Functionality: 4.5/5.0 Total: 22.0/30.0 Comments: ----- 86. Ludus - Placeless Color Level Design: 17.5/20.0 Appearance: 5.0/5.0 Functionality: 4.0/5.0 Total: 26.5/30.0 Comments: ----- 87. DDM295 - Bowser's Crafty Creation Level Design: 9.0/20.0 Appearance: 2.5/5.0 Functionality: 4.5/5.0 Total: 16.0/30.0 Comments: ----- 88. pablopeach - Mario Goes Mental Level Design: 12.0/20.0 Appearance: 3.5/5.0 Functionality: 5.0/5.0 Total: 20.5/30.0 Comments: ----- 89. Syntax Errors - Entry Level Design: 14.0/20.0 Appearance: 4.0/5.0 Functionality: 4.5/5.0 Total: 22.5/30.0 Comments: ----- 90. dottedboy - Midsummer Night Level Design: 12.0/20.0 Appearance: 3.0/5.0 Functionality: 5.0/5.0 Total: 20.0/30.0 Comments: ----- 91. TRS - Shrums Level Design: 15.0/20.0 Appearance: 3.0/5.0 Functionality: 5.0/5.0 Total: 23.0/30.0 Comments: ----- 92. GN + LunarYoshi - Finality Level Design: 17.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 27.0/30.0 Comments: ----- 93. Bloodstar - Genericastle Level Design: 17.5/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 26.5/30.0 Comments: ----- 94. Ascaska - Snow Goomba Cake Level Design: 14.0/20.0 Appearance: 4.0/5.0 Functionality: 5.0/5.0 Total: 23.0/30.0 Comments: ----- 95. BMF54123 - SMW: Legend of the Golden Mushroom Level Design: 19.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 29.0/30.0 Comments: ----- 96. Agent Q - Toffee Terrain Level Design: 18.0/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 27.5/30.0 Comments: ----- 97. DragonLX - Forest Utilities Level Design: 19.0/20.0 Appearance: 5.0/5.0 Functionality: 5.0/5.0 Total: 29.0/30.0 Comments: ----- 98. DPhoenix29 - Soaring Gardens Level Design: 16.5/20.0 Appearance: 4.5/5.0 Functionality: 5.0/5.0 Total: 26.0/30.0 Comments: