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Super Mario Flash 64 #11 review

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May 24th, 2015
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  1. This level has some good ideas, but is let down by a lot of flaws. Although backtrack was implemented pretty well, most of the level felt barren as it was far too open and bland. It needs not only more scenery in the higher overworld parts but also better use of tiles and more varied obstacles- much of this level involved jumping over lines of land enemies, and many parts didn't have any (or enough) monsters and sprites. It also felt really samey, with repetitive, overused challenges. This level needs more obstacles like the good thwomp challenge at x2600. If the whole level was designed with creative obstacles like that, it'd be much more fun to play. The cave part had a bland look as it was entirely set in cave scenery. Try to use more tiles other than just cave tiles. There was also some cut-off tiling and a few layering errors involving the pipes, and the piranha plants at x5500 don't look right. Another major flaw was the blind jumps: at x7500, you had no idea the pipe was down below as there were no coins to guide you. In other places, enemies such as the thwomps appeared out of nowhere, which was unfair. I can see you put a lot of effort into this level as it's very long, but still it needs drastic improvements.
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  3. 4/10 -Orangetack, Level Critic
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